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	<updated>2026-10-31T14:48:19Z</updated>
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	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Model_Data&amp;diff=805</id>
		<title>Sonic Adventure/Character Model Data</title>
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		<updated>2026-09-24T07:53:05Z</updated>

		<summary type="html">&lt;p&gt;End User: Created Character Model Data page. Data is a mix of the exported filenames and Retro&amp;#039;s existing lists for CHRMODELS.DLL.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sonic/Metal Sonic =&lt;br /&gt;
When the game&#039;s data is extracted via SA Tools, these files are placed within the &amp;lt;code&amp;gt;figure/sonic/models&amp;lt;/code&amp;gt; folder path. For &#039;&#039;Sonic Adventure DX&#039;&#039; projects, Metal Sonic&#039;s unique data is placed inside the &amp;lt;code&amp;gt;figure/sonic/models/metalsonic&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
|Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s_spin0_s_spin0.nja.sa1mdl&lt;br /&gt;
|Sonic (Curled)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s_spinball_s_spinball.nja.sa1mdl&lt;br /&gt;
|Sonic Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s_kihon10_s_head.nja&lt;br /&gt;
|Sonic Event Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_z.nja.sa1mdl&lt;br /&gt;
|Sonic Head (Morph)&lt;br /&gt;
|Used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|s_spinball_spinball.nja.sa1mdl&lt;br /&gt;
|Sonic Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_dash.nja.sa1mdl&lt;br /&gt;
|Sonic Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_fl0.nja.sa1mdl&lt;br /&gt;
|Sonic Left Foot Morph 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_fl1.nja.sa1mdl&lt;br /&gt;
|Sonic Left Foot Morph 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_fl2.nja.sa1mdl&lt;br /&gt;
|Sonic Left Foot Morph 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_fr0.nja.sa1mdl&lt;br /&gt;
|Sonic Right Foot Morph 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_fr1.nja.sa1mdl&lt;br /&gt;
|Sonic Right Foot Morph 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_fr2.nja.sa1mdl&lt;br /&gt;
|Sonic Right Foot Morph 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s_itemshoose_si_shoose.nja.sa1mdl&lt;br /&gt;
|Light Speed Shoes&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|s_items_s_l_items0.nja.sa1mdl&lt;br /&gt;
|Light Speed Shoes (Left)&lt;br /&gt;
|This model is applied to Sonic&#039;s base model&lt;br /&gt;
|-&lt;br /&gt;
|s_items_s_r_items0.nja.sa1mdl&lt;br /&gt;
|Light Speed Shoes (Right)&lt;br /&gt;
|This model is applied to Sonic&#039;s base model&lt;br /&gt;
|-&lt;br /&gt;
|s_effect0_sonic.nja.sa1mdl&lt;br /&gt;
|Light Speed Aura&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;no_unite&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|s_itemring_s_itemring.nja.sa1mdl&lt;br /&gt;
|Crystal Ring&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|s_ring_s_r_a3.nja.sa1mdl&lt;br /&gt;
|Crystal Ring&lt;br /&gt;
|This model is applied to Sonic&#039;s base model&lt;br /&gt;
|-&lt;br /&gt;
|s_sboard.nja.sa1mdl&lt;br /&gt;
|Snowboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sonic_s_ice.nja.sa1mdl&lt;br /&gt;
|Ice block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s_ice1_s_ice1.nja.sa1mdl&lt;br /&gt;
|Ice debris&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
|Super Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ss_spinball_ss_spinball.nja.sa1mdl&lt;br /&gt;
|Super Sonic Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ssonic_s0.nja.sa1mdl&lt;br /&gt;
|Super Sonic Aura (Downward)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;no_unite&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|ssonic_s1.nja.sa1mdl&lt;br /&gt;
|Super Sonic Aura (Forward)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;no_unite&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|ssonic_s2.nja.sa1mdl&lt;br /&gt;
|Super Sonic Aura (High speed)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;no_unite&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|ss_splashl.nja.sa1mdl&lt;br /&gt;
|Water wave (Left)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;no_unite&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|ss_splashr.nja.sa1mdl&lt;br /&gt;
|Water wave (Right)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;no_unite&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|metalsonic_sonic_1.nja.sa1mdl&lt;br /&gt;
|Metal Sonic&lt;br /&gt;
|SADX only, exported to the &amp;lt;code&amp;gt;metalsonic&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|msonicroll_s_spin0.nja.sa1mdl&lt;br /&gt;
|Metal Sonic (Curled)&lt;br /&gt;
|SADX only, exported to the &amp;lt;code&amp;gt;metalsonic&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|spinball_s_spinball.nja.sa1mdl&lt;br /&gt;
|Metal Sonic Jumpball&lt;br /&gt;
|SADX only, exported to the &amp;lt;code&amp;gt;metalsonic&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SONIC_OBJECTS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___SONIC_OBJECTS&amp;lt;/code&amp;gt; is the name of the array used for all of Sonic&#039;s model data. &amp;lt;code&amp;gt;___SONIC_ACTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;___SONIC_MOTIONS&amp;lt;/code&amp;gt; are used for animation data, with the former also referencing model data due to its nature of being an array of &amp;lt;code&amp;gt;NJS_ACTION&amp;lt;/code&amp;gt; sets.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___SONIC_OBJECTS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic (Root)&lt;br /&gt;
| object_0056AF50&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Bicep (Right)&lt;br /&gt;
| object_00563B7C&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Elbow (Right)&lt;br /&gt;
| object_00563D0C&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Wrist (Right)&lt;br /&gt;
| object_005654EC&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Palm (Right)&lt;br /&gt;
| object_00564CD0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Fingers (Right)&lt;br /&gt;
| object_005647B8&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Thumb (Right)&lt;br /&gt;
| object_00564A78&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Bicep (Left)&lt;br /&gt;
| object_00561F14&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Elbow (Left)&lt;br /&gt;
| object_005620A4&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Wrist (Left)&lt;br /&gt;
| object_005638CC&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Palm (Left)&lt;br /&gt;
| object_005630B0&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Fingers (Left)&lt;br /&gt;
| object_00562B80&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Thigh (Right)&lt;br /&gt;
| object_0056044C&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Knee (Right)&lt;br /&gt;
| object_005605DC&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Ankle (Right)&lt;br /&gt;
| object_00561C68&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Heel (Right)&lt;br /&gt;
| object_005613F8&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Toe (Right)&lt;br /&gt;
| object_00560DD0&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Thigh (Left)&lt;br /&gt;
| object_0055E99C&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Knee (Left)&lt;br /&gt;
| object_0055EB2C&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Ankle (Left)&lt;br /&gt;
| object_005601B8&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Heel (Left)&lt;br /&gt;
| object_0055F948&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Toe (Left)&lt;br /&gt;
| object_0055F330&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic (Root)&lt;br /&gt;
| object_0062DE88&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Bicep (Right)&lt;br /&gt;
| object_00626AB4&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Elbow (Right)&lt;br /&gt;
| object_00626C44&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Wrist (Right)&lt;br /&gt;
| object_0062840C&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Palm (Right)&lt;br /&gt;
| object_00627BF0&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Fingers (Right)&lt;br /&gt;
| object_006276D8&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Bicep (Left)&lt;br /&gt;
| object_00624E3C&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Elbow (Left)&lt;br /&gt;
| object_00624FCC&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Wrist (Left)&lt;br /&gt;
| object_006267F4&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Palm (Left)&lt;br /&gt;
| object_00625FD8&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Fingers (Left)&lt;br /&gt;
| object_00625AA8&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Thigh (Right)&lt;br /&gt;
| object_00623474&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Knee (Right)&lt;br /&gt;
| object_00623604&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Ankle (Right)&lt;br /&gt;
| object_00624B78&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Heel (Right)&lt;br /&gt;
| object_00624308&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Toe (Right)&lt;br /&gt;
| object_00623C14&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Thigh (Left)&lt;br /&gt;
| object_00621AC4&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Knee (Left)&lt;br /&gt;
| object_00621C54&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Ankle (Left)&lt;br /&gt;
| object_006231E0&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Heel (Left)&lt;br /&gt;
| object_00622970&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| ss_kihon0_ssonic.nja.sa1mdl&lt;br /&gt;
| Super Sonic Toe (Left)&lt;br /&gt;
| object_00622254&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| s_spinball_s_spinball.nja.sa1mdl&lt;br /&gt;
| Sonic (Jumpball)&lt;br /&gt;
| object_0057BC44&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Eye [Parent] (Left)&lt;br /&gt;
| object_0056998C&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Head&lt;br /&gt;
| object_00569594&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| s_kihon10_s_head.nja&lt;br /&gt;
| Sonic Event Head&lt;br /&gt;
| object_005812AC&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Head [Parent 2]&lt;br /&gt;
| object_00569DEC&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Head&lt;br /&gt;
| object_00569594&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Head [Parent 1]&lt;br /&gt;
| object_00569E20&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Eye (Right)&lt;br /&gt;
| object_00569CE8&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Eye (Left)&lt;br /&gt;
| object_005698F0&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| s_effect0_sonic.nja.sa1mdl&lt;br /&gt;
| Light Speed Aura (Root)&lt;br /&gt;
| object_006837E8&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| s_effect0_sonic.nja.sa1mdl&lt;br /&gt;
| Light Speed Aura Head [Parent 1]&lt;br /&gt;
| object_00682EF4&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| s_spinball_spinball.nja.sa1mdl&lt;br /&gt;
| Ball Effect Sphere&lt;br /&gt;
| object_0061B4DC&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| sonic_dash.nja.sa1mdl&lt;br /&gt;
| Spindash/Homing Attack Trail Effect&lt;br /&gt;
| object_0061AA94&lt;br /&gt;
|-&lt;br /&gt;
| 58&lt;br /&gt;
| s_items_s_l_items0.nja.sa1mdl&lt;br /&gt;
| Light Speed Shoes Heel (Left)&lt;br /&gt;
| object_00581FB8&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| s_items_s_l_items0.nja.sa1mdl&lt;br /&gt;
| Light Speed Shoes Toe (Left)&lt;br /&gt;
| object_005818AC&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| s_items_s_r_items0.nja.sa1mdl&lt;br /&gt;
| Light Speed Shoes Heel (Right)&lt;br /&gt;
| object_00582CC0&lt;br /&gt;
|-&lt;br /&gt;
| 61&lt;br /&gt;
| s_items_s_r_items0.nja.sa1mdl&lt;br /&gt;
| Light Speed Shoes Toe (Right)&lt;br /&gt;
| object_005825A4&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Sonic Wrist [Parent] (Right)&lt;br /&gt;
| object_00565520&lt;br /&gt;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| s_ring_s_r_a3.nja.sa1mdl&lt;br /&gt;
| Crystal Ring (Wrist)&lt;br /&gt;
| object_00583284&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| s_itemring_s_itemring.nja.sa1mdl&lt;br /&gt;
| Crystal Ring (Upgrade)&lt;br /&gt;
| object_00583904&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| s_itemshoose_si_shoose.nja.sa1mdl&lt;br /&gt;
| Light Speed Shoes (Upgrade)&lt;br /&gt;
| object_00585EB4&lt;br /&gt;
|-&lt;br /&gt;
| 66&lt;br /&gt;
| s_spin0_s_spin0.nja.sa1mdl&lt;br /&gt;
| Sonic (Curled)&lt;br /&gt;
| object_005729CC&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| s_spinball_s_spinball.nja.sa1mdl&lt;br /&gt;
| Sonic (Jumpball)&lt;br /&gt;
| object_0057BC44&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| metalsonic_sonic_1.nja.sa1mdl&lt;br /&gt;
| Metal Sonic (Root)&lt;br /&gt;
| object_00591068&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| msonicroll_s_spin0.nja.sa1mdl&lt;br /&gt;
| Metal Sonic (Curled)&lt;br /&gt;
| object_0059C234&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| spinball_s_spinball.nja.sa1mdl&lt;br /&gt;
| Metal Sonic (Jumpball)&lt;br /&gt;
| object_0059E254&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| s_sboard.nja.sa1mdl&lt;br /&gt;
| Snowboard&lt;br /&gt;
| object_007276E4&lt;br /&gt;
|-&lt;br /&gt;
| 72&lt;br /&gt;
| sonic_s_ice.nja.sa1mdl&lt;br /&gt;
| Ice Block&lt;br /&gt;
| object_0061BB0C&lt;br /&gt;
|-&lt;br /&gt;
| 73&lt;br /&gt;
| s_ice1_s_ice1.nja.sa1mdl&lt;br /&gt;
| Ice Debris&lt;br /&gt;
| object_0061BCD4&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| ssonic_s0.nja.sa1mdl&lt;br /&gt;
| Super Sonic Aura&lt;br /&gt;
| object_00630794&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ssonic_s1.nja.sa1mdl&lt;br /&gt;
| Super Sonic Movement Aura 1&lt;br /&gt;
| object_00631128&lt;br /&gt;
|-&lt;br /&gt;
| 76&lt;br /&gt;
| ssonic_s2.nja.sa1mdl&lt;br /&gt;
| Super Sonic Movement Aura 2&lt;br /&gt;
| object_00631AC0&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| ss_splashl.nja.sa1mdl&lt;br /&gt;
| Super Sonic Water Effect 1&lt;br /&gt;
| object_00631DBC&lt;br /&gt;
|-&lt;br /&gt;
| 78&lt;br /&gt;
| ss_splashr.nja.sa1mdl&lt;br /&gt;
| Super Sonic Water Effect 2&lt;br /&gt;
| object_006320B4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SONIC_MODELS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___SONIC_MODELS&amp;lt;/code&amp;gt; is the name of the array used for Sonic&#039;s model data that is designed to change in real-time.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___SONIC_MODELS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Base Shoe Toe (Left)&lt;br /&gt;
| attach_0055F304&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Base Shoe Toe (Right)&lt;br /&gt;
| attach_00560DA4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| sonic_fl0.nja.sa1mdl&lt;br /&gt;
| Fully Stretched Toe 01 (Left)&lt;br /&gt;
| attach_005735AC&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| sonic_fl1.nja.sa1mdl&lt;br /&gt;
| Fully Stretched Toe 02 (Left)&lt;br /&gt;
| attach_00573DFC&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| sonic_fl2.nja.sa1mdl&lt;br /&gt;
| Unstreched Toe (Left)&lt;br /&gt;
| attach_0057464C&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| sonic_fr0.nja.sa1mdl&lt;br /&gt;
| Fully Stretched Toe 01 (Right)&lt;br /&gt;
| attach_0057525C&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| sonic_fr1.nja.sa1mdl&lt;br /&gt;
| Fully Stretched Toe 02 (Right)&lt;br /&gt;
| attach_00575AB4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| sonic_fr2.nja.sa1mdl&lt;br /&gt;
| Unstretched Toe (Right)&lt;br /&gt;
| attach_0057630C&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| s_kihon10_sonic.nja.sa1mdl&lt;br /&gt;
| Base Sonic Head&lt;br /&gt;
| attach_00569568&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| sonic_z.nja.sa1mdl&lt;br /&gt;
| Morph Sonic Head&lt;br /&gt;
| attach_00579C68&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tails =&lt;br /&gt;
When the game&#039;s data is extracted via SA Tools, these files are placed within the &amp;lt;code&amp;gt;figure/miles/models&amp;lt;/code&amp;gt; folder path. The model used for Eggman in Speed Highway can be found in the &amp;lt;code&amp;gt;figure/miles/eggmoble&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
|Tails&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
|Tails (Flight)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|m_spin_m_spin.nja.sa1mdl&lt;br /&gt;
|Tails (Curled)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|m_spinball_m_spinball.nja.sa1mdl&lt;br /&gt;
|Tails Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|shape_kihon_m_head.nja.sa1mdl&lt;br /&gt;
|Tails Event Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|miles_head_z.nja.sa1mdl&lt;br /&gt;
|Tails Head (Morph)&lt;br /&gt;
|Used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|miles_tail_u.nja.sa1mdl&lt;br /&gt;
|Tails&#039; Tail (Morph)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|miles_tail_l0.nja.sa1mdl&lt;br /&gt;
|Left Tail Morph 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|miles_tail_l1.nja.sa1mdl&lt;br /&gt;
|Left Tail Morph 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|miles_tail_r0.nja.sa1mdl&lt;br /&gt;
|Right Tail Morph 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|miles_tail_r1.nja.sa1mdl&lt;br /&gt;
|Right Tail Morph 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|m_itembody_m_itembody.nja.sa1mdl&lt;br /&gt;
|Rhythm Badge&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|m_itembody.nja.sa1mdl&lt;br /&gt;
|Rhythm Badge&lt;br /&gt;
|This model is applied to Tails&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|m_itemshoose_m_itemshoose.nja.sa1mdl&lt;br /&gt;
|Jet Anklet&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|m_itemls_m_itemls0.nja.sa1mdl&lt;br /&gt;
|Jet Anklet (Left)&lt;br /&gt;
|This model is applied to Tails&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|m_itemrs_m_itemrs0.nja.sa1mdl&lt;br /&gt;
|Jet Anklet (Right)&lt;br /&gt;
|This model is applied to Tails&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|m_sboard_snowboard.nja.sa1mdl&lt;br /&gt;
|Snowboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|egm01_egm00.nja.sa1mdl&lt;br /&gt;
|Eggman Rival (Eggmobile)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;figure/miles/eggmoble&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|-&lt;br /&gt;
|egman160_body.nja.sa1mdl&lt;br /&gt;
|Eggman Rival (Eggman)&lt;br /&gt;
|This model is exported to the &amp;lt;code&amp;gt;figure/miles/eggmoble&amp;lt;/code&amp;gt; folder when extracted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MILES_OBJECTS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___MILES_OBJECTS&amp;lt;/code&amp;gt; is the name of the array used for all of Sonic&#039;s model data. &amp;lt;code&amp;gt;___MILES_ACTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;___MILES_MOTIONS&amp;lt;/code&amp;gt; are used for animation data, with the former also referencing model data due to its nature of being an array of &amp;lt;code&amp;gt;NJS_ACTION&amp;lt;/code&amp;gt; sets.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___MILES_OBJECTS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Root)&lt;br /&gt;
| object_0042AD54&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying, Root)&lt;br /&gt;
| object_00437C44&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| m_spin_m_spin.nja.sa1mdl&lt;br /&gt;
| Miles (Curled)&lt;br /&gt;
| object_0043F4B4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| m_spinball_m_spinball.nja.sa1mdl&lt;br /&gt;
| Miles (Jumpball)&lt;br /&gt;
| object_0044148C&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Head&lt;br /&gt;
| object_0042ABE8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Head&lt;br /&gt;
| object_00437AD8&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Face Root&lt;br /&gt;
| object_0042AC84&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Face Root&lt;br /&gt;
| object_00437B74&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Eye&lt;br /&gt;
| object_00426ED0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Eye&lt;br /&gt;
| object_00426B90&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Eye&lt;br /&gt;
| object_00433DC0&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Eye&lt;br /&gt;
| object_00433A80&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Tail&lt;br /&gt;
| object_0041E548&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Tail&lt;br /&gt;
| object_0041EC90&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Tail Root&lt;br /&gt;
| object_0041ED2C&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Tail Root&lt;br /&gt;
| object_0041E5E4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Tail Root&lt;br /&gt;
| object_0042BC1C&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Tail Root&lt;br /&gt;
| object_0042B4D4&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Tail Parent&lt;br /&gt;
| object_0042BBE8&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Tail Parent&lt;br /&gt;
| object_0042B4A0&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Bicep&lt;br /&gt;
| object_00424D00&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Elbow&lt;br /&gt;
| object_00424E94&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Wrist&lt;br /&gt;
| object_0042674C&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Bicep&lt;br /&gt;
| object_00422FD8&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Elbow&lt;br /&gt;
| object_0042316C&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Wrist&lt;br /&gt;
| object_00424A14&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Thigh&lt;br /&gt;
| object_0042182C&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Knee&lt;br /&gt;
| object_004219BC&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Ankle&lt;br /&gt;
| object_00422CF0&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Thigh&lt;br /&gt;
| object_004200CC&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Knee&lt;br /&gt;
| object_0042025C&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Ankle&lt;br /&gt;
| object_00421598&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Foot Heel&lt;br /&gt;
| object_004225C8&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Foot Toe&lt;br /&gt;
| object_00421FE4&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Foot Heel&lt;br /&gt;
| object_00420E70&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Foot Toe&lt;br /&gt;
| object_00420884&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Palm&lt;br /&gt;
| object_00425E88&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Fingers&lt;br /&gt;
| object_00425C40&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Palm&lt;br /&gt;
| object_00424158&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Fingers&lt;br /&gt;
| object_00423F10&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Bicep&lt;br /&gt;
| object_00431BF0&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Elbow&lt;br /&gt;
| object_00431D84&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Wrist&lt;br /&gt;
| object_0043363C&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Bicep&lt;br /&gt;
| object_0042FEC8&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Elbow&lt;br /&gt;
| object_0043005C&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Wrist&lt;br /&gt;
| object_00431904&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Thigh&lt;br /&gt;
| object_0042E71C&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Knee&lt;br /&gt;
| object_0042E8AC&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Ankle&lt;br /&gt;
| object_0042FBE0&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Thigh&lt;br /&gt;
| object_0042CFBC&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Knee&lt;br /&gt;
| object_0042D14C&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Ankle&lt;br /&gt;
| object_0042E488&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Foot Heel&lt;br /&gt;
| object_0042F4B8&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Foot Toe&lt;br /&gt;
| object_0042EED4&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Foot Heel&lt;br /&gt;
| object_0042DD60&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Foot Toe&lt;br /&gt;
| object_0042D774&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Palm&lt;br /&gt;
| object_00432D78&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Fingers&lt;br /&gt;
| object_00432B30&lt;br /&gt;
|-&lt;br /&gt;
| 58&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Palm&lt;br /&gt;
| object_00431048&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Fingers&lt;br /&gt;
| object_00430E00&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| m_itemls_m_itemls0.nja.sa1mdl&lt;br /&gt;
| Jet Anklet (Left Toe)&lt;br /&gt;
| object_0046E63C&lt;br /&gt;
|-&lt;br /&gt;
| 61&lt;br /&gt;
| m_itemrs_m_itemrs0.nja.sa1mdl&lt;br /&gt;
| Jet Anklet (Right Toe)&lt;br /&gt;
| object_0046F46C&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Chest&lt;br /&gt;
| object_0041FE04&lt;br /&gt;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Chest&lt;br /&gt;
| object_0042CCF4&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| m_itemls_m_itemls0.nja.sa1mdl&lt;br /&gt;
| Jet Anklet (Left Heel)&lt;br /&gt;
| object_0046EE44&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| m_itemrs_m_itemrs0.nja.sa1mdl&lt;br /&gt;
| Jet Anklet (Right Heel)&lt;br /&gt;
| object_0046FC84&lt;br /&gt;
|-&lt;br /&gt;
| 66&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Head Sibling&lt;br /&gt;
| object_0042AC1C&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Head&lt;br /&gt;
| object_0042ABE8&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Head Sibling&lt;br /&gt;
| object_00437B0C&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Head&lt;br /&gt;
| object_00437AD8&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| shape_kihon_m_head.nja.sa1mdl&lt;br /&gt;
| Miles Cinematic Head&lt;br /&gt;
| object_0044C724&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| m_sboard_snowboard.nja.sa1mdl&lt;br /&gt;
| Miles Snowboard&lt;br /&gt;
| object_0055C92C&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MILES_MODELS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___MILES_MODELS&amp;lt;/code&amp;gt; is the name of the array used for Tails&#039; model data that is designed to change in real-time.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___MILES_MODELS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Chest&lt;br /&gt;
| attach_0041FDD8&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Chest&lt;br /&gt;
| attach_0042CCC8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Miles Head&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| attach_0042ABBC&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Head&lt;br /&gt;
| attach_00437AAC&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| miles_head_z.nja.sa1mdl&lt;br /&gt;
| Miles Head for Morphs&lt;br /&gt;
| attach_0044517C&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Left Tail&lt;br /&gt;
| attach_0041E51C&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| m_kihon3_miles.nja.sa1mdl&lt;br /&gt;
| Miles Right Tail&lt;br /&gt;
| attach_0041EC64&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Left Tail&lt;br /&gt;
| attach_0042B40C&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| m_kihon4_miles.nja.sa1mdl&lt;br /&gt;
| Miles (Flying) Right Tail&lt;br /&gt;
| attach_0042BB54&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| miles_tail_l0.nja.sa1mdl&lt;br /&gt;
| Left Tail Morph&lt;br /&gt;
| attach_00445778&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| miles_tail_r0.nja.sa1mdl&lt;br /&gt;
| Right Tail Morph&lt;br /&gt;
| attach_00445DA8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| miles_tail_l1.nja.sa1mdl&lt;br /&gt;
| Left Tail Morph&lt;br /&gt;
| attach_00446A08&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| miles_tail_r1.nja.sa1mdl&lt;br /&gt;
| Right Tail Morph&lt;br /&gt;
| attach_00447038&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| miles_tail_u.nja.sa1mdl&lt;br /&gt;
| Tail Morph (Reference Points)&lt;br /&gt;
| attach_004463D8&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| m_itembody.nja.sa1mdl&lt;br /&gt;
| Rhythm Badge (Worn)&lt;br /&gt;
| attach_0046DFE8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Knuckles =&lt;br /&gt;
When the game&#039;s data is extracted via SA Tools, these files are placed within the &amp;lt;code&amp;gt;figure/knuckles/models&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|knuck_a.nja.sa1mdl&lt;br /&gt;
|Knuckles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|knuck_b.nja.sa1mdl&lt;br /&gt;
|Knuckles (Gliding)&lt;br /&gt;
|This model is also used during certain actions, such as running at high speed&lt;br /&gt;
|-&lt;br /&gt;
|knuck_spin.nja.sa1mdl&lt;br /&gt;
|Knuckles (Curled)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|knuck_ball.nja.sa1mdl&lt;br /&gt;
|Knuckles Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|knuckles41_k_head0.nja.sa1mdl&lt;br /&gt;
|Knuckles Event Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|knuck_z.nja.sa1mdl&lt;br /&gt;
|Knuckles Head (Morph)&lt;br /&gt;
|Used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|knuckles_combo.nja.sa1mdl&lt;br /&gt;
|Punch aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|k_crow_k_itemonlyc.nja.sa1mdl&lt;br /&gt;
|Shovel Claws&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_glove_l0.nja.sa1mdl&lt;br /&gt;
|Shovel Claw (Left)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_glove_l1.nja.sa1mdl&lt;br /&gt;
|Shovel Claw (Left, With Fighting Gloves)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_glove_r0.nja.sa1mdl&lt;br /&gt;
|Shovel Claw (Right)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_glove_r1.nja.sa1mdl&lt;br /&gt;
|Shovel Claw (Right, With Fighting Gloves)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|k_fgrove_k_itemonlyf.nja.sa1mdl&lt;br /&gt;
|Fighting Gloves&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_lw.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Left Wrist)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_lx.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Left Palm)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_ly.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Left Fingers)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_lz.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Left Thumb)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_rw.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Right Wrist)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_rx.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Right Palm)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_ry.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Right Fingers)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knu_i_claw_rz.nja.sa1mdl&lt;br /&gt;
|Fighting Glove (Right Thumb)&lt;br /&gt;
|This model is applied to Knuckles&#039; base model&lt;br /&gt;
|-&lt;br /&gt;
|knuckles_mh.nja.sa1mdl&lt;br /&gt;
|Maximum Heat aura&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KNUCKLES_OBJECTS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___KNUCKLES_OBJECTS&amp;lt;/code&amp;gt; is the name of the array used for all of Knuckles&#039; model data. &amp;lt;code&amp;gt;___KNUCKLES_ACTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;___KNUCKLES_MOTIONS&amp;lt;/code&amp;gt; are used for animation data, with the former also referencing model data due to its nature of being an array of &amp;lt;code&amp;gt;NJS_ACTION&amp;lt;/code&amp;gt; sets.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___KNUCKLES_OBJECTS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles (Root)&lt;br /&gt;
| object_002E23B0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding, Root)&lt;br /&gt;
| object_002EEE50&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Bicep&lt;br /&gt;
| object_002DB8A4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Elbow&lt;br /&gt;
| object_002DBA34&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Wrist&lt;br /&gt;
| object_002DD0AC&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Fingers&lt;br /&gt;
| object_002DC244&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Bicep&lt;br /&gt;
| object_002D9E5C&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Elbow&lt;br /&gt;
| object_002D9FEC&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Wrist&lt;br /&gt;
| object_002DB5F4&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Fingers&lt;br /&gt;
| object_002DAB34&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Thigh&lt;br /&gt;
| object_002D876C&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Knee&lt;br /&gt;
| object_002D88FC&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Ankle&lt;br /&gt;
| object_002D9BB0&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Thigh&lt;br /&gt;
| object_002D6FE4&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Knee&lt;br /&gt;
| object_002D7174&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Ankle&lt;br /&gt;
| object_002D8438&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Foot Heel&lt;br /&gt;
| object_002D9754&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Foot Toe&lt;br /&gt;
| object_002D9088&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Foot Heel&lt;br /&gt;
| object_002D7FDC&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Foot Toe&lt;br /&gt;
| object_002D7900&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Palm&lt;br /&gt;
| object_002DC94C&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Fingers&lt;br /&gt;
| object_002DC244&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Palm&lt;br /&gt;
| object_002DAEE4&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Fingers&lt;br /&gt;
| object_002DAB34&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Bicep&lt;br /&gt;
| object_002E8324&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Elbow&lt;br /&gt;
| object_002E84B4&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Wrist&lt;br /&gt;
| object_002E9B2C&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Fingers&lt;br /&gt;
| object_002E8CC4&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Bicep&lt;br /&gt;
| object_002E68DC&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Elbow&lt;br /&gt;
| object_002E6A6C&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Wrist&lt;br /&gt;
| object_002E8074&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Fingers&lt;br /&gt;
| object_002E75B4&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Thigh&lt;br /&gt;
| object_002E51EC&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Knee&lt;br /&gt;
| object_002E537C&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Ankle&lt;br /&gt;
| object_002E6630&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Thigh&lt;br /&gt;
| object_002E3A64&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Knee&lt;br /&gt;
| object_002E3BF4&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Ankle&lt;br /&gt;
| object_002E4EB8&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Foot Heel&lt;br /&gt;
| object_002E61D4&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Foot Toe&lt;br /&gt;
| object_002E5B08&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Foot Heel&lt;br /&gt;
| object_002E4A5C&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Foot Toe&lt;br /&gt;
| object_002E4380&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Palm&lt;br /&gt;
| object_002E93CC&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Fingers&lt;br /&gt;
| object_002E8CC4&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Palm&lt;br /&gt;
| object_002E7964&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Fingers&lt;br /&gt;
| object_002E75B4&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| knuckles_combo.nja.sa1mdl&lt;br /&gt;
| Mega Punch Aura&lt;br /&gt;
| object_00328878&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| knuckles_mh.nja.sa1mdl&lt;br /&gt;
| Maximum Heat Aura&lt;br /&gt;
| object_003291C4&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Head&lt;br /&gt;
| object_002E191C&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Head&lt;br /&gt;
| object_002EE3BC&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Face Root&lt;br /&gt;
| object_002E21A8&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Eye&lt;br /&gt;
| object_002E2070&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Eye&lt;br /&gt;
| object_002E1C78&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Eye Root&lt;br /&gt;
| object_002E1D14&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Head&lt;br /&gt;
| object_002E191C&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| knuckles41_k_head0.nja.sa1mdl&lt;br /&gt;
| Knuckles Cinematic Head&lt;br /&gt;
| object_0030257C&lt;br /&gt;
|-&lt;br /&gt;
| 58&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Wrist&lt;br /&gt;
| object_002DB5F4&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Palm&lt;br /&gt;
| object_002DAEE4&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Fingers&lt;br /&gt;
| object_002DAB34&lt;br /&gt;
|-&lt;br /&gt;
| 61&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Thumb&lt;br /&gt;
| object_002DA324&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Wrist&lt;br /&gt;
| object_002DD0AC&lt;br /&gt;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Palm&lt;br /&gt;
| object_002DC94C&lt;br /&gt;
|-&lt;br /&gt;
| 64&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Fingers&lt;br /&gt;
| object_002DC244&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Thumb&lt;br /&gt;
| object_002DC59C&lt;br /&gt;
|-&lt;br /&gt;
| 66&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Wrist&lt;br /&gt;
| object_002E8074&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Palm&lt;br /&gt;
| object_002E7964&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Fingers&lt;br /&gt;
| object_002E75B4&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Left Thumb&lt;br /&gt;
| object_002E6DA4&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Wrist&lt;br /&gt;
| object_002E9B2C&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Palm&lt;br /&gt;
| object_002E93CC&lt;br /&gt;
|-&lt;br /&gt;
| 72&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Fingers&lt;br /&gt;
| object_002E8CC4&lt;br /&gt;
|-&lt;br /&gt;
| 73&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Right Thumb&lt;br /&gt;
| object_002E901C&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KNUCKLES_MODELS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___KNUCKLES_MODELS&amp;lt;/code&amp;gt; is the name of the array used for Knuckles&#039; model data that is designed to change in real-time.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___KNUCKLES_MODELS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| knu_i_glove_l0.nja.sa1mdl&lt;br /&gt;
| Shovel Claw (Left, Normal)&lt;br /&gt;
| attach_003298C8&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| knu_i_glove_l1.nja.sa1mdl&lt;br /&gt;
| Shovel Claw (Left, Fighting Gloves)&lt;br /&gt;
| attach_00329FF8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| knu_i_glove_r0.nja.sa1mdl&lt;br /&gt;
| Shovel Claw (Right, Normal)&lt;br /&gt;
| attach_0032A6F0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| knu_i_glove_r1.nja.sa1mdl&lt;br /&gt;
| Shovel Claw (Right, Fighting Gloves)&lt;br /&gt;
| attach_0032ADF8&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Head&lt;br /&gt;
| attach_002E18F0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| knuck_b.nja.sa1mdl&lt;br /&gt;
| Knuckles (Gliding) Head&lt;br /&gt;
| attach_002EE390&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| knuck_z.nja.sa1mdl&lt;br /&gt;
| Knuckles Head for Morphs&lt;br /&gt;
| attach_002FC558&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Wrist&lt;br /&gt;
| attach_002DB5C8&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Palm&lt;br /&gt;
| attach_002DAEB8&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Fingers&lt;br /&gt;
| attach_002DAB08&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Left Thumb&lt;br /&gt;
| attach_002DA2F8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Wrist&lt;br /&gt;
| attach_002DD080&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Palm&lt;br /&gt;
| attach_002DC920&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Fingers&lt;br /&gt;
| attach_002DC218&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| knuck_a.nja.sa1mdl&lt;br /&gt;
| Knuckles Right Thumb&lt;br /&gt;
| attach_002DC570&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| knu_i_claw_lw.nja.sa1mdl&lt;br /&gt;
| Left Wrist (Fighting Gloves)&lt;br /&gt;
| attach_0032B488&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| knu_i_claw_lx.nja.sa1mdl&lt;br /&gt;
| Left Palm (Fighting Gloves)&lt;br /&gt;
| attach_0032C2F8&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| knu_i_claw_ly.nja.sa1mdl&lt;br /&gt;
| Left Fingers (Fighting Gloves)&lt;br /&gt;
| attach_0032BF48&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| knu_i_claw_lz.nja.sa1mdl&lt;br /&gt;
| Left Thumb (Fighting Gloves)&lt;br /&gt;
| attach_0032B7C0&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| knu_i_claw_rw.nja.sa1mdl&lt;br /&gt;
| Right Wrist (Fighting Gloves)&lt;br /&gt;
| attach_0032C950&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| knu_i_claw_rx.nja.sa1mdl&lt;br /&gt;
| Right Palm (Fighting Gloves)&lt;br /&gt;
| attach_0032D7E0&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| knu_i_claw_ry.nja.sa1mdl&lt;br /&gt;
| Right Fingers (Fighting Gloves)&lt;br /&gt;
| attach_0032D430&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| knu_i_claw_rz.nja.sa1mdl&lt;br /&gt;
| Right Thumb (Fighting Gloves)&lt;br /&gt;
| attach_0032CCA8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Amy =&lt;br /&gt;
When the game&#039;s data is extracted via SA Tools, these files are placed within the &amp;lt;code&amp;gt;figure/amy/models&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|amy_a.nja.sa1mdl&lt;br /&gt;
|Amy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|shape_kihon_a_head.nja.sa1mdl&lt;br /&gt;
|Amy Event Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|amy_z.nja.sa1mdl&lt;br /&gt;
|Amy Head (Morph)&lt;br /&gt;
|Used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|amy_y.nja.sa1mdl&lt;br /&gt;
|Amy Dress (Morph)&lt;br /&gt;
|Used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|amy_shock.nja.sa1mdl&lt;br /&gt;
|Hammer shockwave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|amy_i_head.nja.sa1mdl&lt;br /&gt;
|Warrior Feather&lt;br /&gt;
|This model is applied to Amy&#039;s base model&lt;br /&gt;
|-&lt;br /&gt;
|a_itemhanma_a_itemh.nja.sa1mdl&lt;br /&gt;
|Long Hammer&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|amy_i_hammer.nja.sa1mdl&lt;br /&gt;
|Long Hammer&lt;br /&gt;
|This model is applied to Amy&#039;s base model&lt;br /&gt;
|-&lt;br /&gt;
|wing_act.nja.sa1mdl&lt;br /&gt;
|Lily (Flicky)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|amy_drum.nja.sa1mdl&lt;br /&gt;
|Barrel&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AMY_OBJECTS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___AMY_OBJECTS&amp;lt;/code&amp;gt; is the name of the array used for all of Amy&#039;s model data. &amp;lt;code&amp;gt;___AMY_ACTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;___AMY_MOTIONS&amp;lt;/code&amp;gt; are used for animation data, with the former also referencing model data due to its nature of being an array of &amp;lt;code&amp;gt;NJS_ACTION&amp;lt;/code&amp;gt; sets.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___AMY_OBJECTS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy (Root)&lt;br /&gt;
| object_00016460&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| amy_drum.nja.sa1mdl&lt;br /&gt;
| Barrel&lt;br /&gt;
| object_00016E7C&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Piko-Piko Hammer Handle&lt;br /&gt;
| object_0000FB34&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Piko-Piko Hammer Head&lt;br /&gt;
| object_0000F974&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Head&lt;br /&gt;
| object_000159CC&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Dress&lt;br /&gt;
| object_00009C54&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Bicep&lt;br /&gt;
| object_0000EA74&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Elbow&lt;br /&gt;
| object_0000EC04&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Wrist&lt;br /&gt;
| object_000112C4&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Bicep&lt;br /&gt;
| object_0000CE6C&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Elbow&lt;br /&gt;
| object_0000CFFC&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Wrist&lt;br /&gt;
| object_0000D7B4&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Thigh&lt;br /&gt;
| object_0000B7D4&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Knee&lt;br /&gt;
| object_0000B994&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Ankle&lt;br /&gt;
| object_0000CBC0&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Thigh&lt;br /&gt;
| object_0000A114&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Knee&lt;br /&gt;
| object_0000A2D4&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Ankle&lt;br /&gt;
| object_0000B510&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Foot Heel&lt;br /&gt;
| object_0000C508&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Foot Toe&lt;br /&gt;
| object_0000BE90&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Foot Heel&lt;br /&gt;
| object_0000AE48&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Foot Toe&lt;br /&gt;
| object_0000A7D0&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Palm&lt;br /&gt;
| object_00010AF8&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Fingers&lt;br /&gt;
| object_000108A0&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Palm&lt;br /&gt;
| object_0000E7C8&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Fingers&lt;br /&gt;
| object_0000E570&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Face Root&lt;br /&gt;
| object_00016258&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Eye&lt;br /&gt;
| object_00016120&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Eye&lt;br /&gt;
| object_00015D28&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| amy_shock.nja.sa1mdl&lt;br /&gt;
| Hammer Shockwave Aura&lt;br /&gt;
| object_0001DBCC&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Left Eye Root&lt;br /&gt;
| object_00015DC4&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Head&lt;br /&gt;
| object_000159CC&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| shape_kihon_a_head.nja.sa1mdl&lt;br /&gt;
| Amy Cinematic Head&lt;br /&gt;
| object_00023300&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Head&lt;br /&gt;
| object_000159CC&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Headband&lt;br /&gt;
| object_00012324&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| amy_i_head.nja.sa1mdl&lt;br /&gt;
| Warrior Feather&lt;br /&gt;
| object_0001D858&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Right Thumb&lt;br /&gt;
| object_0000FDF8&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Piko-Piko Hammer Handle&lt;br /&gt;
| object_0000FB34&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| amy_i_hammer.nja.sa1mdl&lt;br /&gt;
| Long Hammer&lt;br /&gt;
| object_0001D204&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AMY_MODELS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___AMY_MODELS&amp;lt;/code&amp;gt; is the name of the array used for Amy&#039;s model data that is designed to change in real-time.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___AMY_MODELS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| amy_drum.nja.sa1mdl&lt;br /&gt;
| Barrel&lt;br /&gt;
| attach_00016DE8&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Head&lt;br /&gt;
| attach_000159A0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| amy_z.nja.sa1mdl&lt;br /&gt;
| Amy Head for Morphs&lt;br /&gt;
| attach_0001C100&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| amy_a.nja.sa1mdl&lt;br /&gt;
| Amy Dress&lt;br /&gt;
| attach_00009C28&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| amy_y.nja.sa1mdl&lt;br /&gt;
| Amy Dress for Morphs&lt;br /&gt;
| attach_00018A90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Big =&lt;br /&gt;
When the game&#039;s data is extracted via SA Tools, these files are placed within the &amp;lt;code&amp;gt;figure/big/models&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
|Big&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|shape_kihon_b_head.nja.sa1mdl&lt;br /&gt;
|Big Event Head&lt;br /&gt;
|Not used&lt;br /&gt;
|-&lt;br /&gt;
|big_z.nja.sa1mdl&lt;br /&gt;
|Big Head (Morph)&lt;br /&gt;
|Used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|big_castmark0.nja.sa1mdl&lt;br /&gt;
|Casting marker (Circle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|castmarc1_castmark1.nja.sa1mdl&lt;br /&gt;
|Casting marker (Cursor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b_itemukiwa0_b_itemukiwa0.nja.sa1mdl&lt;br /&gt;
|Life Belt&lt;br /&gt;
|Field upgrade model&lt;br /&gt;
|-&lt;br /&gt;
|b_itemukiwa_b_body.nja.sa1mdl&lt;br /&gt;
|Life Belt&lt;br /&gt;
|This model is applied to Big&#039;s base model&lt;br /&gt;
|-&lt;br /&gt;
|b_itemsao_b_itemsao.nja.sa1mdl&lt;br /&gt;
|Power Rod&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ruar_hontai.nja.sa1mdl&lt;br /&gt;
|Fishing lure (Default)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ruar_blue_hontai.nja.sa1mdl&lt;br /&gt;
|Fishing lure (Blue)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ruar_red_hontai.nja.sa1mdl&lt;br /&gt;
|Fishing lure (Red)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ruar_silver_hontai.nja.sa1mdl&lt;br /&gt;
|Fishing lure (Silver)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ruar_gold_hontai.nja.sa1mdl&lt;br /&gt;
|Fishing lure (Gold)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|big_kaeru.nja.sa1mdl&lt;br /&gt;
|Froggy&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BIG_OBJECTS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___BIG_OBJECTS&amp;lt;/code&amp;gt; is the name of the array used for all of Big&#039;s model data. &amp;lt;code&amp;gt;___BIG_ACTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;___BIG_MOTIONS&amp;lt;/code&amp;gt; are used for animation data, with the former also referencing model data due to its nature of being an array of &amp;lt;code&amp;gt;NJS_ACTION&amp;lt;/code&amp;gt; sets.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___BIG_OBJECTS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big (Root)&lt;br /&gt;
| object_0012541C&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| shape_kihon_b_head.nja.sa1mdl&lt;br /&gt;
| Big Cinematic Head&lt;br /&gt;
| object_0012CA3C&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Bicep&lt;br /&gt;
| object_00120834&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Elbow&lt;br /&gt;
| object_00120C14&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Wrist&lt;br /&gt;
| object_0012210C&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Fingers&lt;br /&gt;
| object_00121910&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Bicep&lt;br /&gt;
| object_0011DD6C&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Elbow&lt;br /&gt;
| object_0011E14C&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Wrist&lt;br /&gt;
| object_0011E6E4&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Fingers&lt;br /&gt;
| object_00120088&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Thigh&lt;br /&gt;
| object_001233D4&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Ankle&lt;br /&gt;
| object_0012414C&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Foot Heel&lt;br /&gt;
| object_00123EA0&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Foot Toe&lt;br /&gt;
| object_001239B4&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Thigh&lt;br /&gt;
| object_0012450C&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Ankle&lt;br /&gt;
| object_001247B4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Foot Heel&lt;br /&gt;
| object_001252B0&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Foot Toe&lt;br /&gt;
| object_00124DBC&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Palm&lt;br /&gt;
| object_00121B8C&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| b_itemsao_b_itemsao.nja.sa1mdl&lt;br /&gt;
| Power Rod&lt;br /&gt;
| object_001291D4&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Palm&lt;br /&gt;
| object_00120304&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Jaw Sibling&lt;br /&gt;
| object_0011D7A0&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Left Iris&lt;br /&gt;
| object_0011B5FC&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Right Iris&lt;br /&gt;
| object_0011B754&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Fishing Rod&lt;br /&gt;
| object_0011F384&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Jaw&lt;br /&gt;
| object_0011D76C&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Head&lt;br /&gt;
| object_0011D448&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| shape_kihon_b_head.nja.sa1mdl&lt;br /&gt;
| Big Cinematic Head&lt;br /&gt;
| object_0012CA3C&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| b_itemsao_b_itemsao.nja.sa1mdl&lt;br /&gt;
| Power Rod&lt;br /&gt;
| object_001291D4&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| b_itemukiwa_b_body.nja.sa1mdl&lt;br /&gt;
| Life Belt w/ Big Stomach&lt;br /&gt;
| object_001284BC&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Chest&lt;br /&gt;
| object_0011B0D0&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Face Root&lt;br /&gt;
| object_0011D808&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Fishing Rod&lt;br /&gt;
| object_0011F384&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Fishing Rod Reel&lt;br /&gt;
| object_0011EC34&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| b_itemsao_b_itemsao.nja.sa1mdl&lt;br /&gt;
| Power Rod Reel&lt;br /&gt;
| object_00128A90&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| ruar_hontai.nja.sa1mdl&lt;br /&gt;
| Fishing Lure Level 1&lt;br /&gt;
| object_0014423C&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| ruar_blue_hontai.nja.sa1mdl&lt;br /&gt;
| Fishing Lure Level 3&lt;br /&gt;
| object_00145B88&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| ruar_red_hontai.nja.sa1mdl&lt;br /&gt;
| Fishing Lure Level 2&lt;br /&gt;
| object_00147A50&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| ruar_silver_hontai.nja.sa1mdl&lt;br /&gt;
| Fishing Lure Level 4&lt;br /&gt;
| object_001497AC&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| ruar_gold_hontai.nja.sa1mdl&lt;br /&gt;
| Fishing Lure Level 5&lt;br /&gt;
| object_0014B7B0&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| big_castmark0.nja.sa1mdl&lt;br /&gt;
| Fishing Aiming Reticle (Hexagon)&lt;br /&gt;
| object_0014BB28&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| castmarc1_castmark1.nja.sa1mdl&lt;br /&gt;
| Fishing Aiming Reticle (Arrow)&lt;br /&gt;
| object_0014BC64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BIG_MODELS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___BIG_MODELS&amp;lt;/code&amp;gt; is the name of the array used for Big&#039;s model data that is designed to change in real-time.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___BIG_MODELS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Big Head&lt;br /&gt;
| attach_0011D41C&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| big_z.nja.sa1mdl&lt;br /&gt;
| Big Head for Morphs&lt;br /&gt;
| attach_00126D14&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| b_kihon0_bic.nja.sa1mdl&lt;br /&gt;
| Fishing Rod&lt;br /&gt;
| attach_0011F358&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| b_itemsao_b_itemsao.nja.sa1mdl&lt;br /&gt;
| Power Rod&lt;br /&gt;
| attach_001291A8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Gamma =&lt;br /&gt;
When the game&#039;s data is extracted via SA Tools, these files are placed within the &amp;lt;code&amp;gt;figure/e102/models&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|e102_a.nja.sa1mdl&lt;br /&gt;
|E-102 Gamma&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_gun.nja.sa1mdl&lt;br /&gt;
|Targeting arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_scope.nja.sa1mdl&lt;br /&gt;
|Targeting scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_swb.nja.sa1mdl&lt;br /&gt;
|Blaster shockwave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_ef_beam.nja.sa1mdl&lt;br /&gt;
|Blaster shot trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_ef_beam2.nja.sa1mdl&lt;br /&gt;
|Blaster shot trail (End)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_normalgun.nja.sa1mdl&lt;br /&gt;
|Missile Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_normalgun_a.nja.sa1mdl&lt;br /&gt;
|Missile Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_itemgun.nja.sa1mdl&lt;br /&gt;
|Laser Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_itemgun_a.nja.sa1mdl&lt;br /&gt;
|Laser Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e102_fan.nja.sa1mdl&lt;br /&gt;
|Jet Booster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|e_fun_ejet.nja.sa1mdl&lt;br /&gt;
|Jet Booster exhaust&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E102_OBJECTS ==&lt;br /&gt;
When applying model changes in code for &#039;&#039;Sonic Adventure DX (PC)&#039;&#039;, &amp;lt;code&amp;gt;___E102_OBJECTS&amp;lt;/code&amp;gt; is the name of the array used for all of Gamma&#039;s model data. &amp;lt;code&amp;gt;___E102_ACTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;___E102_MOTIONS&amp;lt;/code&amp;gt; are used for animation data, with the former also referencing model data due to its nature of being an array of &amp;lt;code&amp;gt;NJS_ACTION&amp;lt;/code&amp;gt; sets.&lt;br /&gt;
&lt;br /&gt;
The following indices are used in conjunction with &amp;lt;code&amp;gt;___E102_OBJECTS&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Index||File Source||Description||Label&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| E102 Gamma (Root)&lt;br /&gt;
| object_00207290&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| e102_gun.nja.sa1mdl&lt;br /&gt;
| Basic Blaster w/Arm&lt;br /&gt;
| object_00208138&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| e102_fan.nja.sa1mdl&lt;br /&gt;
| Jet Booster&lt;br /&gt;
| object_0020B19C&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| e102_swb.nja.sa1mdl&lt;br /&gt;
| Shot Shockwave&lt;br /&gt;
| object_0020C5C0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| e102_ef_beam.nja.sa1mdl&lt;br /&gt;
| Shot Trail&lt;br /&gt;
| object_0020C7F4&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| e102_ef_beam2.nja.sa1mdl&lt;br /&gt;
| Shot Trail End&lt;br /&gt;
| object_0020CA7C&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Right Arm Bicep&lt;br /&gt;
| object_00202C9C&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Right Arm Elbow&lt;br /&gt;
| object_00202F8C&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Gun Base&lt;br /&gt;
| object_002037EC&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Gun Handle&lt;br /&gt;
| object_0020323C&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Gun Sibling&lt;br /&gt;
| object_00203820&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Head&lt;br /&gt;
| object_00201AE4&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| e_fun_ejet.nja.sa1mdl&lt;br /&gt;
| Jet Booster Thrust&lt;br /&gt;
| object_0020CDE4&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| e102_normalgun.nja.sa1mdl&lt;br /&gt;
| Basic Blaster (standalone)&lt;br /&gt;
| object_0020899C&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| e102_normalgun.nja.sa1mdl&lt;br /&gt;
| Basic Blaster Standalone (Handle)&lt;br /&gt;
| object_002083EC&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| e102_itemgun.nja.sa1mdl&lt;br /&gt;
| Laser Blaster&lt;br /&gt;
| object_0020969C&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| e102_itemgun.nja.sa1mdl&lt;br /&gt;
| Laser Blaster (Handle)&lt;br /&gt;
| object_00208CF4&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| e102_normalgun_a.nja.sa1mdl&lt;br /&gt;
| Basic Blaster (standalone)&lt;br /&gt;
| object_00209EFC&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| e102_normalgun_a.nja.sa1mdl&lt;br /&gt;
| Basic Blaster Standalone (Handle)&lt;br /&gt;
| object_0020994C&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| e102_itemgun_a.nja.sa1mdl&lt;br /&gt;
| Laser Blaster&lt;br /&gt;
| object_0020ABBC&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| e102_itemgun_a.nja.sa1mdl&lt;br /&gt;
| Laser Blaster (Handle)&lt;br /&gt;
| object_0020A254&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Gun Sibling&lt;br /&gt;
| object_00203820&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| e102_gun.nja.sa1mdl&lt;br /&gt;
| Gun Sibling (Basic Blaster w/Arm)&lt;br /&gt;
| object_00208068&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Gun Handle&lt;br /&gt;
| object_0020323C&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Left Palm&lt;br /&gt;
| object_00202744&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Left Ankle&lt;br /&gt;
| object_00205CC8&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| e102_a.nja.sa1mdl&lt;br /&gt;
| Gamma Right Ankle&lt;br /&gt;
| object_002070F0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA1Navbox&amp;diff=804</id>
		<title>Template:SA1Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA1Navbox&amp;diff=804"/>
		<updated>2026-09-20T20:41:05Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure/Level List|Level List]] • [[Sonic Adventure/Texture Files|Texture Files]] • [[Sonic Adventure/List of Builds|Game Builds]] • [[Sonic Adventure/CAM &amp;amp; SET Files|CAM &amp;amp; SET Files]] • [[Sonic Adventure/Camera Data| Camera Data]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Character Information&lt;br /&gt;
|[[Sonic Adventure/Character List|Character List]] • [[Sonic Adventure/Character Model Data|Model Data]] • [[Sonic Adventure/Character Actions|Actions]] • [[Sonic Adventure/Character Animation Data|Animation Data]] • [[Sonic_Adventure/Character_Faces|Faces]] &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!General&lt;br /&gt;
|[[Sonic Adventure/Voice List|Voice List]] • [[Sonic Adventure/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic_Adventure/Sound_Effects/Stage_Sounds|Stage Sounds]] • [[Sonic_Adventure/Sound_Effects/Stage_Background_Sounds|Stage Background Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure/List of Events|Cutscene List]] • [[Sonic Adventure/Fish List|Fish List]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Camera_Data&amp;diff=803</id>
		<title>Sonic Adventure/Camera Data</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Camera_Data&amp;diff=803"/>
		<updated>2026-09-20T07:35:09Z</updated>

		<summary type="html">&lt;p&gt;End User: /* CART */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below you will find the current documentation on cameras used within SADX. This article is segmented into a couple of parts to help with understanding the data. If you&#039;re looking specifically for information on the camera types&lt;br /&gt;
&lt;br /&gt;
= Structures =&lt;br /&gt;
&lt;br /&gt;
== Camera Entry ==&lt;br /&gt;
Camera data can be found inside of the CAM binary files. These files follow the same naming scheme found with SET files. The first two digits are the stage, second two are the act, and the letter at the end is the character.&lt;br /&gt;
&lt;br /&gt;
The files are formatted similarly to SET files as well. Each entry in the file is 0x40 (64) bytes. A &amp;quot;null&amp;quot; cam object is stored initially which indicates the number of cameras inside of the file. The number is stored as an Integer while the rest of the entry is empty.&lt;br /&gt;
&lt;br /&gt;
The actual camera entries are formatted as follows. Each section is explained more in depth later. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Address||Name||Data Type||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00    &lt;br /&gt;
| scMode      &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Camera Type|Camera Type]]                                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x01    &lt;br /&gt;
| scPriority  &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Priority|Priority]]                                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x02    &lt;br /&gt;
| ucAdjType   &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Adjustment Type|Adjustment Type]]              &lt;br /&gt;
|-&lt;br /&gt;
| 0x03    &lt;br /&gt;
| scColType   &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Collision Type|Collision Type]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x04    &lt;br /&gt;
| xColAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| X Collision Angle, Only used by Cube and Plane Collision Types &lt;br /&gt;
|-&lt;br /&gt;
| 0x06    &lt;br /&gt;
| yColAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Y Collision Angle, Only used by Cube and Plane Collision Types &lt;br /&gt;
|-&lt;br /&gt;
| 0x08    &lt;br /&gt;
| xColPos     &lt;br /&gt;
| float            &lt;br /&gt;
| X Collision Position, Always Used                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C    &lt;br /&gt;
| yColPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Collision Position, Always Used                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x10    &lt;br /&gt;
| zColPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Collision Position, Always Used                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x14    &lt;br /&gt;
| xColScl     &lt;br /&gt;
| float            &lt;br /&gt;
| X Collision Scale, Used by Cube and Plane Collision Types      &lt;br /&gt;
|-&lt;br /&gt;
| 0x18    &lt;br /&gt;
| yColScl     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Collision Scale, Used by Cube and Plane Collision Types      &lt;br /&gt;
|-&lt;br /&gt;
| 0x1C    &lt;br /&gt;
| zColScl     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Collision Scale, Used by Cube and Sphere Collision Types     &lt;br /&gt;
|-&lt;br /&gt;
| 0x20    &lt;br /&gt;
| xCamAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| X Camera Angle, Usage varies per Camera Mode                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x22    &lt;br /&gt;
| yCamAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Y Camera Angle, Usage varies per Camera Mode                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x24    &lt;br /&gt;
| xDirPos     &lt;br /&gt;
| float            &lt;br /&gt;
| X Target Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x28    &lt;br /&gt;
| yDirPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Target Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x2C    &lt;br /&gt;
| zDirPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Target Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x30    &lt;br /&gt;
| xCamPos     &lt;br /&gt;
| float            &lt;br /&gt;
| X Camera Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x34    &lt;br /&gt;
| yCamPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Camera Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x38    &lt;br /&gt;
| zCamPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Camera Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x3C    &lt;br /&gt;
| fDistance   &lt;br /&gt;
| float            &lt;br /&gt;
| Distance to Player, Usage varies per Camera Mode               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Parameters ==&lt;br /&gt;
Sonic Adventure takes the data from the [[Sonic Adventure/Camera Data#Camera Entry|Camera Entry]] and applies it to a Camera Parameter struct which is then what is used when setting up a camera. Below is documentation on the Camera Parameters and how the Entry data is applied. These Parameters will be used below to explain how the data is processed in each mode and if it comes from the parameters themselves or hard set from the Camera Mode itself. Most of this isn&#039;t major information to know as the tools and game handle most of this. This is simply for documentation purposes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Address||Name||Data Type||Data Source&lt;br /&gt;
|-&lt;br /&gt;
| 0x00    &lt;br /&gt;
| xCamAng   &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;xCamAng                &lt;br /&gt;
|-&lt;br /&gt;
| 0x02    &lt;br /&gt;
| yCamAng   &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;yCamAng                &lt;br /&gt;
|-&lt;br /&gt;
| 0x04    &lt;br /&gt;
| xCamPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;xCamPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x08    &lt;br /&gt;
| xCamPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;yCamPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C    &lt;br /&gt;
| xCamPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;zCamPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x10    &lt;br /&gt;
| xDirPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;xDirPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x14    &lt;br /&gt;
| xDirPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;yDirPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x18    &lt;br /&gt;
| xDirPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;zDirPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x1C    &lt;br /&gt;
| fDistance &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;fDistance              &lt;br /&gt;
|-&lt;br /&gt;
| 0x20    &lt;br /&gt;
| ulTimer   &lt;br /&gt;
| unsigned int     &lt;br /&gt;
| Timer that starts when the Camera is activated &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Enums =&lt;br /&gt;
&lt;br /&gt;
== Camera Types ==&lt;br /&gt;
There are a total of 75 cameras SADX has. That might sound like a lot, but it&#039;s due to most of the cameras having variants that change a few of the additional parameters. Additionally, only about 18 of the camera base types are used in the cam layout files. The rest either go unused or are only used in scripted sequences such as boss fights or cutscenes. &lt;br /&gt;
&lt;br /&gt;
Below is every camera type listed out by ID, name, and the preset values for the level and the direct mode. Each cam name links to specific details for each base camera type. You can find more info on Camera Levels [[Sonic Adventure/Camera Data#Camera Level|here]] and more info on the Direct Mode [[Sonic Adventure/Camera Data#Direct Mode|here]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Level||Direct Mode&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_FOLLOW]]             &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_A_FOLLOW]]           &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_C_FOLLOW]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_COL_FOLLOW]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x04 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_KNUCKLES]]       &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x05 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_A_KNUCKLES]]     &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x06 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_C_KNUCKLES]]   &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x07 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_COL_KNUCKLES]]  &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x08 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_KNUCKLES2]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x09 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_A_KNUCKLES2]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_C_KNUCKLES2]]  &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_COL_KNUCKLES2]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_MAGONOTE]]      &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_A_MAGONOTE]]  &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_C_MAGONOTE]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_COL_MAGONOTE]] &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x10 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_SONIC]]          &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x11 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_A_SONIC]]           &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x12 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_C_SONIC]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x13 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_COL_SONIC]]   &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x14 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND|CAMMD_ASHLAND]]         &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x15 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND|CAMMD_A_ASHLAND]]       &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x16 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND|CAMMD_C_ASHLAND]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x17 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND_I|CAMMD_ASHLAND_I]]    &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x18 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND_I|CAMMD_A_ASHLAND_I]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x19 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND_I|CAMMD_C_ASHLAND_I]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FISHING|CAMMD_FISHING]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FISHING|CAMMD_A_FISHING]]      &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FIXED|CAMMD_FIXED]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FIXED|CAMMD_A_FIXED]]        &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FIXED|CAMMD_C_FIXED]] &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KLAMATH|CAMMD_KLAMATH]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x20 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KLAMATH|CAMMD_A_KLAMATH]]         &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x21 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KLAMATH|CAMMD_C_KLAMATH]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x22 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LINE|CAMMD_LINE]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x23 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LINE|CAMMD_A_LINE]]  &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x24 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#NEWFOLLOW|CAMMD_NEWFOLLOW]]   &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x25 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#NEWFOLLOW|CAMMD_A_NEWFOLLOW]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x26 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#NEWFOLLOW|CAMMD_C_NEWFOLLOW]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x27 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#POINT|CAMMD_POINT]]        &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x28 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#POINT|CAMMD_A_POINT]] &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x29 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#POINT|CAMMD_C_POINT]] &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC_P|CAMMD_SONIC_P]]      &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC_P|CAMMD_A_SONIC_P]]     &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC_P|CAMMD_C_SONIC_P]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ADVERTISE|CAMMD_ADVERTISE]]&lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x2E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#BACK|CAMMD_BACK]]&lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x2F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#BACK2|CAMMD_BACK2]]  &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x30 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#BUILDING|CAMMD_BUILDING]]    &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x31 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CART|CAMMD_CART]]           &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x32 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS|CAMMD_CHAOS]]            &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x33 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_P|CAMMD_CHAOS_P]]      &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x34 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_STINIT|CAMMD_CHAOS_STINIT]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x35 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_STD|CAMMD_CHAOS_STD]]    &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x36 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_W|CAMMD_CHAOS_W]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x37 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#E101R|CAMMD_E101R]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x38 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#E103|CAMMD_E103]] &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x39 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#EGM3|CAMMD_EGM3]]           &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW_G|CAMMD_FOLLOW_G]]  &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x3B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW_G|CAMMD_A_FOLLOW_G]]     &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x3C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LR|CAMMD_LR]]                    &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#COLLI|CAMMD_COLLI]]       &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#RuinWaka1|CAMMD_RuinWaka1]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SNOWBOARD|CAMMD_SNOWBOARD]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x40 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SURVEY|CAMMD_SURVEY]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x41 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#TAIHO|CAMMD_TAIHO]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x42 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#TORNADE|CAMMD_TORNADE]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x43 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#TWO_HARES|CAMMD_TWO_HARES]]  &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x44 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LEAVE|CAMMD_LEAVE]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x45 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_AVOID]]   &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x46 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_A_AVOID]]          &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x47 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_C_AVOID]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x48 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_COL_AVOID]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x49 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#EDITOR|CAMMD_EDITOR]]          &lt;br /&gt;
| CLEVEL_DEBUG      &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x4A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#GURIGURI|CAMMD_GURIGURI]]&lt;br /&gt;
| CLEVEL_DEBUG      &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x4B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#PATHCAM|CAMMD_PATHCAM]]       &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x4C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KOSCAM|CAMMD_KOSCAM]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Level ===&lt;br /&gt;
This sets how the camera acts when the player intersects with the set boundaries for the camera. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| Standard, activates the camera when interacting with the bounds         &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| Camera is only active when inside the camera bounds                     &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| Non-standard, used for cameras being used for events or special cameras &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| No functional difference from Area                                      &lt;br /&gt;
|-&lt;br /&gt;
| 0x04 &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| Pushes the camera outside of the of bounds                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x05 &lt;br /&gt;
| CLEVEL_DEBUG      &lt;br /&gt;
| Not used                                                                &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Mode ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CDM_NONE      &lt;br /&gt;
| No calculations                                          &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
| Calculates Position from the Target, Distance, and Angle &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
| Copies Position and Calculates the Angle from the Target &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
| Directly copies the Position and Angle only              &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Priority ==&lt;br /&gt;
The Cam Priority is how cameras interact with others when their bounding areas overlap. The camera with a higher value will be the priority when passing through its boundaries.&lt;br /&gt;
&lt;br /&gt;
== Camera Adjustment ==&lt;br /&gt;
The Cam Adjustment is how the camera will ease between the active camera and the next camera the player enters. Below is a list of all of the adjustment types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor&#039;s Note: Descriptions will come. These are kind of hard to explain. The commonly used one tends to be the RELATIVE3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CAMADJ_NONE          &lt;br /&gt;
| No transition, camera will snap into the next location. &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CAMADJ_NORMAL        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CAMADJ_NORMAL_S      &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| CAMADJ_SLOW          &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x04 &lt;br /&gt;
| CAMADJ_SLOW_S        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x05 &lt;br /&gt;
| CAMADJ_TIME          &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x06 &lt;br /&gt;
| CAMADJ_THREE1        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x07 &lt;br /&gt;
| CAMADJ_THREE1C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x08 &lt;br /&gt;
| CAMADJ_THREE2        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x09 &lt;br /&gt;
| CAMADJ_THREE2C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A &lt;br /&gt;
| CAMADJ_THREE3        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B &lt;br /&gt;
| CAMADJ_THREE3C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C &lt;br /&gt;
| CAMADJ_THREE4        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D &lt;br /&gt;
| CAMADJ_THREE4C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E &lt;br /&gt;
| CAMADJ_THREE5        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F &lt;br /&gt;
| CAMADJ_THREE5C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x10 &lt;br /&gt;
| CAMADJ_RELATIVE1     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x11 &lt;br /&gt;
| CAMADJ_RELATIVE1C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x12 &lt;br /&gt;
| CAMADJ_RELATIVE2     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x13 &lt;br /&gt;
| CAMADJ_RELATIVE2C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x14 &lt;br /&gt;
| CAMADJ_RELATIVE3     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x15 &lt;br /&gt;
| CAMADJ_RELATIVE3C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x16 &lt;br /&gt;
| CAMADJ_RELATIVE4     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x17 &lt;br /&gt;
| CAMADJ_RELATIVE4C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x18 &lt;br /&gt;
| CAMADJ_RELATIVE5     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x19 &lt;br /&gt;
| CAMADJ_RELATIVE5C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x1A &lt;br /&gt;
| CAMADJ_RELATIVE6C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x1B &lt;br /&gt;
| CAMADJ_FORFREECAMERA &lt;br /&gt;
|             &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Collision ==&lt;br /&gt;
Cameras have three types of collision they rely on to use as boundaries for the player to come into contact with for activation. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CAMCOL_SPHERE &lt;br /&gt;
| Sphere, uses Collision Scale Z to set scale.      &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CAMCOL_PLANE  &lt;br /&gt;
| Plane, uses Collision Scale X and Y to set scale. &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CAMCOL_BLOCK  &lt;br /&gt;
| Cube, uses Collision Scale XYZ to set scale.      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Camera Modes Explained =&lt;br /&gt;
Below is a more in-depth look at the different Camera Modes that are used in the game. The Data and Usage tables are shared with how SALVL is currently formatted. This has the potential to change in the future. As such, the below table shows which [parameters](#camera-parameters) are for each common name in the event things change in the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Common Name||Parameter Name&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| xCamAng        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| yCamAng        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| xDirPos        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| yDirPos        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| zDirPos        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| xCamPos        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| yCamPos        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| zCamPos        &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| fDistance      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FOLLOW ==&lt;br /&gt;
* Simply follows the player. Can be rotated using the triggers. Does not rotate on its own.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== KNUCKLES ==&lt;br /&gt;
* Follows the player and adjusts rotation based on player movement.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== KNUCKLES2 ==&lt;br /&gt;
* Same as [[Sonic Adventure/Camera Data#KNUCKLES|KNUCKLES]] except it has additional angle and position calculations.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== MAGONOTE ==&lt;br /&gt;
* Very close to the player. Attempts to calculate a little bit ahead of the player when the player moves. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SONIC ==&lt;br /&gt;
* Follows the player and will zoom in and out based on player speed. &lt;br /&gt;
* Additional Notes: Sets up Deadzone and Distance values to calculate the camera zoom and has modifier angles to help keep the camera smooth.&lt;br /&gt;
    * Min Deadzone: 20.0f&lt;br /&gt;
    * Max Deadzone: 90.0f&lt;br /&gt;
    * Min Distance: 35.0f&lt;br /&gt;
    * Max Distance: 60.0f&lt;br /&gt;
    * Center X Angle: 0xFFFFF1C8&lt;br /&gt;
    * Center Steady: 0x00&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== ASHLAND ==&lt;br /&gt;
* Fixed point camera, follows the player&#039;s movement while active.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Sets Camera X Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Sets Camera Y Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Sets Camera Z Position &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ASHLAND_I ==&lt;br /&gt;
* Just like [[Sonic Adventure/Camera Data#ASHLAND|ASHLAND]] except it does not check the LR flag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Sets Camera X Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Sets Camera Y Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Sets Camera Z Position &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FISHING ==&lt;br /&gt;
* Called by the fishing game, should not be used in normal cam files.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FIXED ==&lt;br /&gt;
* Fixed camera position and target. No influence from the player. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target Position X &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Sets the Target Position Y &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Position Z &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Sets the Camera Position X &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Sets the Camera Position Y &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Sets the Camera Position Z &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KLAMATH ==&lt;br /&gt;
* Focuses on target horizontally, keeps the player in the center of the view. Checks geometry and camera collisions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Vertical distance override, multiplied by 0.1f                                                                    &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target Position X                                                                                        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Position Z                                                                                        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Distance from player, multiplied by 0.5f. Except vertically if Angle X is set.                                    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LINE ==&lt;br /&gt;
* Follows player and has a target point. Camera doesn&#039;t move vertically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target X Position &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Z Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NEWFOLLOW ==&lt;br /&gt;
* Camera doesn&#039;t function properly. It spins at the player&#039;s location on screen.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== POINT ==&lt;br /&gt;
* Targets a point and keeps the player between the camera and the point. Checks geometry and camera collisions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| If not 0, ignores collision with geometry                            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target X Position                                           &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Sets the Target Y Position                                           &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Z Position                                           &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Distance from player                                                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SONIC_P ==&lt;br /&gt;
* Same as the [[Sonic Adventure/Camera Data#SONIC|Sonic]] camera except it&#039;s customizable.&lt;br /&gt;
* Additional Notes: Sets up Deadzone and Distance values to calculate the camera zoom and has modifier angles to help keep the camera smooth. See below table for how the parameters are used for the Deadzone and Distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Camera Center X Angle &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Camera Steady         &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Maximum Deadzone      &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Minimum Distance      &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Maximum Distance      &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Minimum Deadzone      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ADVERTISE ==&lt;br /&gt;
* This camera is broken. It sits at the world origin (0,0,0) and does not rotate.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== BACK ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== BACK2 ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== BUILDING ==&lt;br /&gt;
* Focuses in front of the player on the Y Axis. Observed player from &amp;quot;above.&amp;quot; It&#039;s what is used when the player is normally playing in Speed Highway Act 2.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only used in Speed Highway 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CART ==&lt;br /&gt;
* Only usable when inside of a cart otherwise it remains static where it spawns. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only used in Twinkle Park 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_P ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_STINIT ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_STD ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_W ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E101R ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for the E-101r Boss, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E103 ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for the E-Series Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EGM3 ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for the Eggman Bosses, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FOLLOW_G ==&lt;br /&gt;
* Functions almost identically to the normal [[Sonic Adventure/Camera Data#FOLLOW|Follow]] cam.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== LR ==&lt;br /&gt;
* Functions similarly to [[Sonic Adventure/Camera Data#FOLLOW|Follow]] except it will respect level geometry and collision. It will get stuck in walls and sometimes snap into position if the player moves away too quickly.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== COLLI ==&lt;br /&gt;
* This is used only for helping prevent the camera from phasing into level geometry. It acts as collision that only the camera will react to.&lt;br /&gt;
&lt;br /&gt;
== RuinWaka1 ==&lt;br /&gt;
* Used in the waterfall section of Lost World. Not intended for use outside of this level.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SNOWBOARD ==&lt;br /&gt;
* Follows very close to the player and reacts quickly to any movement the player makes. You can see it in action in the snowboarding levels when the camera is behind the player.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only used in Icecap 3 and Sandboarding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SURVEY ==&lt;br /&gt;
* Top down camera that follows the player.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== TAIHO ==&lt;br /&gt;
* First person camera. Not intended to use in the set file, can either lock the camera or send it off into space.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== TORNADE ==&lt;br /&gt;
* Rotates to follow the player while keeping the player mostly in line with the camera. Target acts like a fulcrum for the camera to pivot with. Does not work well if the player goes above or is below the Y Target position as the camera will move in the opposite direction.&lt;br /&gt;
* &#039;&#039;&#039;Only used in Windy Valley 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target X Position                                             &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Sets the Target Y Position                                             &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Z Position                                             &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Added to the player position to set the camera&#039;s Y position            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Sets a modifier for calculating distance between the Camera and Target &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TWO_HARES ==&lt;br /&gt;
* This camera is non-functional. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== LEAVE ==&lt;br /&gt;
* This camera is non-functional.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== AVOID ==&lt;br /&gt;
* Change the Camera&#039;s mode based on the avoid flag currently set. Examples of this can be found in Casinopolis being used for doorways. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EDITOR ==&lt;br /&gt;
* This originally would have been used for editing the camera&#039;s data, but the functionality for it was stripped out. It crashes the game now.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== GURIGURI ==&lt;br /&gt;
* Acts like a first person camera, not intended for use by CAM files.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== PATHCAM ==&lt;br /&gt;
* Follows a path if available, not intended for use by CAM files.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== KOSCAM ==&lt;br /&gt;
* Functions just like [[Sonic Adventure/Camera Data#SURVEY|Survey]] cams.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Animation_Data&amp;diff=802</id>
		<title>Sonic Adventure/Character Animation Data</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Animation_Data&amp;diff=802"/>
		<updated>2026-09-20T07:20:16Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Character Select Animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information regarding the animations used by the playable characters in a variety of contexts within &#039;&#039;[[Sonic Adventure]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Animation Lists =&lt;br /&gt;
The following information pertains to the animation sets of characters which are only used during gameplay.&lt;br /&gt;
&lt;br /&gt;
An animation entry for a character (PL_ACTION) contains:&lt;br /&gt;
&lt;br /&gt;
* A pointer to a [[Sonic Adventure/Character Animation Data#Character Motions|character motion]], the actual motion data. These are stored in &amp;lt;code&amp;gt;CHRMODELS.DLL&amp;lt;/code&amp;gt; and exported by SA Tools under &amp;lt;code&amp;gt;project\figure\xxx\models&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The number of nodes in the animation (to preload memory for the transition system)&lt;br /&gt;
* The [[Sonic Adventure/Character Animation Data#Properties|play mode]] (loop, once, reverse...)&lt;br /&gt;
* The next animation ID (optional depending on the play mode)&lt;br /&gt;
* The animation speed&lt;br /&gt;
* The transition speed&lt;br /&gt;
&lt;br /&gt;
Sets are stored into the executable, for example Sonic&#039;s set is at &amp;lt;code&amp;gt;0x3C56210&amp;lt;/code&amp;gt;, but they are initialized on startup. They can also be found in the player [[Introduction to Tasks and Workers|worker]] of a character: &amp;lt;code&amp;gt;playerpwp[pnum]-&amp;gt;mj.plactptr[id]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;mj&amp;lt;/code&amp;gt; contains all of the animation data, including the current animation id (&amp;lt;code&amp;gt;mj.reqaction&amp;lt;/code&amp;gt;). In CheatEngine, you can set &amp;lt;code&amp;gt;0x03B3CDF0&amp;lt;/code&amp;gt; as a pointer, and go to the &amp;lt;code&amp;gt;0x124&amp;lt;/code&amp;gt; offset to access the current animation id.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &amp;quot;Motion ID&amp;quot; in the tables below are the place of motion data in the CHRMODELS motion tables, it is not relevent anymore since SA Tools now names them by name rather than by ID.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters are listed in their internal character index order.&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
There are 146 entries at &amp;lt;code&amp;gt;0x3C56210&amp;lt;/code&amp;gt;, for 147 different motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
The motions 73 to 86 and 110, 111 and 112 in CHRMODELS are the snowboard object animations and are hence not in this list.&lt;br /&gt;
&lt;br /&gt;
=== Sonic &amp;amp; Metal Sonic (SADX) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|Motion ID!!class=&amp;quot;unsortable&amp;quot;|Description!!Speed!!Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Standing&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|122&lt;br /&gt;
|Standing -&amp;gt; Surf Stance&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|123&lt;br /&gt;
|Surf Stance&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Looking around&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|120&lt;br /&gt;
|Bored Comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|121&lt;br /&gt;
|Bored Comment 2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|120&lt;br /&gt;
|Bored Comment 2 -&amp;gt; Standing&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|96&lt;br /&gt;
|Standing on upward slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|97&lt;br /&gt;
|Standing on downward slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|Walk 1&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|Walk 3&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|Run 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Run 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Jump (in air)/Spindash (on ground)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Roll&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9&lt;br /&gt;
|Spring flight -&amp;gt; Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|10&lt;br /&gt;
|Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|11&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|7&lt;br /&gt;
|Braking&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|12&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|13&lt;br /&gt;
|Push (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|116&lt;br /&gt;
|Take damage&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|117&lt;br /&gt;
|Hurt landing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|7&lt;br /&gt;
|Braking&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|15&lt;br /&gt;
|Caught in updraft&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|16&lt;br /&gt;
|Hit wall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|17&lt;br /&gt;
|Hit wall recovery&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|22&lt;br /&gt;
|Uncurl from rolling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|Turn around&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|19&lt;br /&gt;
|Skidding on slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|21&lt;br /&gt;
|Spin Ball (no flash)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|23&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|31&lt;br /&gt;
|Object run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|32&lt;br /&gt;
|Object stop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|33&lt;br /&gt;
|Object turn around&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|34&lt;br /&gt;
|Object stand&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|35&lt;br /&gt;
|Object walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|Trampoline Backflip&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|46&lt;br /&gt;
|Trampoline Flip 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|44&lt;br /&gt;
|Landing on trampoline 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|47&lt;br /&gt;
|Landing on trampoline 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|49&lt;br /&gt;
|Slam into pillar/sign in Speed Highway 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|50&lt;br /&gt;
|Hanging from helicopter/pulley&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|37&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|36&lt;br /&gt;
|Shake Tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|124&lt;br /&gt;
|Hold Object -&amp;gt; Shake (transition)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|125&lt;br /&gt;
|Shake object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|126&lt;br /&gt;
|Stop shaking&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|42&lt;br /&gt;
|Standing -&amp;gt; Pick up&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|43&lt;br /&gt;
|Idle holding tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|27&lt;br /&gt;
|object jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|28&lt;br /&gt;
|object jump -&amp;gt; object fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|29&lt;br /&gt;
|Object fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|30&lt;br /&gt;
|Object landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|38&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|39&lt;br /&gt;
|Toss object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|40&lt;br /&gt;
|Air throw&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|41&lt;br /&gt;
|Air toss&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|23&lt;br /&gt;
|Put object down&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|119&lt;br /&gt;
|Light dash flight&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|48&lt;br /&gt;
|Ready to pull and riding in bumper car/rollercoaster&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|51&lt;br /&gt;
|Climbing monkey bars&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|53&lt;br /&gt;
|Hold onto monkey bars (left arm forward)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|52&lt;br /&gt;
|Hold onto monkey bars (right arm forward)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|93&lt;br /&gt;
|Climbing ladder&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|94&lt;br /&gt;
|Shot from cannon&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|95&lt;br /&gt;
|Slipping on ice&lt;br /&gt;
|2.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|113&lt;br /&gt;
|Jump panel flip&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|114&lt;br /&gt;
|Flight to next jump panel&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|123&lt;br /&gt;
|Standing on jump panel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|100&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|101&lt;br /&gt;
|Victory -&amp;gt; Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|42&lt;br /&gt;
|Standing -&amp;gt; holding tree/rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|43&lt;br /&gt;
|holding tree/rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|99&lt;br /&gt;
|Holding horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|98&lt;br /&gt;
|Holding vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|103&lt;br /&gt;
|Captured by Egg Keeper&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|116&lt;br /&gt;
|Frozen by enemy (same as last frame of damage animation)&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|14&lt;br /&gt;
|Spin&lt;br /&gt;
|0.20&lt;br /&gt;
|1.00&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|115&lt;br /&gt;
|Breathe bubble&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|127&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|116&lt;br /&gt;
|Begin death animation (midair, same as taking damage)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|118&lt;br /&gt;
|Death animation&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|102&lt;br /&gt;
|Sliding down water current&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|106&lt;br /&gt;
|Sky Deck grasping cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|105&lt;br /&gt;
|Sky Deck cylinder shimmy (Left)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|104&lt;br /&gt;
|Sky Deck cylinder shimmy (Right)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|128&lt;br /&gt;
|Slide down Sky Deck cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|129&lt;br /&gt;
|Slide down Sky Deck cylinder -&amp;gt; Sky Deck grasping cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|91&lt;br /&gt;
|Holding onto icicle&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|92&lt;br /&gt;
|Slipping on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|87&lt;br /&gt;
|Jumping from icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|88&lt;br /&gt;
|Flight from icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|88&lt;br /&gt;
|Latching onto icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|89&lt;br /&gt;
|Moving left on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|Moving right on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|90&lt;br /&gt;
|Climbing icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|62&lt;br /&gt;
|Neutral on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|58&lt;br /&gt;
|Braking right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|59&lt;br /&gt;
|Braking left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|61&lt;br /&gt;
|Falling with board from jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|111&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|60&lt;br /&gt;
|Jumping with Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|54&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|55&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|56&lt;br /&gt;
|Hit on board (moving left to right)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|57&lt;br /&gt;
|hit on board (moving right to left)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|64&lt;br /&gt;
|Falling with board from uneven terrain&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|65&lt;br /&gt;
|Falling on board&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|66&lt;br /&gt;
|Hit on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|67&lt;br /&gt;
|Standing on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|68&lt;br /&gt;
|Losing balance on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|69&lt;br /&gt;
|Super-High Jump (Backflip)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|70&lt;br /&gt;
|Super-High Jump (Sideflip)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|109&lt;br /&gt;
|Super-High Jump (Sideflip with twist)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|109&lt;br /&gt;
|Super-High Jump (Alternate Sideflip with twist)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|71&lt;br /&gt;
|Ramp jump (horizontal spin)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|121&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|107&lt;br /&gt;
|Ramp jump (short horizontal spin)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|108&lt;br /&gt;
|Spin jump trick -&amp;gt; Falling on Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|72&lt;br /&gt;
|Ramp jump (grabbing board on the left)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|63&lt;br /&gt;
|Crouch on board&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|124&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|14&lt;br /&gt;
|Spin (Pinball tables)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|135&lt;br /&gt;
|Shower 1&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|136&lt;br /&gt;
|Shower 2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|137&lt;br /&gt;
|Shower 3&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|134&lt;br /&gt;
|Shake off water&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|145&lt;br /&gt;
|Pet chao (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|131&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|146&lt;br /&gt;
|Pet chao loop (SADX Only)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|131&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|147&lt;br /&gt;
|Stop petting chao (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|148&lt;br /&gt;
|Whistle (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|0&lt;br /&gt;
|Metal Sonic Hover (SADX Only)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|146&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DC ID!!data-sort-type=&amp;quot;number&amp;quot;|CHRMODELS!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|130&lt;br /&gt;
|130&lt;br /&gt;
|Standing&lt;br /&gt;
|0.25&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Standing-&amp;gt;Moving 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|135&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|132&lt;br /&gt;
|132&lt;br /&gt;
|Moving 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|136&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|133&lt;br /&gt;
|133&lt;br /&gt;
|Moving 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|137&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|134&lt;br /&gt;
|133&lt;br /&gt;
|Moving 3&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|138&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|135&lt;br /&gt;
|138&lt;br /&gt;
|Spring Flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|139&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|136&lt;br /&gt;
|139&lt;br /&gt;
|Spring Flight-&amp;gt;Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|141&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|137&lt;br /&gt;
|140&lt;br /&gt;
|Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|141&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|138&lt;br /&gt;
|141&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|139&lt;br /&gt;
|143&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|143&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|140&lt;br /&gt;
|144&lt;br /&gt;
|Victory-&amp;gt;Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|141&lt;br /&gt;
|142&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|145&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
Eggman is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Eggman is not playable by default. See [[Sonic Adventure/Character Animation Data#Character Motions|the Character Motions section]] for Eggman&#039;s event animations.&lt;br /&gt;
&lt;br /&gt;
There are 25 entries located at &amp;lt;code&amp;gt;0x38F3CE0&amp;lt;/code&amp;gt;, for 5 different motions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;hex&amp;quot;|SONIC.EXE!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0x8A094C&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0x8A094C&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|0x8A513C&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|0x8A6BF4&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|Empty animation data&lt;br /&gt;
|0.00&lt;br /&gt;
|0.00&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
There are 135 entries at &amp;lt;code&amp;gt;0x3C49D90&amp;lt;/code&amp;gt; for a total of 109 animations in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Not in this list: motions 84, 89, 90, 98 and 99 in the DLL are empty motions; 69 and 70 are unused; 100-109 are snowboard object animations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|Stand&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|79&lt;br /&gt;
|Stand (landing)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|79&lt;br /&gt;
|Stand (after landing)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|96&lt;br /&gt;
|Look Around (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|97&lt;br /&gt;
|Look Around&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|96&lt;br /&gt;
|Look Around (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|82&lt;br /&gt;
|Standing uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|83&lt;br /&gt;
|Standing downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|80&lt;br /&gt;
|Walk 1&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|47&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|47&lt;br /&gt;
|Walk 3 (tail effect)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|48&lt;br /&gt;
|Run 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|48&lt;br /&gt;
|Run 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|64&lt;br /&gt;
|Jump/Spin (spin is unused)&lt;br /&gt;
|0.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|64&lt;br /&gt;
|Roll&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|65&lt;br /&gt;
|Spinball&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|12&lt;br /&gt;
|Spring flight -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|14&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|67&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|68&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|80&lt;br /&gt;
|Walk (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|74&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|43&lt;br /&gt;
|Push&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|35&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|36&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|37&lt;br /&gt;
|Dying&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|38&lt;br /&gt;
|Dying (head shaking)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|85&lt;br /&gt;
|Drowning (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|85&lt;br /&gt;
|Drowning (end)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|67&lt;br /&gt;
|Brake again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|46&lt;br /&gt;
|Tumbling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|15&lt;br /&gt;
|Tumbling -&amp;gt; sit&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|16&lt;br /&gt;
|Sit -&amp;gt; get up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|66&lt;br /&gt;
|Lying -&amp;gt; get up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|17&lt;br /&gt;
|Fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|18&lt;br /&gt;
|Fly max height&lt;br /&gt;
|0.40&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|19&lt;br /&gt;
|Fly descend&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|20&lt;br /&gt;
|Another fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|20&lt;br /&gt;
|Another fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|19&lt;br /&gt;
|Fly exhausted&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|0&lt;br /&gt;
|Tail attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|3&lt;br /&gt;
|SpinAttack 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|4&lt;br /&gt;
|SpinAttack 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|5&lt;br /&gt;
|SpinAttack 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|6&lt;br /&gt;
|SpinAttack 4&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|7&lt;br /&gt;
|SpinAttack 5&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|8&lt;br /&gt;
|SpinAttack 6&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|9&lt;br /&gt;
|SpinAttack 7&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|10&lt;br /&gt;
|SpinAttack 8&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|1&lt;br /&gt;
|SpinAttack 9&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|2&lt;br /&gt;
|SpinAttack 10&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|39&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|40&lt;br /&gt;
|Victory -&amp;gt; stand&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|41&lt;br /&gt;
|Loosing (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|42&lt;br /&gt;
|Loosing (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|25&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|26&lt;br /&gt;
|Running with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|27&lt;br /&gt;
|Braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|28&lt;br /&gt;
|Braking turn with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|29&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|30&lt;br /&gt;
|Walking with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|12&lt;br /&gt;
|Flight -&amp;gt; fall (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|12&lt;br /&gt;
|Flight -&amp;gt; fall (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|14&lt;br /&gt;
|Landing again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|71&lt;br /&gt;
|Pull object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|63&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|86&lt;br /&gt;
|Shake (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|87&lt;br /&gt;
|Shake (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|88&lt;br /&gt;
|Shake (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|74&lt;br /&gt;
|Grab&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|75&lt;br /&gt;
|Grab (stationary)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|25&lt;br /&gt;
|Jumping with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|25&lt;br /&gt;
|Falling with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|25&lt;br /&gt;
|Falling with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|25&lt;br /&gt;
|Take object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|72&lt;br /&gt;
|Throw object far&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|73&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|72&lt;br /&gt;
|Throw object far (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|73&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|25&lt;br /&gt;
|Put down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|sonic.exe 0x3C5D540&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|78&lt;br /&gt;
|Monkey bars&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|77&lt;br /&gt;
|Monkey bars (stationary left)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|76&lt;br /&gt;
|Monkey bars (stationary right)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|31&lt;br /&gt;
|Ladder up&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|93&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|81&lt;br /&gt;
|Launch from cannon&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|74&lt;br /&gt;
|Look Around again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|75&lt;br /&gt;
|Grab stationary again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|45&lt;br /&gt;
|Vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|44&lt;br /&gt;
|Horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|35&lt;br /&gt;
|Hurt again (?)&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|34&lt;br /&gt;
|Hold SkyDeck cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|33&lt;br /&gt;
|Go left on SD cylinder&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|32&lt;br /&gt;
|Go right on SD cylinder&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|91&lt;br /&gt;
|Slip from SD cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|92&lt;br /&gt;
|Slip -&amp;gt; hold SD cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|51&lt;br /&gt;
|Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|51&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|51&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|109&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|54&lt;br /&gt;
|Board jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|116&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|53&lt;br /&gt;
|Board flying&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|58&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|56&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|113&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|57&lt;br /&gt;
|Board shaken&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|55&lt;br /&gt;
|Board shaken&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|49&lt;br /&gt;
|Board fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|49&lt;br /&gt;
|Board fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|50&lt;br /&gt;
|Board hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|51&lt;br /&gt;
|Board slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|51&lt;br /&gt;
|Board slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|61&lt;br /&gt;
|Board trick 1&lt;br /&gt;
|0.80&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|62&lt;br /&gt;
|Board trick 2&lt;br /&gt;
|1.10&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3&lt;br /&gt;
|1.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|124&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3, 2nd time&lt;br /&gt;
|1.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3, 3rd time&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|60&lt;br /&gt;
|Board crouch&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|52&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|64&lt;br /&gt;
|Spin for something else (?)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|128&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|110&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|111&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|112&lt;br /&gt;
|Pet chao (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|113&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
There are 115 entries at &amp;lt;code&amp;gt;0x3C532A0&amp;lt;/code&amp;gt;, for 89 different animations in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Slot 9 in the DLL is an empty animation; several other animations are not in this list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|82&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing (after Max Heat Attack)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing (after Max Heat Attack) + fast transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing + faster transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|78&lt;br /&gt;
|Idle/bored comment (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|79&lt;br /&gt;
|Idle/bored comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|78&lt;br /&gt;
|Idle/bored comment (end), start one but reversed&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|58&lt;br /&gt;
|Standing uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|59&lt;br /&gt;
|Standing downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|83&lt;br /&gt;
|Walking&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|56&lt;br /&gt;
|Jog&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|56&lt;br /&gt;
|Fast jog&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|57&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|57&lt;br /&gt;
|Run faster&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|61&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|61&lt;br /&gt;
|Rolling (same anim as 14)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|62&lt;br /&gt;
|Duplicate roll/jump anim&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|7&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|64&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|65&lt;br /&gt;
|Brake and turnaround&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|72&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|51&lt;br /&gt;
|Push (loop)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|43&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|44&lt;br /&gt;
|Get up from hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|45&lt;br /&gt;
|Death (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|46&lt;br /&gt;
|Death (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|64&lt;br /&gt;
|Brake (slow)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|55&lt;br /&gt;
|Caught in updraft&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|10&lt;br /&gt;
|Dazed 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|11&lt;br /&gt;
|Dazed 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|63&lt;br /&gt;
|Uncurl from roll&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|61&lt;br /&gt;
|Rolling after glide cancel&lt;br /&gt;
|0.15&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|15&lt;br /&gt;
|Gliding (ID for Max Heat Attack)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|sonic.exe 0x3C5D528&lt;br /&gt;
|Unknown&lt;br /&gt;
|0.15&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|43&lt;br /&gt;
|Hurt&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|9&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|41&lt;br /&gt;
|Victory -&amp;gt; Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|0&lt;br /&gt;
|Digging (begin)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|1&lt;br /&gt;
|Digging (loop)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|2&lt;br /&gt;
|Emerging from digging&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|3&lt;br /&gt;
|Jump from digging&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|0&lt;br /&gt;
|Failed digging (begin digging looped once)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|35&lt;br /&gt;
|Climbing up/down&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|42&lt;br /&gt;
|Climb left&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|52&lt;br /&gt;
|Climb right&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|Climb (stationary)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|37&lt;br /&gt;
|Reached top while climbing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|15&lt;br /&gt;
|Gliding&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|16&lt;br /&gt;
|Grabbing wall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|17&lt;br /&gt;
|Gliding -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|47&lt;br /&gt;
|First punch&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|48&lt;br /&gt;
|Second punch&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|49&lt;br /&gt;
|Mega punch&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|58&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|61&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|50&lt;br /&gt;
|Unknown&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|28&lt;br /&gt;
|Picking up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|22&lt;br /&gt;
|Running with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|23&lt;br /&gt;
|Braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|24&lt;br /&gt;
|Turning after braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|25&lt;br /&gt;
|Standing with object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|26&lt;br /&gt;
|Walking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; spring fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; spring fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|6&lt;br /&gt;
|Spring fall transition -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|7&lt;br /&gt;
|Spring fall -&amp;gt; landing on ground&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|74&lt;br /&gt;
|Hanging from hook&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|69&lt;br /&gt;
|Pulling lever&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|60&lt;br /&gt;
|Holding lever&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|12&lt;br /&gt;
|Standing with object -&amp;gt; Shaking object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|13&lt;br /&gt;
|Shaking object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|14&lt;br /&gt;
|Shaking object -&amp;gt; Standing with object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|72&lt;br /&gt;
|Grab Tree (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|73&lt;br /&gt;
|Hold Tree (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|18&lt;br /&gt;
|Jumping with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|19&lt;br /&gt;
|Jumping with object -&amp;gt; falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|20&lt;br /&gt;
|Falling with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|21&lt;br /&gt;
|Landing with object (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|70&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|71&lt;br /&gt;
|Throwing object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|70&lt;br /&gt;
|Throwing object in midair (identical copy)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|71&lt;br /&gt;
|Throwing object (identical copy)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|28&lt;br /&gt;
|Putting down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|77&lt;br /&gt;
|Climbing monkey bars&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|76&lt;br /&gt;
|Hanging from bars (Left arm in front)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|75&lt;br /&gt;
|Hanging from bars (Right arm in front)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|27&lt;br /&gt;
|Climbing ladder&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|106&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|72&lt;br /&gt;
|Grab rocket (start), same anim as holding start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|73&lt;br /&gt;
|Grab rocket (loop), same anim as holding loop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|54&lt;br /&gt;
|Hold rocket horizontal&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|109&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|53&lt;br /&gt;
|Hold rocket vertical&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|86&lt;br /&gt;
|Begin petting Chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|87&lt;br /&gt;
|Petting Chao&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|88&lt;br /&gt;
|Stop petting Chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|89&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal ==&lt;br /&gt;
Tikal is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Tikal is not playable by default. See [[Sonic Adventure/Character Animation Data#Character Motions|the Character Motions section]] for Tikal&#039;s event animations.&lt;br /&gt;
&lt;br /&gt;
There are 8 entries located at &amp;lt;code&amp;gt;0x38F38F8&amp;lt;/code&amp;gt;, for 4 different motions in the DLL.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;hex&amp;quot;|SONIC.EXE!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0x8F83F4&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0x8F46BC&lt;br /&gt;
|Shake head&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0x8F46BC&lt;br /&gt;
|Shake head slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0x900814&lt;br /&gt;
|Death&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
There are 102 entries at &amp;lt;code&amp;gt;0x3C54880&amp;lt;/code&amp;gt;, for 80 different motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|69&lt;br /&gt;
|Main Stand&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|69&lt;br /&gt;
|Stand fast (after jump)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|67&lt;br /&gt;
|Bored comment (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|68&lt;br /&gt;
|Bored comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|67&lt;br /&gt;
|Bored comment (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|53&lt;br /&gt;
|Stand uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|54&lt;br /&gt;
|Stand downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|70&lt;br /&gt;
|Walk&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|44&lt;br /&gt;
|Jog 1&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|45&lt;br /&gt;
|Jog 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|46&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|46&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|4&lt;br /&gt;
|Jump&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (same as jump)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|69&lt;br /&gt;
|Stand&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|56&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|57&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|64&lt;br /&gt;
|Begin Push&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|37&lt;br /&gt;
|Push&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|33&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|34&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|35&lt;br /&gt;
|Death (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|36&lt;br /&gt;
|Death (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|56&lt;br /&gt;
|Brake (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|66&lt;br /&gt;
|Hang from balloon&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|26&lt;br /&gt;
|Hold reel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|27&lt;br /&gt;
|Turn reel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|72&lt;br /&gt;
|Start balancing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|73&lt;br /&gt;
|Balancing&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|7&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|8&lt;br /&gt;
|Take barrel&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|9&lt;br /&gt;
|Put barrel (on)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|10&lt;br /&gt;
|Walk in barrel&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|9&lt;br /&gt;
|Put barrel (off)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|29&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|22&lt;br /&gt;
|Pick object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|18&lt;br /&gt;
|Walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|23&lt;br /&gt;
|Brake with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|24&lt;br /&gt;
|Brake turn with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|19&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|20&lt;br /&gt;
|Heavy walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|6&lt;br /&gt;
|Fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|Hang from hook&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|61&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|55&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|11&lt;br /&gt;
|Shake object/chao (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|12&lt;br /&gt;
|Shake object/chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|13&lt;br /&gt;
|Shake object/chao (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|64&lt;br /&gt;
|Holding (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|65&lt;br /&gt;
|Holding (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|14&lt;br /&gt;
|Jump flight with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|15&lt;br /&gt;
|Jump flight object transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|16&lt;br /&gt;
|Fall with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|17&lt;br /&gt;
|Landing with object (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|62&lt;br /&gt;
|Throw object (ground)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|63&lt;br /&gt;
|Put down object (ground)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|62&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|63&lt;br /&gt;
|Put down object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|22&lt;br /&gt;
|Put down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|21&lt;br /&gt;
|Ladder (up &amp;amp; down in code)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|42&lt;br /&gt;
|Dizziness&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|sonic.exe 0x3C5D538&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|64&lt;br /&gt;
|Grab rocket (start), same as holding start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|65&lt;br /&gt;
|Grab rocket (loop), same as holding loop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|39&lt;br /&gt;
|Hold horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|38&lt;br /&gt;
|Hold vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|76&lt;br /&gt;
|Begin petting chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|77&lt;br /&gt;
|Petting chao&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|78&lt;br /&gt;
|Stop petting chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|79&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|0&lt;br /&gt;
|Hammer Attack (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|1&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|2&lt;br /&gt;
|Hammer Attack (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|3&lt;br /&gt;
|Hammer Spin Still&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|40&lt;br /&gt;
|Hammer Spin Turn&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|41&lt;br /&gt;
|Hammer Spin Attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|42&lt;br /&gt;
|Hammer Spin Dizziness&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|43&lt;br /&gt;
|Walk with dizziness&lt;br /&gt;
|3.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|47&lt;br /&gt;
|Hammer somersault start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|48&lt;br /&gt;
|Hammer somersault attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|50&lt;br /&gt;
|Hammer somersault trick 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|51&lt;br /&gt;
|Hammer somersault trick 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|52&lt;br /&gt;
|Hammer somersault trick 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|49&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|25&lt;br /&gt;
|Hammer Jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|6&lt;br /&gt;
|Fall (after Hammer Jump)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|49&lt;br /&gt;
|Landing (after Hammer Jump, unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
There are 91 animation entries at &amp;lt;code&amp;gt;0x3C53FA8&amp;lt;/code&amp;gt; for Gamma, for 78 different motions in the DLL.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|Stand&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|Walk 1&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Walk 2&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|Stand -&amp;gt; wheel&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Wheel mode&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|Wheel mode&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|Jump -&amp;gt; fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|Fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|17&lt;br /&gt;
|Landing&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|8.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|27&lt;br /&gt;
|Push 1&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|28&lt;br /&gt;
|Push 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|57&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|58&lt;br /&gt;
|Stagger&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|23&lt;br /&gt;
|unused wheel spin&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|Turnaround&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|38&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|40&lt;br /&gt;
|Walk with object 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|45&lt;br /&gt;
|Hold object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|44&lt;br /&gt;
|Drive with object turnaround&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|45&lt;br /&gt;
|Hold object (?)&lt;br /&gt;
|0.10&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|39&lt;br /&gt;
|Walk with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|29&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|25&lt;br /&gt;
|Grab (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|26&lt;br /&gt;
|Grabbed&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|31&lt;br /&gt;
|Jump with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|32&lt;br /&gt;
|Fall transition with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|33&lt;br /&gt;
|Fall with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|34&lt;br /&gt;
|Landing with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|46&lt;br /&gt;
|Throw object far&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|47&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|46&lt;br /&gt;
|Throw object far (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|47&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|38&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|13&lt;br /&gt;
|Jump transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|30&lt;br /&gt;
|Jump transition with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|1&lt;br /&gt;
|Stand -&amp;gt; stance&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|2&lt;br /&gt;
|Stance (holding rifle)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|21&lt;br /&gt;
|Stand -&amp;gt; water hover&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|22&lt;br /&gt;
|Wheel mode -&amp;gt; Water hover&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|24&lt;br /&gt;
|Water hover&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|18&lt;br /&gt;
|Wheel mode brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|48&lt;br /&gt;
|Hover transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|49&lt;br /&gt;
|Hover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|35&lt;br /&gt;
|Hold -&amp;gt; Water hover hold&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|36&lt;br /&gt;
|Wheel hold -&amp;gt; Water hover hold&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|37&lt;br /&gt;
|Water hover hold&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|40&lt;br /&gt;
|Walk with object 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|41&lt;br /&gt;
|Wheel hold transition (start)&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|42&lt;br /&gt;
|Wheel drive with object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|41&lt;br /&gt;
|Wheel hold transition (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|22&lt;br /&gt;
|Water hover -&amp;gt; Wheel mode&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|35&lt;br /&gt;
|Water hover hold -&amp;gt; Hold&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|19&lt;br /&gt;
|Wheel mode turnaround&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|44&lt;br /&gt;
|Wheel turnaround with object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|51&lt;br /&gt;
|Shoot (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|51&lt;br /&gt;
|Shoot (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|52&lt;br /&gt;
|Air shoot (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|Air shoot (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|53&lt;br /&gt;
|Climb ladder&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|77&lt;br /&gt;
|Victory&lt;br /&gt;
|0.35&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|55&lt;br /&gt;
|Victory -&amp;gt; Stand&lt;br /&gt;
|0.35&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|56&lt;br /&gt;
|Death&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|sonic.exe 0x3C5D530&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|59&lt;br /&gt;
|Look around (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|60&lt;br /&gt;
|Look around&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|59&lt;br /&gt;
|Look around (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|66&lt;br /&gt;
|Turn top body back&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|67&lt;br /&gt;
|Backward top body idle&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|68&lt;br /&gt;
|Turn top body front&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|69&lt;br /&gt;
|Pick up chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|70&lt;br /&gt;
|Rocking chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|71&lt;br /&gt;
|Put down chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|72&lt;br /&gt;
|Shake chao (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|73&lt;br /&gt;
|Shake chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|74&lt;br /&gt;
|Shake chao (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|75&lt;br /&gt;
|Talking to NPC&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|76&lt;br /&gt;
|Standing downward&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|62&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|63&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|64&lt;br /&gt;
|Pet chao (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|65&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
&lt;br /&gt;
There are 105 entries at &amp;lt;code&amp;gt;0x3C556A0&amp;lt;/code&amp;gt; for Big, with a total of 77 motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Motions 3, 26, 47, 49, 50, 51, 52, 53, 54, 71, 83, 84 and 85 are empty; 78, 79 and 80 are unused bumping stomach animations.&lt;br /&gt;
&lt;br /&gt;
Big has a lot of unused motion entries in-between some hold object animations, probably scrapped object motions like jump or spring since it uses the holding rock animations for that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|23&lt;br /&gt;
|Stand&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|72&lt;br /&gt;
|Look around (start)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|73&lt;br /&gt;
|Look around&lt;br /&gt;
|0.20&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|72&lt;br /&gt;
|Look around (end)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.12&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|81&lt;br /&gt;
|Stand uphill&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|82&lt;br /&gt;
|Stand downhill&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|Spring fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|Spring flight again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|21&lt;br /&gt;
|Grab&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|15&lt;br /&gt;
|Push&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|60&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|61&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|12&lt;br /&gt;
|Grab rock&lt;br /&gt;
|0.25&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|9&lt;br /&gt;
|Walking with rock&lt;br /&gt;
|0.60&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (loop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|11&lt;br /&gt;
|Walking with rock 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|18&lt;br /&gt;
|Pull&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|17&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|21&lt;br /&gt;
|Grab (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|22&lt;br /&gt;
|Grab&lt;br /&gt;
|0.25&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|5&lt;br /&gt;
|Hang&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|6&lt;br /&gt;
|Flight with rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|7&lt;br /&gt;
|Fall with rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|8&lt;br /&gt;
|Landing with rock (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|19&lt;br /&gt;
|Throw rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|20&lt;br /&gt;
|Put rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|19&lt;br /&gt;
|Throw rock (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|20&lt;br /&gt;
|Put rock (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|12&lt;br /&gt;
|Hold rock (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|25&lt;br /&gt;
|Ladder&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|28&lt;br /&gt;
|Launched? Swimming?&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|27&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|0&lt;br /&gt;
|Rod attack&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|Fish start&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|4&lt;br /&gt;
|Fishing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|29&lt;br /&gt;
|Launch line (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|30&lt;br /&gt;
|Launch line &amp;gt; start fishing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|30&lt;br /&gt;
|Launch line &amp;gt; can&#039;t fish&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|31&lt;br /&gt;
|Fishing, shake up&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|32&lt;br /&gt;
|Fishing, shake left&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|33&lt;br /&gt;
|Fishing, shake right&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|34&lt;br /&gt;
|Fishing, go left&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|35&lt;br /&gt;
|Fishing, go right&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|36&lt;br /&gt;
|Caught fish&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|37&lt;br /&gt;
|Caught big fish&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|61&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|38&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|57&lt;br /&gt;
|Lost start&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|58&lt;br /&gt;
|Lost&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|59&lt;br /&gt;
|Lost recover (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|55&lt;br /&gt;
|Launch line while floating (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|56&lt;br /&gt;
|Launch line while floating  (end)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|56&lt;br /&gt;
|Fishing on water&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|39&lt;br /&gt;
|Fishing on water, shake up&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|40&lt;br /&gt;
|Fishing on water, shake left&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|41&lt;br /&gt;
|Fishing on water, shake right&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|42&lt;br /&gt;
|Fishing on water, go left&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|43&lt;br /&gt;
|Fishing on water, go right&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|44&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|45&lt;br /&gt;
|Walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|46&lt;br /&gt;
|Walk with object 2&lt;br /&gt;
|0.60&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|48&lt;br /&gt;
|Pick up object&lt;br /&gt;
|0.25&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|48&lt;br /&gt;
|Put down object&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|64&lt;br /&gt;
|Start swimming&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|67&lt;br /&gt;
|Swimming on water&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|65&lt;br /&gt;
|Float -&amp;gt; Dive&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|66&lt;br /&gt;
|Diving&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|68&lt;br /&gt;
|Diving -&amp;gt; swim up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|69&lt;br /&gt;
|Swim up&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|70&lt;br /&gt;
|Float on water&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|74&lt;br /&gt;
|Shake object (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|75&lt;br /&gt;
|Shake object (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|76&lt;br /&gt;
|Shake object (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|sonic.exe 0x3C5D520&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|63&lt;br /&gt;
|Dive -&amp;gt; Touched seabed&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|77&lt;br /&gt;
|Drown&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|60&lt;br /&gt;
|Hurt again?&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|62&lt;br /&gt;
|Death&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|86&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|87&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|88&lt;br /&gt;
|Pet chao (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|89&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
The &amp;lt;code&amp;gt;property&amp;lt;/code&amp;gt; field defines the way the animation should play.&amp;lt;br&amp;gt;It starts at 3 because the animation system modes (0, 1, 2 and 13+) are shared.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description &lt;br /&gt;
|-&lt;br /&gt;
|0-2&lt;br /&gt;
|Reserved (init system)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Loop, no transition&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Play, transition&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Play, no transition&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Reverse, transition&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Reverse, no transition&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Play, instant transition&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Loop, speed property multiplied by player&#039;s speed (pwp-&amp;gt;spd.x)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Loop, speed property multiplied by custom speed (pwp-&amp;gt;work.f)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Loop at custom speed (pwp-&amp;gt;work.f)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Manual control in code&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|Reserved (free system)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Motions =&lt;br /&gt;
This is the list of motion data for all characters. Once you&#039;ve found your motion, you can convert it with &#039;&#039;AnimJSONConverter&#039;&#039; and use the [//github.com/Justin113D/BlenderSASupport/wiki/Ripping-models#importing-animations-for-models/ SAIO add-on for Blender] to edit it. See the [[Animation Editing]] tutorial for more information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* Gameplay motions are split by [//github.com/sonicretro/sa_tools/ SA Tools] under &amp;lt;code&amp;gt;project\figure\xxx\models&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Event animations are under &amp;lt;code&amp;gt;project\event\model\xxx&amp;lt;/code&amp;gt;&lt;br /&gt;
* A motion (NJS_ACTION) contains the motion data (NJS_MOTION) and the object to display (NJS_OBJECT) which can sometimes be different than the main model (ball forms, froggy, etc.)&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\sonic\models&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SONIC_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Stand&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|Snowboard Turn left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Snowboard Turn right&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Snowboard Damage 1&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Snowboard Damage 2&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Snowboard Full Left -&amp;gt; Leaned left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Snowboard Full Right -&amp;gt; Leaned right&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|Snowboard Leaned left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Snowboard Leaned left -&amp;gt; Normal&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|Snowboard Normal -&amp;gt; Jump&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|Snowboard Jump -&amp;gt; Normal&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\miles\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;MILES_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|Lying on stomach&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|Lying on stomach -&amp;gt; sit&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|100-109&lt;br /&gt;
|Snowboard object animations&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\knuckles\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;KNUCKLES_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|29 - 34&lt;br /&gt;
|Upgrade animations (looking at fists)&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Climbing over something&lt;br /&gt;
|Not in AnimData, maybe unused&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Early climbing animation maybe&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|Hitting fists together (start)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|Hitting fists together (loop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|Hitting fists together (stop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Threatening pose (start)&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|Threatening pose (loop)&lt;br /&gt;
|Character Select&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Alternate walk&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|Cannon launched&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\amy\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;AMY_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Falling down on her knees&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Shaking her head -&amp;gt; hitting the ground with her shoe.&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Hitting ground with her shoe with anger&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Stops hitting the ground with her shoe&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|Crawling amy&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|Crawling amy -&amp;gt; standing&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|Cannon launched&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Empty animation&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Empty animation&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\e102\models&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\big\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;BIG_ACTIONS[ID]&amp;lt;/code&amp;gt; in code. All animations use Big&#039;s main model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Bumping stomach (start)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|Bumping stomach (loop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Bumping stomach (stop)&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SONIC.EXE ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; &lt;br /&gt;
!Location||Model||Model Filename||Motion internal location||Motion Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x3C5D520&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x9C08D0&lt;br /&gt;
|figure\big\models\b_cart0.nam&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|-&lt;br /&gt;
|0x9228A4&lt;br /&gt;
|Froggy&lt;br /&gt;
|figure\big\models\big_kaeru.nja&lt;br /&gt;
|0x922898&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy swim&lt;br /&gt;
|-&lt;br /&gt;
|0x92400C&lt;br /&gt;
|Froggy&lt;br /&gt;
|figure\big\models\big_kaeru.nja&lt;br /&gt;
|0x924000&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy idle&lt;br /&gt;
|-&lt;br /&gt;
|0x927594&lt;br /&gt;
|Froggy&lt;br /&gt;
|figure\big\models\big_kaeru.nja&lt;br /&gt;
|0x927588&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy in trouble&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2688308&lt;br /&gt;
|event\model\big\b_b0001_big.nam&lt;br /&gt;
|Event: Intro (wake up)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x268A668&lt;br /&gt;
|event\model\big\b_b0002_big.nam&lt;br /&gt;
|Event: Intro (sat on bed)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x265A980&lt;br /&gt;
|event\model\big\b_b0003_big.nam&lt;br /&gt;
|Event: Meeting Tails (fall)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x265C660&lt;br /&gt;
|event\model\big\b_b0004_big.nam&lt;br /&gt;
|Event: Meeting Tails (lying on ground)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27F91B8&lt;br /&gt;
|event\model\big\b_b0006_big.nam&lt;br /&gt;
|Event: Emerald Coast (holding Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27FAE18&lt;br /&gt;
|event\model\big\b_b0007_big.nam&lt;br /&gt;
|Event: Emerald Coast (walk with Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x265EAB0&lt;br /&gt;
|event\model\big\b_b0010_big.nam&lt;br /&gt;
|Event: Waving&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x268EDD8&lt;br /&gt;
|event\model\big\b_b0011_big.nam&lt;br /&gt;
|Event: Intro (shocked)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x25C4698&lt;br /&gt;
|event\model\big\b_b0012_big.nam&lt;br /&gt;
|Event: Intro (stand, arms spread)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x25C70B8&lt;br /&gt;
|event\model\big\b_b0013_big.nam&lt;br /&gt;
|Event: Chaos 6 (turn at sonic)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x25C9568&lt;br /&gt;
|event\model\big\b_b0014_big.nam&lt;br /&gt;
|Event: Chaos 6 (stand, look at sonic)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27FE468&lt;br /&gt;
|event\model\big\b_b0020_big.nam&lt;br /&gt;
|Event: Pursuing Frogy&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27FFBA8&lt;br /&gt;
|event\model\big\b_b0022_big.nam&lt;br /&gt;
|Event: Holding Froggy firmly&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x26910F8&lt;br /&gt;
|event\model\big\b_b0027_big.nam&lt;br /&gt;
|Event: Intro (stand looking down)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2693988&lt;br /&gt;
|event\model\big\b_b0028_big.nam&lt;br /&gt;
|Event: Intro (stand)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2699E88&lt;br /&gt;
|event\model\big\b_b0029_big.nam&lt;br /&gt;
|Event: Intro (turning back slowly)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x269BE78&lt;br /&gt;
|event\model\big\b_b0030_big.nam&lt;br /&gt;
|Event: Intro (sleep 1)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x269D7F8&lt;br /&gt;
|event\model\big\b_b0031_big.nam&lt;br /&gt;
|Event: Intro (sleep 2)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27498B0&lt;br /&gt;
|event\model\big\b_b0032_big.nam&lt;br /&gt;
|Event: Outro (fishing)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x274B600&lt;br /&gt;
|event\model\big\b_b0033_big.nam&lt;br /&gt;
|Event: Outro (fishing, look at Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x28039A0&lt;br /&gt;
|event\model\big\b_b0034_big.nam&lt;br /&gt;
|Event: Chaos 6 (victory!)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2805360&lt;br /&gt;
|event\model\big\b_b0035_big.nam&lt;br /&gt;
|Event: Final Egg (holding Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x28102C0&lt;br /&gt;
|event\model\big\b_b0036_big.nam&lt;br /&gt;
|Event: Final Egg (victory start)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2811B40&lt;br /&gt;
|event\model\big\b_b0037_big.nam&lt;br /&gt;
|Event: Final Egg (victory)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2750500&lt;br /&gt;
|event\model\big\b_b0038_big.nam&lt;br /&gt;
|Event: Outro (fishing, miss fish)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2751BE0&lt;br /&gt;
|event\model\big\b_b0039_big.nam&lt;br /&gt;
|Event: Outro (missed fish)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2758BF0&lt;br /&gt;
|event\model\big\b_b0040_big.nam&lt;br /&gt;
|Event: Outro (fall backward)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x275A2D0&lt;br /&gt;
|event\model\big\b_b0041_big.nam&lt;br /&gt;
|Event: Outro (fallen backward)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x280C660&lt;br /&gt;
|event\model\big\b_b0042_big.nam&lt;br /&gt;
|Event: Final Egg (Tikal appears)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846E8&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C1C298&lt;br /&gt;
|event\model\big\b_item_s0.nam&lt;br /&gt;
|Lure Upgrade (start)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846E0&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C1E768&lt;br /&gt;
|event\model\big\b_item_s1.nam&lt;br /&gt;
|Lure Upgrade (loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846F0&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C214D8&lt;br /&gt;
|event\model\big\b_item_s2.nam&lt;br /&gt;
|Lure Upgrade (end)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846D8&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C14B38&lt;br /&gt;
|event\model\big\b_item_u0.nam&lt;br /&gt;
|Life Belt Upgrade (start)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846D0&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C17318&lt;br /&gt;
|event\model\big\b_item_u1.nam&lt;br /&gt;
|Life Belt Upgrade (loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846C8&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C1A078&lt;br /&gt;
|event\model\big\b_item_u2.nam&lt;br /&gt;
|Life Belt Upgrade (end)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Select Animations =&lt;br /&gt;
This segment contains the list of character select animations. They mostly use animations in CHRMODELS.DLL, but some stance animations are located in the executable. See [[Animation Editing]] if you need help extracting them.&lt;br /&gt;
&lt;br /&gt;
The game uses a null-terminated array of animations (NJS_ACTION) pointers for each character. The first animation is the idle animation, other animations are played one by one until it reaches the end of the array. You will find the array addresses below.&lt;br /&gt;
&lt;br /&gt;
In code, they are all in the &amp;lt;code&amp;gt;CharSelDataList&amp;lt;/code&amp;gt; array as &amp;quot;field_8&amp;quot;. So &amp;lt;code&amp;gt;CharSelDataList[1].field_8&amp;lt;/code&amp;gt; is Tails&#039; array. The individual arrays are yet to be put into the headers.&lt;br /&gt;
&lt;br /&gt;
Characters are listed in their internal character select order.&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FF94&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 5&lt;br /&gt;
|Walk 3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 100&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E884&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FF84&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 17&lt;br /&gt;
|Fly&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 39&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E89C&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFA4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 81&lt;br /&gt;
|Threatening pose (loop)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 40&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E874&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFD8&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 70&lt;br /&gt;
|Walk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 29&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E87C&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFC4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 16&lt;br /&gt;
|Walk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 29&lt;br /&gt;
|Launch line (start)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|CHRMODELS 30&lt;br /&gt;
|Launch line (end)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic.exe 0x3C5E87C&lt;br /&gt;
|Fishing stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFB4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 2&lt;br /&gt;
|Holding weapon stance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic.exe 0x3C5E894&lt;br /&gt;
|Fire up&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E86C&lt;br /&gt;
|Stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Question Mark ==&lt;br /&gt;
&lt;br /&gt;
No animation are set, the question mark object is manually rotated in code.&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Animation_Data&amp;diff=801</id>
		<title>Sonic Adventure/Character Animation Data</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Animation_Data&amp;diff=801"/>
		<updated>2026-09-20T02:19:03Z</updated>

		<summary type="html">&lt;p&gt;End User: /* SONIC.EXE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information regarding the animations used by the playable characters in a variety of contexts within &#039;&#039;[[Sonic Adventure]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Animation Lists =&lt;br /&gt;
The following information pertains to the animation sets of characters which are only used during gameplay.&lt;br /&gt;
&lt;br /&gt;
An animation entry for a character (PL_ACTION) contains:&lt;br /&gt;
&lt;br /&gt;
* A pointer to a [[Sonic Adventure/Character Animation Data#Character Motions|character motion]], the actual motion data. These are stored in &amp;lt;code&amp;gt;CHRMODELS.DLL&amp;lt;/code&amp;gt; and exported by SA Tools under &amp;lt;code&amp;gt;project\figure\xxx\models&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The number of nodes in the animation (to preload memory for the transition system)&lt;br /&gt;
* The [[Sonic Adventure/Character Animation Data#Properties|play mode]] (loop, once, reverse...)&lt;br /&gt;
* The next animation ID (optional depending on the play mode)&lt;br /&gt;
* The animation speed&lt;br /&gt;
* The transition speed&lt;br /&gt;
&lt;br /&gt;
Sets are stored into the executable, for example Sonic&#039;s set is at &amp;lt;code&amp;gt;0x3C56210&amp;lt;/code&amp;gt;, but they are initialized on startup. They can also be found in the player [[Introduction to Tasks and Workers|worker]] of a character: &amp;lt;code&amp;gt;playerpwp[pnum]-&amp;gt;mj.plactptr[id]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;mj&amp;lt;/code&amp;gt; contains all of the animation data, including the current animation id (&amp;lt;code&amp;gt;mj.reqaction&amp;lt;/code&amp;gt;). In CheatEngine, you can set &amp;lt;code&amp;gt;0x03B3CDF0&amp;lt;/code&amp;gt; as a pointer, and go to the &amp;lt;code&amp;gt;0x124&amp;lt;/code&amp;gt; offset to access the current animation id.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &amp;quot;Motion ID&amp;quot; in the tables below are the place of motion data in the CHRMODELS motion tables, it is not relevent anymore since SA Tools now names them by name rather than by ID.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters are listed in their internal character index order.&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
There are 146 entries at &amp;lt;code&amp;gt;0x3C56210&amp;lt;/code&amp;gt;, for 147 different motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
The motions 73 to 86 and 110, 111 and 112 in CHRMODELS are the snowboard object animations and are hence not in this list.&lt;br /&gt;
&lt;br /&gt;
=== Sonic &amp;amp; Metal Sonic (SADX) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|Motion ID!!class=&amp;quot;unsortable&amp;quot;|Description!!Speed!!Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Standing&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|122&lt;br /&gt;
|Standing -&amp;gt; Surf Stance&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|123&lt;br /&gt;
|Surf Stance&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Looking around&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|120&lt;br /&gt;
|Bored Comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|121&lt;br /&gt;
|Bored Comment 2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|120&lt;br /&gt;
|Bored Comment 2 -&amp;gt; Standing&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|96&lt;br /&gt;
|Standing on upward slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|97&lt;br /&gt;
|Standing on downward slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|Walk 1&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|Walk 3&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|Run 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Run 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Jump (in air)/Spindash (on ground)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Roll&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9&lt;br /&gt;
|Spring flight -&amp;gt; Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|10&lt;br /&gt;
|Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|11&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|7&lt;br /&gt;
|Braking&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|12&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|13&lt;br /&gt;
|Push (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|116&lt;br /&gt;
|Take damage&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|117&lt;br /&gt;
|Hurt landing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|7&lt;br /&gt;
|Braking&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|15&lt;br /&gt;
|Caught in updraft&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|16&lt;br /&gt;
|Hit wall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|17&lt;br /&gt;
|Hit wall recovery&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|22&lt;br /&gt;
|Uncurl from rolling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|Turn around&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|19&lt;br /&gt;
|Skidding on slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|21&lt;br /&gt;
|Spin Ball (no flash)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|23&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|31&lt;br /&gt;
|Object run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|32&lt;br /&gt;
|Object stop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|33&lt;br /&gt;
|Object turn around&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|34&lt;br /&gt;
|Object stand&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|35&lt;br /&gt;
|Object walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|Trampoline Backflip&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|46&lt;br /&gt;
|Trampoline Flip 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|44&lt;br /&gt;
|Landing on trampoline 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|47&lt;br /&gt;
|Landing on trampoline 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|49&lt;br /&gt;
|Slam into pillar/sign in Speed Highway 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|50&lt;br /&gt;
|Hanging from helicopter/pulley&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|37&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|36&lt;br /&gt;
|Shake Tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|124&lt;br /&gt;
|Hold Object -&amp;gt; Shake (transition)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|125&lt;br /&gt;
|Shake object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|126&lt;br /&gt;
|Stop shaking&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|42&lt;br /&gt;
|Standing -&amp;gt; Pick up&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|43&lt;br /&gt;
|Idle holding tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|27&lt;br /&gt;
|object jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|28&lt;br /&gt;
|object jump -&amp;gt; object fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|29&lt;br /&gt;
|Object fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|30&lt;br /&gt;
|Object landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|38&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|39&lt;br /&gt;
|Toss object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|40&lt;br /&gt;
|Air throw&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|41&lt;br /&gt;
|Air toss&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|23&lt;br /&gt;
|Put object down&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|119&lt;br /&gt;
|Light dash flight&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|48&lt;br /&gt;
|Ready to pull and riding in bumper car/rollercoaster&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|51&lt;br /&gt;
|Climbing monkey bars&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|53&lt;br /&gt;
|Hold onto monkey bars (left arm forward)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|52&lt;br /&gt;
|Hold onto monkey bars (right arm forward)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|93&lt;br /&gt;
|Climbing ladder&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|94&lt;br /&gt;
|Shot from cannon&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|95&lt;br /&gt;
|Slipping on ice&lt;br /&gt;
|2.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|113&lt;br /&gt;
|Jump panel flip&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|114&lt;br /&gt;
|Flight to next jump panel&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|123&lt;br /&gt;
|Standing on jump panel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|100&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|101&lt;br /&gt;
|Victory -&amp;gt; Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|42&lt;br /&gt;
|Standing -&amp;gt; holding tree/rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|43&lt;br /&gt;
|holding tree/rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|99&lt;br /&gt;
|Holding horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|98&lt;br /&gt;
|Holding vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|103&lt;br /&gt;
|Captured by Egg Keeper&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|116&lt;br /&gt;
|Frozen by enemy (same as last frame of damage animation)&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|14&lt;br /&gt;
|Spin&lt;br /&gt;
|0.20&lt;br /&gt;
|1.00&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|115&lt;br /&gt;
|Breathe bubble&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|127&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|116&lt;br /&gt;
|Begin death animation (midair, same as taking damage)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|118&lt;br /&gt;
|Death animation&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|102&lt;br /&gt;
|Sliding down water current&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|106&lt;br /&gt;
|Sky Deck grasping cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|105&lt;br /&gt;
|Sky Deck cylinder shimmy (Left)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|104&lt;br /&gt;
|Sky Deck cylinder shimmy (Right)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|128&lt;br /&gt;
|Slide down Sky Deck cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|129&lt;br /&gt;
|Slide down Sky Deck cylinder -&amp;gt; Sky Deck grasping cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|91&lt;br /&gt;
|Holding onto icicle&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|92&lt;br /&gt;
|Slipping on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|87&lt;br /&gt;
|Jumping from icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|88&lt;br /&gt;
|Flight from icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|88&lt;br /&gt;
|Latching onto icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|89&lt;br /&gt;
|Moving left on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|Moving right on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|90&lt;br /&gt;
|Climbing icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|62&lt;br /&gt;
|Neutral on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|58&lt;br /&gt;
|Braking right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|59&lt;br /&gt;
|Braking left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|61&lt;br /&gt;
|Falling with board from jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|111&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|60&lt;br /&gt;
|Jumping with Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|54&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|55&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|56&lt;br /&gt;
|Hit on board (moving left to right)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|57&lt;br /&gt;
|hit on board (moving right to left)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|64&lt;br /&gt;
|Falling with board from uneven terrain&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|65&lt;br /&gt;
|Falling on board&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|66&lt;br /&gt;
|Hit on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|67&lt;br /&gt;
|Standing on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|68&lt;br /&gt;
|Losing balance on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|69&lt;br /&gt;
|Super-High Jump (Backflip)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|70&lt;br /&gt;
|Super-High Jump (Sideflip)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|109&lt;br /&gt;
|Super-High Jump (Sideflip with twist)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|109&lt;br /&gt;
|Super-High Jump (Alternate Sideflip with twist)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|71&lt;br /&gt;
|Ramp jump (horizontal spin)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|121&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|107&lt;br /&gt;
|Ramp jump (short horizontal spin)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|108&lt;br /&gt;
|Spin jump trick -&amp;gt; Falling on Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|72&lt;br /&gt;
|Ramp jump (grabbing board on the left)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|63&lt;br /&gt;
|Crouch on board&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|124&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|14&lt;br /&gt;
|Spin (Pinball tables)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|135&lt;br /&gt;
|Shower 1&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|136&lt;br /&gt;
|Shower 2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|137&lt;br /&gt;
|Shower 3&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|134&lt;br /&gt;
|Shake off water&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|145&lt;br /&gt;
|Pet chao (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|131&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|146&lt;br /&gt;
|Pet chao loop (SADX Only)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|131&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|147&lt;br /&gt;
|Stop petting chao (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|148&lt;br /&gt;
|Whistle (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|0&lt;br /&gt;
|Metal Sonic Hover (SADX Only)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|146&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DC ID!!data-sort-type=&amp;quot;number&amp;quot;|CHRMODELS!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|130&lt;br /&gt;
|130&lt;br /&gt;
|Standing&lt;br /&gt;
|0.25&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Standing-&amp;gt;Moving 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|135&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|132&lt;br /&gt;
|132&lt;br /&gt;
|Moving 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|136&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|133&lt;br /&gt;
|133&lt;br /&gt;
|Moving 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|137&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|134&lt;br /&gt;
|133&lt;br /&gt;
|Moving 3&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|138&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|135&lt;br /&gt;
|138&lt;br /&gt;
|Spring Flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|139&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|136&lt;br /&gt;
|139&lt;br /&gt;
|Spring Flight-&amp;gt;Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|141&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|137&lt;br /&gt;
|140&lt;br /&gt;
|Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|141&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|138&lt;br /&gt;
|141&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|139&lt;br /&gt;
|143&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|143&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|140&lt;br /&gt;
|144&lt;br /&gt;
|Victory-&amp;gt;Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|141&lt;br /&gt;
|142&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|145&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
Eggman is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Eggman is not playable by default. See [[Sonic Adventure/Character Animation Data#Character Motions|the Character Motions section]] for Eggman&#039;s event animations.&lt;br /&gt;
&lt;br /&gt;
There are 25 entries located at &amp;lt;code&amp;gt;0x38F3CE0&amp;lt;/code&amp;gt;, for 5 different motions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;hex&amp;quot;|SONIC.EXE!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0x8A094C&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0x8A094C&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|0x8A513C&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|0x8A6BF4&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|Empty animation data&lt;br /&gt;
|0.00&lt;br /&gt;
|0.00&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
There are 135 entries at &amp;lt;code&amp;gt;0x3C49D90&amp;lt;/code&amp;gt; for a total of 109 animations in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Not in this list: motions 84, 89, 90, 98 and 99 in the DLL are empty motions; 69 and 70 are unused; 100-109 are snowboard object animations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|Stand&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|79&lt;br /&gt;
|Stand (landing)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|79&lt;br /&gt;
|Stand (after landing)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|96&lt;br /&gt;
|Look Around (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|97&lt;br /&gt;
|Look Around&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|96&lt;br /&gt;
|Look Around (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|82&lt;br /&gt;
|Standing uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|83&lt;br /&gt;
|Standing downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|80&lt;br /&gt;
|Walk 1&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|47&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|47&lt;br /&gt;
|Walk 3 (tail effect)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|48&lt;br /&gt;
|Run 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|48&lt;br /&gt;
|Run 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|64&lt;br /&gt;
|Jump/Spin (spin is unused)&lt;br /&gt;
|0.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|64&lt;br /&gt;
|Roll&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|65&lt;br /&gt;
|Spinball&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|12&lt;br /&gt;
|Spring flight -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|14&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|67&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|68&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|80&lt;br /&gt;
|Walk (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|74&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|43&lt;br /&gt;
|Push&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|35&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|36&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|37&lt;br /&gt;
|Dying&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|38&lt;br /&gt;
|Dying (head shaking)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|85&lt;br /&gt;
|Drowning (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|85&lt;br /&gt;
|Drowning (end)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|67&lt;br /&gt;
|Brake again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|46&lt;br /&gt;
|Tumbling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|15&lt;br /&gt;
|Tumbling -&amp;gt; sit&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|16&lt;br /&gt;
|Sit -&amp;gt; get up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|66&lt;br /&gt;
|Lying -&amp;gt; get up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|17&lt;br /&gt;
|Fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|18&lt;br /&gt;
|Fly max height&lt;br /&gt;
|0.40&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|19&lt;br /&gt;
|Fly descend&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|20&lt;br /&gt;
|Another fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|20&lt;br /&gt;
|Another fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|19&lt;br /&gt;
|Fly exhausted&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|0&lt;br /&gt;
|Tail attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|3&lt;br /&gt;
|SpinAttack 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|4&lt;br /&gt;
|SpinAttack 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|5&lt;br /&gt;
|SpinAttack 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|6&lt;br /&gt;
|SpinAttack 4&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|7&lt;br /&gt;
|SpinAttack 5&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|8&lt;br /&gt;
|SpinAttack 6&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|9&lt;br /&gt;
|SpinAttack 7&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|10&lt;br /&gt;
|SpinAttack 8&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|1&lt;br /&gt;
|SpinAttack 9&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|2&lt;br /&gt;
|SpinAttack 10&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|39&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|40&lt;br /&gt;
|Victory -&amp;gt; stand&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|41&lt;br /&gt;
|Loosing (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|42&lt;br /&gt;
|Loosing (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|25&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|26&lt;br /&gt;
|Running with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|27&lt;br /&gt;
|Braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|28&lt;br /&gt;
|Braking turn with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|29&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|30&lt;br /&gt;
|Walking with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|12&lt;br /&gt;
|Flight -&amp;gt; fall (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|12&lt;br /&gt;
|Flight -&amp;gt; fall (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|14&lt;br /&gt;
|Landing again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|71&lt;br /&gt;
|Pull object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|63&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|86&lt;br /&gt;
|Shake (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|87&lt;br /&gt;
|Shake (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|88&lt;br /&gt;
|Shake (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|74&lt;br /&gt;
|Grab&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|75&lt;br /&gt;
|Grab (stationary)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|25&lt;br /&gt;
|Jumping with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|25&lt;br /&gt;
|Falling with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|25&lt;br /&gt;
|Falling with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|25&lt;br /&gt;
|Take object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|72&lt;br /&gt;
|Throw object far&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|73&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|72&lt;br /&gt;
|Throw object far (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|73&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|25&lt;br /&gt;
|Put down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|sonic.exe 0x3C5D540&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|78&lt;br /&gt;
|Monkey bars&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|77&lt;br /&gt;
|Monkey bars (stationary left)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|76&lt;br /&gt;
|Monkey bars (stationary right)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|31&lt;br /&gt;
|Ladder up&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|93&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|81&lt;br /&gt;
|Launch from cannon&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|74&lt;br /&gt;
|Look Around again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|75&lt;br /&gt;
|Grab stationary again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|45&lt;br /&gt;
|Vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|44&lt;br /&gt;
|Horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|35&lt;br /&gt;
|Hurt again (?)&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|34&lt;br /&gt;
|Hold SkyDeck cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|33&lt;br /&gt;
|Go left on SD cylinder&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|32&lt;br /&gt;
|Go right on SD cylinder&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|91&lt;br /&gt;
|Slip from SD cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|92&lt;br /&gt;
|Slip -&amp;gt; hold SD cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|51&lt;br /&gt;
|Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|51&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|51&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|109&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|54&lt;br /&gt;
|Board jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|116&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|53&lt;br /&gt;
|Board flying&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|58&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|56&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|113&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|57&lt;br /&gt;
|Board shaken&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|55&lt;br /&gt;
|Board shaken&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|49&lt;br /&gt;
|Board fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|49&lt;br /&gt;
|Board fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|50&lt;br /&gt;
|Board hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|51&lt;br /&gt;
|Board slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|51&lt;br /&gt;
|Board slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|61&lt;br /&gt;
|Board trick 1&lt;br /&gt;
|0.80&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|62&lt;br /&gt;
|Board trick 2&lt;br /&gt;
|1.10&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3&lt;br /&gt;
|1.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|124&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3, 2nd time&lt;br /&gt;
|1.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3, 3rd time&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|60&lt;br /&gt;
|Board crouch&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|52&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|64&lt;br /&gt;
|Spin for something else (?)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|128&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|110&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|111&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|112&lt;br /&gt;
|Pet chao (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|113&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
There are 115 entries at &amp;lt;code&amp;gt;0x3C532A0&amp;lt;/code&amp;gt;, for 89 different animations in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Slot 9 in the DLL is an empty animation; several other animations are not in this list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|82&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing (after Max Heat Attack)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing (after Max Heat Attack) + fast transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing + faster transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|78&lt;br /&gt;
|Idle/bored comment (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|79&lt;br /&gt;
|Idle/bored comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|78&lt;br /&gt;
|Idle/bored comment (end), start one but reversed&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|58&lt;br /&gt;
|Standing uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|59&lt;br /&gt;
|Standing downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|83&lt;br /&gt;
|Walking&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|56&lt;br /&gt;
|Jog&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|56&lt;br /&gt;
|Fast jog&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|57&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|57&lt;br /&gt;
|Run faster&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|61&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|61&lt;br /&gt;
|Rolling (same anim as 14)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|62&lt;br /&gt;
|Duplicate roll/jump anim&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|7&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|64&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|65&lt;br /&gt;
|Brake and turnaround&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|72&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|51&lt;br /&gt;
|Push (loop)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|43&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|44&lt;br /&gt;
|Get up from hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|45&lt;br /&gt;
|Death (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|46&lt;br /&gt;
|Death (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|64&lt;br /&gt;
|Brake (slow)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|55&lt;br /&gt;
|Caught in updraft&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|10&lt;br /&gt;
|Dazed 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|11&lt;br /&gt;
|Dazed 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|63&lt;br /&gt;
|Uncurl from roll&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|61&lt;br /&gt;
|Rolling after glide cancel&lt;br /&gt;
|0.15&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|15&lt;br /&gt;
|Gliding (ID for Max Heat Attack)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|sonic.exe 0x3C5D528&lt;br /&gt;
|Unknown&lt;br /&gt;
|0.15&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|43&lt;br /&gt;
|Hurt&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|9&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|41&lt;br /&gt;
|Victory -&amp;gt; Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|0&lt;br /&gt;
|Digging (begin)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|1&lt;br /&gt;
|Digging (loop)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|2&lt;br /&gt;
|Emerging from digging&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|3&lt;br /&gt;
|Jump from digging&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|0&lt;br /&gt;
|Failed digging (begin digging looped once)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|35&lt;br /&gt;
|Climbing up/down&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|42&lt;br /&gt;
|Climb left&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|52&lt;br /&gt;
|Climb right&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|Climb (stationary)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|37&lt;br /&gt;
|Reached top while climbing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|15&lt;br /&gt;
|Gliding&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|16&lt;br /&gt;
|Grabbing wall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|17&lt;br /&gt;
|Gliding -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|47&lt;br /&gt;
|First punch&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|48&lt;br /&gt;
|Second punch&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|49&lt;br /&gt;
|Mega punch&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|58&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|61&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|50&lt;br /&gt;
|Unknown&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|28&lt;br /&gt;
|Picking up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|22&lt;br /&gt;
|Running with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|23&lt;br /&gt;
|Braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|24&lt;br /&gt;
|Turning after braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|25&lt;br /&gt;
|Standing with object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|26&lt;br /&gt;
|Walking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; spring fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; spring fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|6&lt;br /&gt;
|Spring fall transition -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|7&lt;br /&gt;
|Spring fall -&amp;gt; landing on ground&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|74&lt;br /&gt;
|Hanging from hook&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|69&lt;br /&gt;
|Pulling lever&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|60&lt;br /&gt;
|Holding lever&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|12&lt;br /&gt;
|Standing with object -&amp;gt; Shaking object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|13&lt;br /&gt;
|Shaking object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|14&lt;br /&gt;
|Shaking object -&amp;gt; Standing with object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|72&lt;br /&gt;
|Grab Tree (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|73&lt;br /&gt;
|Hold Tree (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|18&lt;br /&gt;
|Jumping with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|19&lt;br /&gt;
|Jumping with object -&amp;gt; falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|20&lt;br /&gt;
|Falling with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|21&lt;br /&gt;
|Landing with object (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|70&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|71&lt;br /&gt;
|Throwing object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|70&lt;br /&gt;
|Throwing object in midair (identical copy)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|71&lt;br /&gt;
|Throwing object (identical copy)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|28&lt;br /&gt;
|Putting down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|77&lt;br /&gt;
|Climbing monkey bars&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|76&lt;br /&gt;
|Hanging from bars (Left arm in front)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|75&lt;br /&gt;
|Hanging from bars (Right arm in front)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|27&lt;br /&gt;
|Climbing ladder&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|106&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|72&lt;br /&gt;
|Grab rocket (start), same anim as holding start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|73&lt;br /&gt;
|Grab rocket (loop), same anim as holding loop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|54&lt;br /&gt;
|Hold rocket horizontal&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|109&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|53&lt;br /&gt;
|Hold rocket vertical&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|86&lt;br /&gt;
|Begin petting Chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|87&lt;br /&gt;
|Petting Chao&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|88&lt;br /&gt;
|Stop petting Chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|89&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal ==&lt;br /&gt;
Tikal is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Tikal is not playable by default. See [[Sonic Adventure/Character Animation Data#Character Motions|the Character Motions section]] for Tikal&#039;s event animations.&lt;br /&gt;
&lt;br /&gt;
There are 8 entries located at &amp;lt;code&amp;gt;0x38F38F8&amp;lt;/code&amp;gt;, for 4 different motions in the DLL.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;hex&amp;quot;|SONIC.EXE!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0x8F83F4&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0x8F46BC&lt;br /&gt;
|Shake head&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0x8F46BC&lt;br /&gt;
|Shake head slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0x900814&lt;br /&gt;
|Death&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
There are 102 entries at &amp;lt;code&amp;gt;0x3C54880&amp;lt;/code&amp;gt;, for 80 different motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|69&lt;br /&gt;
|Main Stand&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|69&lt;br /&gt;
|Stand fast (after jump)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|67&lt;br /&gt;
|Bored comment (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|68&lt;br /&gt;
|Bored comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|67&lt;br /&gt;
|Bored comment (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|53&lt;br /&gt;
|Stand uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|54&lt;br /&gt;
|Stand downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|70&lt;br /&gt;
|Walk&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|44&lt;br /&gt;
|Jog 1&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|45&lt;br /&gt;
|Jog 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|46&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|46&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|4&lt;br /&gt;
|Jump&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (same as jump)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|69&lt;br /&gt;
|Stand&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|56&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|57&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|64&lt;br /&gt;
|Begin Push&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|37&lt;br /&gt;
|Push&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|33&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|34&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|35&lt;br /&gt;
|Death (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|36&lt;br /&gt;
|Death (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|56&lt;br /&gt;
|Brake (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|66&lt;br /&gt;
|Hang from balloon&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|26&lt;br /&gt;
|Hold reel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|27&lt;br /&gt;
|Turn reel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|72&lt;br /&gt;
|Start balancing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|73&lt;br /&gt;
|Balancing&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|7&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|8&lt;br /&gt;
|Take barrel&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|9&lt;br /&gt;
|Put barrel (on)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|10&lt;br /&gt;
|Walk in barrel&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|9&lt;br /&gt;
|Put barrel (off)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|29&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|22&lt;br /&gt;
|Pick object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|18&lt;br /&gt;
|Walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|23&lt;br /&gt;
|Brake with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|24&lt;br /&gt;
|Brake turn with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|19&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|20&lt;br /&gt;
|Heavy walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|6&lt;br /&gt;
|Fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|Hang from hook&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|61&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|55&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|11&lt;br /&gt;
|Shake object/chao (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|12&lt;br /&gt;
|Shake object/chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|13&lt;br /&gt;
|Shake object/chao (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|64&lt;br /&gt;
|Holding (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|65&lt;br /&gt;
|Holding (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|14&lt;br /&gt;
|Jump flight with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|15&lt;br /&gt;
|Jump flight object transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|16&lt;br /&gt;
|Fall with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|17&lt;br /&gt;
|Landing with object (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|62&lt;br /&gt;
|Throw object (ground)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|63&lt;br /&gt;
|Put down object (ground)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|62&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|63&lt;br /&gt;
|Put down object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|22&lt;br /&gt;
|Put down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|21&lt;br /&gt;
|Ladder (up &amp;amp; down in code)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|42&lt;br /&gt;
|Dizziness&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|sonic.exe 0x3C5D538&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|64&lt;br /&gt;
|Grab rocket (start), same as holding start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|65&lt;br /&gt;
|Grab rocket (loop), same as holding loop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|39&lt;br /&gt;
|Hold horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|38&lt;br /&gt;
|Hold vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|76&lt;br /&gt;
|Begin petting chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|77&lt;br /&gt;
|Petting chao&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|78&lt;br /&gt;
|Stop petting chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|79&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|0&lt;br /&gt;
|Hammer Attack (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|1&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|2&lt;br /&gt;
|Hammer Attack (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|3&lt;br /&gt;
|Hammer Spin Still&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|40&lt;br /&gt;
|Hammer Spin Turn&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|41&lt;br /&gt;
|Hammer Spin Attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|42&lt;br /&gt;
|Hammer Spin Dizziness&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|43&lt;br /&gt;
|Walk with dizziness&lt;br /&gt;
|3.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|47&lt;br /&gt;
|Hammer somersault start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|48&lt;br /&gt;
|Hammer somersault attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|50&lt;br /&gt;
|Hammer somersault trick 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|51&lt;br /&gt;
|Hammer somersault trick 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|52&lt;br /&gt;
|Hammer somersault trick 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|49&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|25&lt;br /&gt;
|Hammer Jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|6&lt;br /&gt;
|Fall (after Hammer Jump)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|49&lt;br /&gt;
|Landing (after Hammer Jump, unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
There are 91 animation entries at &amp;lt;code&amp;gt;0x3C53FA8&amp;lt;/code&amp;gt; for Gamma, for 78 different motions in the DLL.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|Stand&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|Walk 1&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Walk 2&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|Stand -&amp;gt; wheel&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Wheel mode&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|Wheel mode&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|Jump -&amp;gt; fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|Fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|17&lt;br /&gt;
|Landing&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|8.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|27&lt;br /&gt;
|Push 1&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|28&lt;br /&gt;
|Push 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|57&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|58&lt;br /&gt;
|Stagger&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|23&lt;br /&gt;
|unused wheel spin&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|Turnaround&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|38&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|40&lt;br /&gt;
|Walk with object 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|45&lt;br /&gt;
|Hold object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|44&lt;br /&gt;
|Drive with object turnaround&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|45&lt;br /&gt;
|Hold object (?)&lt;br /&gt;
|0.10&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|39&lt;br /&gt;
|Walk with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|29&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|25&lt;br /&gt;
|Grab (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|26&lt;br /&gt;
|Grabbed&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|31&lt;br /&gt;
|Jump with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|32&lt;br /&gt;
|Fall transition with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|33&lt;br /&gt;
|Fall with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|34&lt;br /&gt;
|Landing with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|46&lt;br /&gt;
|Throw object far&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|47&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|46&lt;br /&gt;
|Throw object far (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|47&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|38&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|13&lt;br /&gt;
|Jump transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|30&lt;br /&gt;
|Jump transition with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|1&lt;br /&gt;
|Stand -&amp;gt; stance&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|2&lt;br /&gt;
|Stance (holding rifle)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|21&lt;br /&gt;
|Stand -&amp;gt; water hover&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|22&lt;br /&gt;
|Wheel mode -&amp;gt; Water hover&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|24&lt;br /&gt;
|Water hover&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|18&lt;br /&gt;
|Wheel mode brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|48&lt;br /&gt;
|Hover transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|49&lt;br /&gt;
|Hover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|35&lt;br /&gt;
|Hold -&amp;gt; Water hover hold&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|36&lt;br /&gt;
|Wheel hold -&amp;gt; Water hover hold&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|37&lt;br /&gt;
|Water hover hold&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|40&lt;br /&gt;
|Walk with object 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|41&lt;br /&gt;
|Wheel hold transition (start)&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|42&lt;br /&gt;
|Wheel drive with object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|41&lt;br /&gt;
|Wheel hold transition (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|22&lt;br /&gt;
|Water hover -&amp;gt; Wheel mode&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|35&lt;br /&gt;
|Water hover hold -&amp;gt; Hold&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|19&lt;br /&gt;
|Wheel mode turnaround&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|44&lt;br /&gt;
|Wheel turnaround with object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|51&lt;br /&gt;
|Shoot (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|51&lt;br /&gt;
|Shoot (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|52&lt;br /&gt;
|Air shoot (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|Air shoot (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|53&lt;br /&gt;
|Climb ladder&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|77&lt;br /&gt;
|Victory&lt;br /&gt;
|0.35&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|55&lt;br /&gt;
|Victory -&amp;gt; Stand&lt;br /&gt;
|0.35&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|56&lt;br /&gt;
|Death&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|sonic.exe 0x3C5D530&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|59&lt;br /&gt;
|Look around (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|60&lt;br /&gt;
|Look around&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|59&lt;br /&gt;
|Look around (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|66&lt;br /&gt;
|Turn top body back&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|67&lt;br /&gt;
|Backward top body idle&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|68&lt;br /&gt;
|Turn top body front&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|69&lt;br /&gt;
|Pick up chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|70&lt;br /&gt;
|Rocking chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|71&lt;br /&gt;
|Put down chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|72&lt;br /&gt;
|Shake chao (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|73&lt;br /&gt;
|Shake chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|74&lt;br /&gt;
|Shake chao (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|75&lt;br /&gt;
|Talking to NPC&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|76&lt;br /&gt;
|Standing downward&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|62&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|63&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|64&lt;br /&gt;
|Pet chao (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|65&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
&lt;br /&gt;
There are 105 entries at &amp;lt;code&amp;gt;0x3C556A0&amp;lt;/code&amp;gt; for Big, with a total of 77 motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Motions 3, 26, 47, 49, 50, 51, 52, 53, 54, 71, 83, 84 and 85 are empty; 78, 79 and 80 are unused bumping stomach animations.&lt;br /&gt;
&lt;br /&gt;
Big has a lot of unused motion entries in-between some hold object animations, probably scrapped object motions like jump or spring since it uses the holding rock animations for that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|23&lt;br /&gt;
|Stand&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|72&lt;br /&gt;
|Look around (start)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|73&lt;br /&gt;
|Look around&lt;br /&gt;
|0.20&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|72&lt;br /&gt;
|Look around (end)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.12&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|81&lt;br /&gt;
|Stand uphill&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|82&lt;br /&gt;
|Stand downhill&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|Spring fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|Spring flight again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|21&lt;br /&gt;
|Grab&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|15&lt;br /&gt;
|Push&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|60&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|61&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|12&lt;br /&gt;
|Grab rock&lt;br /&gt;
|0.25&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|9&lt;br /&gt;
|Walking with rock&lt;br /&gt;
|0.60&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (loop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|11&lt;br /&gt;
|Walking with rock 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|18&lt;br /&gt;
|Pull&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|17&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|21&lt;br /&gt;
|Grab (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|22&lt;br /&gt;
|Grab&lt;br /&gt;
|0.25&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|5&lt;br /&gt;
|Hang&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|6&lt;br /&gt;
|Flight with rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|7&lt;br /&gt;
|Fall with rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|8&lt;br /&gt;
|Landing with rock (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|19&lt;br /&gt;
|Throw rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|20&lt;br /&gt;
|Put rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|19&lt;br /&gt;
|Throw rock (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|20&lt;br /&gt;
|Put rock (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|12&lt;br /&gt;
|Hold rock (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|25&lt;br /&gt;
|Ladder&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|28&lt;br /&gt;
|Launched? Swimming?&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|27&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|0&lt;br /&gt;
|Rod attack&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|Fish start&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|4&lt;br /&gt;
|Fishing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|29&lt;br /&gt;
|Launch line (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|30&lt;br /&gt;
|Launch line &amp;gt; start fishing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|30&lt;br /&gt;
|Launch line &amp;gt; can&#039;t fish&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|31&lt;br /&gt;
|Fishing, shake up&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|32&lt;br /&gt;
|Fishing, shake left&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|33&lt;br /&gt;
|Fishing, shake right&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|34&lt;br /&gt;
|Fishing, go left&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|35&lt;br /&gt;
|Fishing, go right&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|36&lt;br /&gt;
|Caught fish&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|37&lt;br /&gt;
|Caught big fish&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|61&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|38&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|57&lt;br /&gt;
|Lost start&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|58&lt;br /&gt;
|Lost&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|59&lt;br /&gt;
|Lost recover (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|55&lt;br /&gt;
|Launch line while floating (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|56&lt;br /&gt;
|Launch line while floating  (end)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|56&lt;br /&gt;
|Fishing on water&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|39&lt;br /&gt;
|Fishing on water, shake up&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|40&lt;br /&gt;
|Fishing on water, shake left&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|41&lt;br /&gt;
|Fishing on water, shake right&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|42&lt;br /&gt;
|Fishing on water, go left&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|43&lt;br /&gt;
|Fishing on water, go right&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|44&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|45&lt;br /&gt;
|Walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|46&lt;br /&gt;
|Walk with object 2&lt;br /&gt;
|0.60&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|48&lt;br /&gt;
|Pick up object&lt;br /&gt;
|0.25&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|48&lt;br /&gt;
|Put down object&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|64&lt;br /&gt;
|Start swimming&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|67&lt;br /&gt;
|Swimming on water&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|65&lt;br /&gt;
|Float -&amp;gt; Dive&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|66&lt;br /&gt;
|Diving&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|68&lt;br /&gt;
|Diving -&amp;gt; swim up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|69&lt;br /&gt;
|Swim up&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|70&lt;br /&gt;
|Float on water&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|74&lt;br /&gt;
|Shake object (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|75&lt;br /&gt;
|Shake object (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|76&lt;br /&gt;
|Shake object (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|sonic.exe 0x3C5D520&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|63&lt;br /&gt;
|Dive -&amp;gt; Touched seabed&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|77&lt;br /&gt;
|Drown&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|60&lt;br /&gt;
|Hurt again?&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|62&lt;br /&gt;
|Death&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|86&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|87&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|88&lt;br /&gt;
|Pet chao (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|89&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
The &amp;lt;code&amp;gt;property&amp;lt;/code&amp;gt; field defines the way the animation should play.&amp;lt;br&amp;gt;It starts at 3 because the animation system modes (0, 1, 2 and 13+) are shared.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description &lt;br /&gt;
|-&lt;br /&gt;
|0-2&lt;br /&gt;
|Reserved (init system)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Loop, no transition&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Play, transition&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Play, no transition&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Reverse, transition&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Reverse, no transition&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Play, instant transition&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Loop, speed property multiplied by player&#039;s speed (pwp-&amp;gt;spd.x)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Loop, speed property multiplied by custom speed (pwp-&amp;gt;work.f)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Loop at custom speed (pwp-&amp;gt;work.f)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Manual control in code&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|Reserved (free system)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Motions =&lt;br /&gt;
This is the list of motion data for all characters. Once you&#039;ve found your motion, you can convert it with &#039;&#039;AnimJSONConverter&#039;&#039; and use the [//github.com/Justin113D/BlenderSASupport/wiki/Ripping-models#importing-animations-for-models/ SAIO add-on for Blender] to edit it. See the [[Animation Editing]] tutorial for more information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* Gameplay motions are split by [//github.com/sonicretro/sa_tools/ SA Tools] under &amp;lt;code&amp;gt;project\figure\xxx\models&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Event animations are under &amp;lt;code&amp;gt;project\event\model\xxx&amp;lt;/code&amp;gt;&lt;br /&gt;
* A motion (NJS_ACTION) contains the motion data (NJS_MOTION) and the object to display (NJS_OBJECT) which can sometimes be different than the main model (ball forms, froggy, etc.)&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\sonic\models&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SONIC_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Stand&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|Snowboard Turn left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Snowboard Turn right&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Snowboard Damage 1&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Snowboard Damage 2&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Snowboard Full Left -&amp;gt; Leaned left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Snowboard Full Right -&amp;gt; Leaned right&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|Snowboard Leaned left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Snowboard Leaned left -&amp;gt; Normal&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|Snowboard Normal -&amp;gt; Jump&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|Snowboard Jump -&amp;gt; Normal&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\miles\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;MILES_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|Lying on stomach&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|Lying on stomach -&amp;gt; sit&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|100-109&lt;br /&gt;
|Snowboard object animations&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\knuckles\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;KNUCKLES_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|29 - 34&lt;br /&gt;
|Upgrade animations (looking at fists)&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Climbing over something&lt;br /&gt;
|Not in AnimData, maybe unused&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Early climbing animation maybe&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|Hitting fists together (start)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|Hitting fists together (loop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|Hitting fists together (stop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Threatening pose (start)&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|Threatening pose (loop)&lt;br /&gt;
|Character Select&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Alternate walk&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|Cannon launched&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\amy\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;AMY_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Falling down on her knees&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Shaking her head -&amp;gt; hitting the ground with her shoe.&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Hitting ground with her shoe with anger&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Stops hitting the ground with her shoe&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|Crawling amy&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|Crawling amy -&amp;gt; standing&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|Cannon launched&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Empty animation&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Empty animation&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\e102\models&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\big\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;BIG_ACTIONS[ID]&amp;lt;/code&amp;gt; in code. All animations use Big&#039;s main model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Bumping stomach (start)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|Bumping stomach (loop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Bumping stomach (stop)&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SONIC.EXE ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; &lt;br /&gt;
!Location||Model||Model Filename||Motion internal location||Motion Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x3C5D520&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x9C08D0&lt;br /&gt;
|figure\big\models\b_cart0.nam&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|-&lt;br /&gt;
|0x9228A4&lt;br /&gt;
|Froggy&lt;br /&gt;
|figure\big\models\big_kaeru.nja&lt;br /&gt;
|0x922898&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy swim&lt;br /&gt;
|-&lt;br /&gt;
|0x92400C&lt;br /&gt;
|Froggy&lt;br /&gt;
|figure\big\models\big_kaeru.nja&lt;br /&gt;
|0x924000&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy idle&lt;br /&gt;
|-&lt;br /&gt;
|0x927594&lt;br /&gt;
|Froggy&lt;br /&gt;
|figure\big\models\big_kaeru.nja&lt;br /&gt;
|0x927588&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy in trouble&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2688308&lt;br /&gt;
|event\model\big\b_b0001_big.nam&lt;br /&gt;
|Event: Intro (wake up)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x268A668&lt;br /&gt;
|event\model\big\b_b0002_big.nam&lt;br /&gt;
|Event: Intro (sat on bed)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x265A980&lt;br /&gt;
|event\model\big\b_b0003_big.nam&lt;br /&gt;
|Event: Meeting Tails (fall)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x265C660&lt;br /&gt;
|event\model\big\b_b0004_big.nam&lt;br /&gt;
|Event: Meeting Tails (lying on ground)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27F91B8&lt;br /&gt;
|event\model\big\b_b0006_big.nam&lt;br /&gt;
|Event: Emerald Coast (holding Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27FAE18&lt;br /&gt;
|event\model\big\b_b0007_big.nam&lt;br /&gt;
|Event: Emerald Coast (walk with Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x265EAB0&lt;br /&gt;
|event\model\big\b_b0010_big.nam&lt;br /&gt;
|Event: Waving&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x268EDD8&lt;br /&gt;
|event\model\big\b_b0011_big.nam&lt;br /&gt;
|Event: Intro (shocked)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x25C4698&lt;br /&gt;
|event\model\big\b_b0012_big.nam&lt;br /&gt;
|Event: Intro (stand, arms spread)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x25C70B8&lt;br /&gt;
|event\model\big\b_b0013_big.nam&lt;br /&gt;
|Event: Chaos 6 (turn at sonic)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x25C9568&lt;br /&gt;
|event\model\big\b_b0014_big.nam&lt;br /&gt;
|Event: Chaos 6 (stand, look at sonic)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27FE468&lt;br /&gt;
|event\model\big\b_b0020_big.nam&lt;br /&gt;
|Event: Pursuing Frogy&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27FFBA8&lt;br /&gt;
|event\model\big\b_b0022_big.nam&lt;br /&gt;
|Event: Holding Froggy firmly&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x26910F8&lt;br /&gt;
|event\model\big\b_b0027_big.nam&lt;br /&gt;
|Event: Intro (stand looking down)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2693988&lt;br /&gt;
|event\model\big\b_b0028_big.nam&lt;br /&gt;
|Event: Intro (stand)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2699E88&lt;br /&gt;
|event\model\big\b_b0029_big.nam&lt;br /&gt;
|Event: Intro (turning back slowly)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x269BE78&lt;br /&gt;
|event\model\big\b_b0030_big.nam&lt;br /&gt;
|Event: Intro (sleep 1)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x269D7F8&lt;br /&gt;
|event\model\big\b_b0031_big.nam&lt;br /&gt;
|Event: Intro (sleep 2)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x27498B0&lt;br /&gt;
|event\model\big\b_b0032_big.nam&lt;br /&gt;
|Event: Outro (fishing)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x274B600&lt;br /&gt;
|event\model\big\b_b0033_big.nam&lt;br /&gt;
|Event: Outro (fishing, look at Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x28039A0&lt;br /&gt;
|event\model\big\b_b0034_big.nam&lt;br /&gt;
|Event: Chaos 6 (victory!)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2805360&lt;br /&gt;
|event\model\big\b_b0035_big.nam&lt;br /&gt;
|Event: Final Egg (holding Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x28102C0&lt;br /&gt;
|event\model\big\b_b0036_big.nam&lt;br /&gt;
|Event: Final Egg (victory start)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2811B40&lt;br /&gt;
|event\model\big\b_b0037_big.nam&lt;br /&gt;
|Event: Final Egg (victory)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2750500&lt;br /&gt;
|event\model\big\b_b0038_big.nam&lt;br /&gt;
|Event: Outro (fishing, miss fish)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2751BE0&lt;br /&gt;
|event\model\big\b_b0039_big.nam&lt;br /&gt;
|Event: Outro (missed fish)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2758BF0&lt;br /&gt;
|event\model\big\b_b0040_big.nam&lt;br /&gt;
|Event: Outro (fall backward)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x275A2D0&lt;br /&gt;
|event\model\big\b_b0041_big.nam&lt;br /&gt;
|Event: Outro (fallen backward)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x280C660&lt;br /&gt;
|event\model\big\b_b0042_big.nam&lt;br /&gt;
|Event: Final Egg (Tikal appears)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846E8&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C1C298&lt;br /&gt;
|event\model\big\b_item_s0.nam&lt;br /&gt;
|Lure Upgrade (start)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846E0&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C1E768&lt;br /&gt;
|event\model\big\b_item_s1.nam&lt;br /&gt;
|Lure Upgrade (loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846F0&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C214D8&lt;br /&gt;
|event\model\big\b_item_s2.nam&lt;br /&gt;
|Lure Upgrade (end)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846D8&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C14B38&lt;br /&gt;
|event\model\big\b_item_u0.nam&lt;br /&gt;
|Life Belt Upgrade (start)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846D0&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C17318&lt;br /&gt;
|event\model\big\b_item_u1.nam&lt;br /&gt;
|Life Belt Upgrade (loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846C8&lt;br /&gt;
|Big 0&lt;br /&gt;
|figure\big\models\b_kihon0_bic.nja&lt;br /&gt;
|0x2C1A078&lt;br /&gt;
|event\model\big\b_item_u2.nam&lt;br /&gt;
|Life Belt Upgrade (end)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Select Animations =&lt;br /&gt;
This page contains the list of character select animations. They mostly use animations in CHRMODELS.DLL, but some stance animations are located in the executable. See [[Animation Editing]] if you need help extracting them.&lt;br /&gt;
&lt;br /&gt;
The game uses a null-terminated array of animations (NJS_ACTION) pointers for each character. The first animation is the idle animation, other animations are played one by one until it reaches the end of the array. You will find the array addresses below.&lt;br /&gt;
&lt;br /&gt;
In code, they are all in the &amp;lt;code&amp;gt;CharSelDataList&amp;lt;/code&amp;gt; array as &amp;quot;field_8&amp;quot;. So &amp;lt;code&amp;gt;CharSelDataList[1].field_8&amp;lt;/code&amp;gt; is Tails&#039; array. The individual arrays are yet to be put into the headers.&lt;br /&gt;
&lt;br /&gt;
Characters are listed in their internal character select order.&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FF94&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 5&lt;br /&gt;
|Walk 3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 100&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E884&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FF84&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 17&lt;br /&gt;
|Fly&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 39&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E89C&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFA4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 81&lt;br /&gt;
|Threatening pose (loop)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 40&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E874&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFD8&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 70&lt;br /&gt;
|Walk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 29&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E87C&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFC4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 16&lt;br /&gt;
|Walk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 29&lt;br /&gt;
|Launch line (start)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|CHRMODELS 30&lt;br /&gt;
|Launch line (end)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic.exe 0x3C5E87C&lt;br /&gt;
|Fishing stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFB4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 2&lt;br /&gt;
|Holding weapon stance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic.exe 0x3C5E894&lt;br /&gt;
|Fire up&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E86C&lt;br /&gt;
|Stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Question Mark ==&lt;br /&gt;
&lt;br /&gt;
No animation are set, the question mark object is manually rotated in code.&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Animation_Data&amp;diff=800</id>
		<title>Sonic Adventure/Character Animation Data</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Character_Animation_Data&amp;diff=800"/>
		<updated>2026-09-20T02:01:40Z</updated>

		<summary type="html">&lt;p&gt;End User: Created the Character Animation Data page, based on information found on the SADX Modding Guide on GitHub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains information regarding the animations used by the playable characters in a variety of contexts within &#039;&#039;[[Sonic Adventure]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Animation Lists =&lt;br /&gt;
The following information pertains to the animation sets of characters which are only used during gameplay.&lt;br /&gt;
&lt;br /&gt;
An animation entry for a character (PL_ACTION) contains:&lt;br /&gt;
&lt;br /&gt;
* A pointer to a [[Sonic Adventure/Character Animation Data#Character Motions|character motion]], the actual motion data. These are stored in &amp;lt;code&amp;gt;CHRMODELS.DLL&amp;lt;/code&amp;gt; and exported by SA Tools under &amp;lt;code&amp;gt;project\figure\xxx\models&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The number of nodes in the animation (to preload memory for the transition system)&lt;br /&gt;
* The [[Sonic Adventure/Character Animation Data#Properties|play mode]] (loop, once, reverse...)&lt;br /&gt;
* The next animation ID (optional depending on the play mode)&lt;br /&gt;
* The animation speed&lt;br /&gt;
* The transition speed&lt;br /&gt;
&lt;br /&gt;
Sets are stored into the executable, for example Sonic&#039;s set is at &amp;lt;code&amp;gt;0x3C56210&amp;lt;/code&amp;gt;, but they are initialized on startup. They can also be found in the player [[Introduction to Tasks and Workers|worker]] of a character: &amp;lt;code&amp;gt;playerpwp[pnum]-&amp;gt;mj.plactptr[id]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;mj&amp;lt;/code&amp;gt; contains all of the animation data, including the current animation id (&amp;lt;code&amp;gt;mj.reqaction&amp;lt;/code&amp;gt;). In CheatEngine, you can set &amp;lt;code&amp;gt;0x03B3CDF0&amp;lt;/code&amp;gt; as a pointer, and go to the &amp;lt;code&amp;gt;0x124&amp;lt;/code&amp;gt; offset to access the current animation id.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &amp;quot;Motion ID&amp;quot; in the tables below are the place of motion data in the CHRMODELS motion tables, it is not relevent anymore since SA Tools now names them by name rather than by ID.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters are listed in their internal character index order.&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
There are 146 entries at &amp;lt;code&amp;gt;0x3C56210&amp;lt;/code&amp;gt;, for 147 different motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
The motions 73 to 86 and 110, 111 and 112 in CHRMODELS are the snowboard object animations and are hence not in this list.&lt;br /&gt;
&lt;br /&gt;
=== Sonic &amp;amp; Metal Sonic (SADX) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|Motion ID!!class=&amp;quot;unsortable&amp;quot;|Description!!Speed!!Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Standing&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|122&lt;br /&gt;
|Standing -&amp;gt; Surf Stance&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|123&lt;br /&gt;
|Surf Stance&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Looking around&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|120&lt;br /&gt;
|Bored Comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|121&lt;br /&gt;
|Bored Comment 2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|120&lt;br /&gt;
|Bored Comment 2 -&amp;gt; Standing&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|96&lt;br /&gt;
|Standing on upward slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|97&lt;br /&gt;
|Standing on downward slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|3&lt;br /&gt;
|Walk 1&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|Walk 3&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|Run 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Run 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Jump (in air)/Spindash (on ground)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Roll&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9&lt;br /&gt;
|Spring flight -&amp;gt; Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|10&lt;br /&gt;
|Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|11&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|7&lt;br /&gt;
|Braking&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|12&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|13&lt;br /&gt;
|Push (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|116&lt;br /&gt;
|Take damage&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|117&lt;br /&gt;
|Hurt landing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|7&lt;br /&gt;
|Braking&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|15&lt;br /&gt;
|Caught in updraft&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|16&lt;br /&gt;
|Hit wall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|17&lt;br /&gt;
|Hit wall recovery&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|22&lt;br /&gt;
|Uncurl from rolling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|Turn around&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|19&lt;br /&gt;
|Skidding on slope&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|21&lt;br /&gt;
|Spin Ball (no flash)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|23&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|31&lt;br /&gt;
|Object run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|32&lt;br /&gt;
|Object stop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|33&lt;br /&gt;
|Object turn around&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|34&lt;br /&gt;
|Object stand&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|35&lt;br /&gt;
|Object walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|Trampoline Backflip&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|46&lt;br /&gt;
|Trampoline Flip 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|8&lt;br /&gt;
|Trampoline Flight 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|44&lt;br /&gt;
|Landing on trampoline 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|47&lt;br /&gt;
|Landing on trampoline 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|49&lt;br /&gt;
|Slam into pillar/sign in Speed Highway 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|50&lt;br /&gt;
|Hanging from helicopter/pulley&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|37&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|36&lt;br /&gt;
|Shake Tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|124&lt;br /&gt;
|Hold Object -&amp;gt; Shake (transition)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|125&lt;br /&gt;
|Shake object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|126&lt;br /&gt;
|Stop shaking&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|42&lt;br /&gt;
|Standing -&amp;gt; Pick up&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|43&lt;br /&gt;
|Idle holding tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|27&lt;br /&gt;
|object jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|28&lt;br /&gt;
|object jump -&amp;gt; object fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|29&lt;br /&gt;
|Object fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|30&lt;br /&gt;
|Object landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|38&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|39&lt;br /&gt;
|Toss object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|40&lt;br /&gt;
|Air throw&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|41&lt;br /&gt;
|Air toss&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|23&lt;br /&gt;
|Put object down&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|119&lt;br /&gt;
|Light dash flight&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|48&lt;br /&gt;
|Ready to pull and riding in bumper car/rollercoaster&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|51&lt;br /&gt;
|Climbing monkey bars&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|53&lt;br /&gt;
|Hold onto monkey bars (left arm forward)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|52&lt;br /&gt;
|Hold onto monkey bars (right arm forward)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|93&lt;br /&gt;
|Climbing ladder&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|94&lt;br /&gt;
|Shot from cannon&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|95&lt;br /&gt;
|Slipping on ice&lt;br /&gt;
|2.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|113&lt;br /&gt;
|Jump panel flip&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|114&lt;br /&gt;
|Flight to next jump panel&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|123&lt;br /&gt;
|Standing on jump panel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|100&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|101&lt;br /&gt;
|Victory -&amp;gt; Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|42&lt;br /&gt;
|Standing -&amp;gt; holding tree/rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|43&lt;br /&gt;
|holding tree/rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|99&lt;br /&gt;
|Holding horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|98&lt;br /&gt;
|Holding vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|103&lt;br /&gt;
|Captured by Egg Keeper&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|116&lt;br /&gt;
|Frozen by enemy (same as last frame of damage animation)&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|14&lt;br /&gt;
|Spin&lt;br /&gt;
|0.20&lt;br /&gt;
|1.00&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|115&lt;br /&gt;
|Breathe bubble&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|127&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|116&lt;br /&gt;
|Begin death animation (midair, same as taking damage)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|118&lt;br /&gt;
|Death animation&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|102&lt;br /&gt;
|Sliding down water current&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|106&lt;br /&gt;
|Sky Deck grasping cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|105&lt;br /&gt;
|Sky Deck cylinder shimmy (Left)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|104&lt;br /&gt;
|Sky Deck cylinder shimmy (Right)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|128&lt;br /&gt;
|Slide down Sky Deck cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|129&lt;br /&gt;
|Slide down Sky Deck cylinder -&amp;gt; Sky Deck grasping cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|91&lt;br /&gt;
|Holding onto icicle&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|92&lt;br /&gt;
|Slipping on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|87&lt;br /&gt;
|Jumping from icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|88&lt;br /&gt;
|Flight from icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|88&lt;br /&gt;
|Latching onto icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|89&lt;br /&gt;
|Moving left on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|Moving right on icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|90&lt;br /&gt;
|Climbing icicle&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|62&lt;br /&gt;
|Neutral on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|58&lt;br /&gt;
|Braking right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|59&lt;br /&gt;
|Braking left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|61&lt;br /&gt;
|Falling with board from jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|111&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|60&lt;br /&gt;
|Jumping with Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|54&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|55&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|56&lt;br /&gt;
|Hit on board (moving left to right)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|57&lt;br /&gt;
|hit on board (moving right to left)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|64&lt;br /&gt;
|Falling with board from uneven terrain&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|65&lt;br /&gt;
|Falling on board&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|66&lt;br /&gt;
|Hit on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|67&lt;br /&gt;
|Standing on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|114&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|68&lt;br /&gt;
|Losing balance on board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|69&lt;br /&gt;
|Super-High Jump (Backflip)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|70&lt;br /&gt;
|Super-High Jump (Sideflip)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|109&lt;br /&gt;
|Super-High Jump (Sideflip with twist)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|109&lt;br /&gt;
|Super-High Jump (Alternate Sideflip with twist)&lt;br /&gt;
|0.85&lt;br /&gt;
|0.0625&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|71&lt;br /&gt;
|Ramp jump (horizontal spin)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|121&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|107&lt;br /&gt;
|Ramp jump (short horizontal spin)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|108&lt;br /&gt;
|Spin jump trick -&amp;gt; Falling on Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|72&lt;br /&gt;
|Ramp jump (grabbing board on the left)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|63&lt;br /&gt;
|Crouch on board&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|124&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|14&lt;br /&gt;
|Spin (Pinball tables)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|135&lt;br /&gt;
|Shower 1&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|136&lt;br /&gt;
|Shower 2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|137&lt;br /&gt;
|Shower 3&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|134&lt;br /&gt;
|Shake off water&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|145&lt;br /&gt;
|Pet chao (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|131&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|146&lt;br /&gt;
|Pet chao loop (SADX Only)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|131&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|147&lt;br /&gt;
|Stop petting chao (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|148&lt;br /&gt;
|Whistle (SADX Only)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|0&lt;br /&gt;
|Metal Sonic Hover (SADX Only)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|146&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Super Sonic ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DC ID!!data-sort-type=&amp;quot;number&amp;quot;|CHRMODELS!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|130&lt;br /&gt;
|130&lt;br /&gt;
|Standing&lt;br /&gt;
|0.25&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Standing-&amp;gt;Moving 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|135&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|132&lt;br /&gt;
|132&lt;br /&gt;
|Moving 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|136&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|133&lt;br /&gt;
|133&lt;br /&gt;
|Moving 2&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|137&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|134&lt;br /&gt;
|133&lt;br /&gt;
|Moving 3&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|138&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|135&lt;br /&gt;
|138&lt;br /&gt;
|Spring Flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|139&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|136&lt;br /&gt;
|139&lt;br /&gt;
|Spring Flight-&amp;gt;Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|141&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|137&lt;br /&gt;
|140&lt;br /&gt;
|Falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|141&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|138&lt;br /&gt;
|141&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|139&lt;br /&gt;
|143&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|143&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|140&lt;br /&gt;
|144&lt;br /&gt;
|Victory-&amp;gt;Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|134&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|141&lt;br /&gt;
|142&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|145&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
Eggman is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Eggman is not playable by default. See [[Sonic Adventure/Character Animation Data#Character Motions|the Character Motions section]] for Eggman&#039;s event animations.&lt;br /&gt;
&lt;br /&gt;
There are 25 entries located at &amp;lt;code&amp;gt;0x38F3CE0&amp;lt;/code&amp;gt;, for 5 different motions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;hex&amp;quot;|SONIC.EXE!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0x8A094C&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0x8A094C&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0x8A3564&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|0x8A513C&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|0x8A6BF4&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|0x89E254&lt;br /&gt;
|Standing (placeholder)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|Empty animation data&lt;br /&gt;
|0.00&lt;br /&gt;
|0.00&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
There are 135 entries at &amp;lt;code&amp;gt;0x3C49D90&amp;lt;/code&amp;gt; for a total of 109 animations in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Not in this list: motions 84, 89, 90, 98 and 99 in the DLL are empty motions; 69 and 70 are unused; 100-109 are snowboard object animations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|Stand&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|79&lt;br /&gt;
|Stand (landing)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|79&lt;br /&gt;
|Stand (after landing)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|96&lt;br /&gt;
|Look Around (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|97&lt;br /&gt;
|Look Around&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|96&lt;br /&gt;
|Look Around (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|82&lt;br /&gt;
|Standing uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|83&lt;br /&gt;
|Standing downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|80&lt;br /&gt;
|Walk 1&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|47&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|47&lt;br /&gt;
|Walk 3 (tail effect)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|48&lt;br /&gt;
|Run 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|48&lt;br /&gt;
|Run 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|64&lt;br /&gt;
|Jump/Spin (spin is unused)&lt;br /&gt;
|0.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|64&lt;br /&gt;
|Roll&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|65&lt;br /&gt;
|Spinball&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|12&lt;br /&gt;
|Spring flight -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|14&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|67&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|68&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|80&lt;br /&gt;
|Walk (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|74&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|43&lt;br /&gt;
|Push&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|35&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|36&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|37&lt;br /&gt;
|Dying&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|38&lt;br /&gt;
|Dying (head shaking)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|85&lt;br /&gt;
|Drowning (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|85&lt;br /&gt;
|Drowning (end)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|67&lt;br /&gt;
|Brake again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|46&lt;br /&gt;
|Tumbling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|15&lt;br /&gt;
|Tumbling -&amp;gt; sit&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|16&lt;br /&gt;
|Sit -&amp;gt; get up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|66&lt;br /&gt;
|Lying -&amp;gt; get up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|17&lt;br /&gt;
|Fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|18&lt;br /&gt;
|Fly max height&lt;br /&gt;
|0.40&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|19&lt;br /&gt;
|Fly descend&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|20&lt;br /&gt;
|Another fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|20&lt;br /&gt;
|Another fly&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|19&lt;br /&gt;
|Fly exhausted&lt;br /&gt;
|0.50&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|0&lt;br /&gt;
|Tail attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|3&lt;br /&gt;
|SpinAttack 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|4&lt;br /&gt;
|SpinAttack 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|5&lt;br /&gt;
|SpinAttack 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|6&lt;br /&gt;
|SpinAttack 4&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|7&lt;br /&gt;
|SpinAttack 5&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|8&lt;br /&gt;
|SpinAttack 6&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|9&lt;br /&gt;
|SpinAttack 7&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|10&lt;br /&gt;
|SpinAttack 8&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|1&lt;br /&gt;
|SpinAttack 9&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|2&lt;br /&gt;
|SpinAttack 10&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|39&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|40&lt;br /&gt;
|Victory -&amp;gt; stand&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|41&lt;br /&gt;
|Loosing (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|42&lt;br /&gt;
|Loosing (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|25&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|26&lt;br /&gt;
|Running with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|27&lt;br /&gt;
|Braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|28&lt;br /&gt;
|Braking turn with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|29&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|30&lt;br /&gt;
|Walking with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|12&lt;br /&gt;
|Flight -&amp;gt; fall (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|12&lt;br /&gt;
|Flight -&amp;gt; fall (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|14&lt;br /&gt;
|Landing again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|71&lt;br /&gt;
|Pull object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|63&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|86&lt;br /&gt;
|Shake (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|87&lt;br /&gt;
|Shake (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|88&lt;br /&gt;
|Shake (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|74&lt;br /&gt;
|Grab&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|75&lt;br /&gt;
|Grab (stationary)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|25&lt;br /&gt;
|Jumping with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|25&lt;br /&gt;
|Falling with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|25&lt;br /&gt;
|Falling with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|25&lt;br /&gt;
|Take object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|72&lt;br /&gt;
|Throw object far&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|73&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|72&lt;br /&gt;
|Throw object far (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|73&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|25&lt;br /&gt;
|Put down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|sonic.exe 0x3C5D540&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|78&lt;br /&gt;
|Monkey bars&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|77&lt;br /&gt;
|Monkey bars (stationary left)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|76&lt;br /&gt;
|Monkey bars (stationary right)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|31&lt;br /&gt;
|Ladder up&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|93&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|81&lt;br /&gt;
|Launch from cannon&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|11&lt;br /&gt;
|Spring flight (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|79&lt;br /&gt;
|Stand again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|74&lt;br /&gt;
|Look Around again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|75&lt;br /&gt;
|Grab stationary again (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|45&lt;br /&gt;
|Vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|44&lt;br /&gt;
|Horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|35&lt;br /&gt;
|Hurt again (?)&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|34&lt;br /&gt;
|Hold SkyDeck cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|33&lt;br /&gt;
|Go left on SD cylinder&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|32&lt;br /&gt;
|Go right on SD cylinder&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|91&lt;br /&gt;
|Slip from SD cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|92&lt;br /&gt;
|Slip -&amp;gt; hold SD cylinder&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|51&lt;br /&gt;
|Board&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|51&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|51&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|109&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|54&lt;br /&gt;
|Board jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|116&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|53&lt;br /&gt;
|Board flying&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|58&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|56&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|113&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|57&lt;br /&gt;
|Board shaken&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|55&lt;br /&gt;
|Board shaken&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|49&lt;br /&gt;
|Board fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|49&lt;br /&gt;
|Board fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|50&lt;br /&gt;
|Board hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|51&lt;br /&gt;
|Board slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|119&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|51&lt;br /&gt;
|Board slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|107&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|61&lt;br /&gt;
|Board trick 1&lt;br /&gt;
|0.80&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|62&lt;br /&gt;
|Board trick 2&lt;br /&gt;
|1.10&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3&lt;br /&gt;
|1.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|124&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3, 2nd time&lt;br /&gt;
|1.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|59&lt;br /&gt;
|Board trick 3, 3rd time&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|60&lt;br /&gt;
|Board crouch&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|117&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|52&lt;br /&gt;
|Board (?)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|64&lt;br /&gt;
|Spin for something else (?)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|128&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|130&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|79&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|110&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|111&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|112&lt;br /&gt;
|Pet chao (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|113&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
There are 115 entries at &amp;lt;code&amp;gt;0x3C532A0&amp;lt;/code&amp;gt;, for 89 different animations in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Slot 9 in the DLL is an empty animation; several other animations are not in this list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|82&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing (after Max Heat Attack)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing (after Max Heat Attack) + fast transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|82&lt;br /&gt;
|Fast standing + faster transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|78&lt;br /&gt;
|Idle/bored comment (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|79&lt;br /&gt;
|Idle/bored comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|78&lt;br /&gt;
|Idle/bored comment (end), start one but reversed&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|58&lt;br /&gt;
|Standing uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|59&lt;br /&gt;
|Standing downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|83&lt;br /&gt;
|Walking&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|56&lt;br /&gt;
|Jog&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|56&lt;br /&gt;
|Fast jog&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|57&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|57&lt;br /&gt;
|Run faster&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|61&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|61&lt;br /&gt;
|Rolling (same anim as 14)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|62&lt;br /&gt;
|Duplicate roll/jump anim&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|7&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|64&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|65&lt;br /&gt;
|Brake and turnaround&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|72&lt;br /&gt;
|Push (start)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|51&lt;br /&gt;
|Push (loop)&lt;br /&gt;
|3.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|43&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|44&lt;br /&gt;
|Get up from hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|45&lt;br /&gt;
|Death (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|46&lt;br /&gt;
|Death (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|64&lt;br /&gt;
|Brake (slow)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|55&lt;br /&gt;
|Caught in updraft&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|10&lt;br /&gt;
|Dazed 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|11&lt;br /&gt;
|Dazed 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|63&lt;br /&gt;
|Uncurl from roll&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|61&lt;br /&gt;
|Rolling after glide cancel&lt;br /&gt;
|0.15&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|15&lt;br /&gt;
|Gliding (ID for Max Heat Attack)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|sonic.exe 0x3C5D528&lt;br /&gt;
|Unknown&lt;br /&gt;
|0.15&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|43&lt;br /&gt;
|Hurt&lt;br /&gt;
|15.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|9&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|Victory&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|41&lt;br /&gt;
|Victory -&amp;gt; Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|0&lt;br /&gt;
|Digging (begin)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|1&lt;br /&gt;
|Digging (loop)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|2&lt;br /&gt;
|Emerging from digging&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|3&lt;br /&gt;
|Jump from digging&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|0&lt;br /&gt;
|Failed digging (begin digging looped once)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|35&lt;br /&gt;
|Climbing up/down&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|42&lt;br /&gt;
|Climb left&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|52&lt;br /&gt;
|Climb right&lt;br /&gt;
|1.60&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|Climb (stationary)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|37&lt;br /&gt;
|Reached top while climbing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|15&lt;br /&gt;
|Gliding&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|16&lt;br /&gt;
|Grabbing wall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|17&lt;br /&gt;
|Gliding -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|47&lt;br /&gt;
|First punch&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|48&lt;br /&gt;
|Second punch&lt;br /&gt;
|2.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|49&lt;br /&gt;
|Mega punch&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|58&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|61&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|50&lt;br /&gt;
|Unknown&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|28&lt;br /&gt;
|Picking up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|22&lt;br /&gt;
|Running with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|23&lt;br /&gt;
|Braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|24&lt;br /&gt;
|Turning after braking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|25&lt;br /&gt;
|Standing with object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|26&lt;br /&gt;
|Walking with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; spring fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; spring fall transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|6&lt;br /&gt;
|Spring fall transition -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|7&lt;br /&gt;
|Spring fall -&amp;gt; landing on ground&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|74&lt;br /&gt;
|Hanging from hook&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|69&lt;br /&gt;
|Pulling lever&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|60&lt;br /&gt;
|Holding lever&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|12&lt;br /&gt;
|Standing with object -&amp;gt; Shaking object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|13&lt;br /&gt;
|Shaking object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|14&lt;br /&gt;
|Shaking object -&amp;gt; Standing with object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|72&lt;br /&gt;
|Grab Tree (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|73&lt;br /&gt;
|Hold Tree (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|18&lt;br /&gt;
|Jumping with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|19&lt;br /&gt;
|Jumping with object -&amp;gt; falling&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|20&lt;br /&gt;
|Falling with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|21&lt;br /&gt;
|Landing with object (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|70&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|71&lt;br /&gt;
|Throwing object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|70&lt;br /&gt;
|Throwing object in midair (identical copy)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|71&lt;br /&gt;
|Throwing object (identical copy)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|28&lt;br /&gt;
|Putting down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|77&lt;br /&gt;
|Climbing monkey bars&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|76&lt;br /&gt;
|Hanging from bars (Left arm in front)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|75&lt;br /&gt;
|Hanging from bars (Right arm in front)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|103&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|27&lt;br /&gt;
|Climbing ladder&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|104&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|82&lt;br /&gt;
|Standing (unused id?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|106&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|72&lt;br /&gt;
|Grab rocket (start), same anim as holding start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|73&lt;br /&gt;
|Grab rocket (loop), same anim as holding loop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|108&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|54&lt;br /&gt;
|Hold rocket horizontal&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|109&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|53&lt;br /&gt;
|Hold rocket vertical&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|86&lt;br /&gt;
|Begin petting Chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|87&lt;br /&gt;
|Petting Chao&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|112&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|88&lt;br /&gt;
|Stop petting Chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|89&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal ==&lt;br /&gt;
Tikal is an actual character object just like Sonic or Tails, and as such it has basic abilities like moving or jumping. However, Tikal is not playable by default. See [[Sonic Adventure/Character Animation Data#Character Motions|the Character Motions section]] for Tikal&#039;s event animations.&lt;br /&gt;
&lt;br /&gt;
There are 8 entries located at &amp;lt;code&amp;gt;0x38F38F8&amp;lt;/code&amp;gt;, for 4 different motions in the DLL.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;hex&amp;quot;|SONIC.EXE!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0x8F83F4&lt;br /&gt;
|Standing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0x8FC8DC&lt;br /&gt;
|Walk&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0x8F46BC&lt;br /&gt;
|Shake head&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0x8F46BC&lt;br /&gt;
|Shake head slow&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0x900814&lt;br /&gt;
|Death&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
There are 102 entries at &amp;lt;code&amp;gt;0x3C54880&amp;lt;/code&amp;gt;, for 80 different motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|69&lt;br /&gt;
|Main Stand&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|69&lt;br /&gt;
|Stand fast (after jump)&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|67&lt;br /&gt;
|Bored comment (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|68&lt;br /&gt;
|Bored comment&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|67&lt;br /&gt;
|Bored comment (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|53&lt;br /&gt;
|Stand uphill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|54&lt;br /&gt;
|Stand downhill&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|70&lt;br /&gt;
|Walk&lt;br /&gt;
|3.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|44&lt;br /&gt;
|Jog 1&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|45&lt;br /&gt;
|Jog 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|46&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|46&lt;br /&gt;
|Run&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|4&lt;br /&gt;
|Jump&lt;br /&gt;
|0.20&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|0.70&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (same as jump)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|69&lt;br /&gt;
|Stand&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|56&lt;br /&gt;
|Brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|57&lt;br /&gt;
|Brake turn&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|64&lt;br /&gt;
|Begin Push&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|37&lt;br /&gt;
|Push&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|33&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|34&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|35&lt;br /&gt;
|Death (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|36&lt;br /&gt;
|Death (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|56&lt;br /&gt;
|Brake (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|66&lt;br /&gt;
|Hang from balloon&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|26&lt;br /&gt;
|Hold reel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|27&lt;br /&gt;
|Turn reel&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|72&lt;br /&gt;
|Start balancing&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|73&lt;br /&gt;
|Balancing&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|7&lt;br /&gt;
|Drowning&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|8&lt;br /&gt;
|Take barrel&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|9&lt;br /&gt;
|Put barrel (on)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|10&lt;br /&gt;
|Walk in barrel&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|9&lt;br /&gt;
|Put barrel (off)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|29&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|42&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|22&lt;br /&gt;
|Pick object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|18&lt;br /&gt;
|Walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|44&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|23&lt;br /&gt;
|Brake with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|24&lt;br /&gt;
|Brake turn with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|19&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|20&lt;br /&gt;
|Heavy walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|5&lt;br /&gt;
|Spring flight -&amp;gt; fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|6&lt;br /&gt;
|Fall (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|Hang from hook&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|61&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|55&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|11&lt;br /&gt;
|Shake object/chao (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|12&lt;br /&gt;
|Shake object/chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|59&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|13&lt;br /&gt;
|Shake object/chao (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|64&lt;br /&gt;
|Holding (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|65&lt;br /&gt;
|Holding (loop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|14&lt;br /&gt;
|Jump flight with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|15&lt;br /&gt;
|Jump flight object transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|16&lt;br /&gt;
|Fall with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|17&lt;br /&gt;
|Landing with object (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|62&lt;br /&gt;
|Throw object (ground)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|63&lt;br /&gt;
|Put down object (ground)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|62&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|63&lt;br /&gt;
|Put down object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|22&lt;br /&gt;
|Put down object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|21&lt;br /&gt;
|Ladder (up &amp;amp; down in code)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|4&lt;br /&gt;
|Spring flight (again)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|69&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|42&lt;br /&gt;
|Dizziness&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|sonic.exe 0x3C5D538&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|64&lt;br /&gt;
|Grab rocket (start), same as holding start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|65&lt;br /&gt;
|Grab rocket (loop), same as holding loop&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|78&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|39&lt;br /&gt;
|Hold horizontal rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|38&lt;br /&gt;
|Hold vertical rocket&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|76&lt;br /&gt;
|Begin petting chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|77&lt;br /&gt;
|Petting chao&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|82&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|78&lt;br /&gt;
|Stop petting chao&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|79&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|0&lt;br /&gt;
|Hammer Attack (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|1&lt;br /&gt;
|Hammer Attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|2&lt;br /&gt;
|Hammer Attack (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|3&lt;br /&gt;
|Hammer Spin Still&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|40&lt;br /&gt;
|Hammer Spin Turn&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|41&lt;br /&gt;
|Hammer Spin Attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Custom delta (10)&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|42&lt;br /&gt;
|Hammer Spin Dizziness&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|43&lt;br /&gt;
|Walk with dizziness&lt;br /&gt;
|3.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|47&lt;br /&gt;
|Hammer somersault start&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|48&lt;br /&gt;
|Hammer somersault attack&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|50&lt;br /&gt;
|Hammer somersault trick 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|51&lt;br /&gt;
|Hammer somersault trick 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|52&lt;br /&gt;
|Hammer somersault trick 3&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|95&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|49&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|25&lt;br /&gt;
|Hammer Jump&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|6&lt;br /&gt;
|Fall (after Hammer Jump)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|49&lt;br /&gt;
|Landing (after Hammer Jump, unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
There are 91 animation entries at &amp;lt;code&amp;gt;0x3C53FA8&amp;lt;/code&amp;gt; for Gamma, for 78 different motions in the DLL.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|Stand&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|Walk 1&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Walk 2&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|Stand -&amp;gt; wheel&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Wheel mode&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|Wheel mode&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|Jumping&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|15&lt;br /&gt;
|Jump -&amp;gt; fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|Fall&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|17&lt;br /&gt;
|Landing&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|8.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|27&lt;br /&gt;
|Push 1&lt;br /&gt;
|3.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|28&lt;br /&gt;
|Push 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|57&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|58&lt;br /&gt;
|Stagger&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|23&lt;br /&gt;
|unused wheel spin&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|Turnaround&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|38&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|40&lt;br /&gt;
|Walk with object 1&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|45&lt;br /&gt;
|Hold object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|44&lt;br /&gt;
|Drive with object turnaround&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|45&lt;br /&gt;
|Hold object (?)&lt;br /&gt;
|0.10&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|39&lt;br /&gt;
|Walk with object 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|29&lt;br /&gt;
|Pull&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|25&lt;br /&gt;
|Grab (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|26&lt;br /&gt;
|Grabbed&lt;br /&gt;
|0.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|31&lt;br /&gt;
|Jump with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|32&lt;br /&gt;
|Fall transition with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|33&lt;br /&gt;
|Fall with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|34&lt;br /&gt;
|Landing with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|46&lt;br /&gt;
|Throw object far&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|47&lt;br /&gt;
|Throw object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|46&lt;br /&gt;
|Throw object far (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|47&lt;br /&gt;
|Throw object (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|38&lt;br /&gt;
|Pick up object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|13&lt;br /&gt;
|Jump transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|30&lt;br /&gt;
|Jump transition with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|1&lt;br /&gt;
|Stand -&amp;gt; stance&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|2&lt;br /&gt;
|Stance (holding rifle)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|43&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|21&lt;br /&gt;
|Stand -&amp;gt; water hover&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|22&lt;br /&gt;
|Wheel mode -&amp;gt; Water hover&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|24&lt;br /&gt;
|Water hover&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|18&lt;br /&gt;
|Wheel mode brake&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|48&lt;br /&gt;
|Hover transition&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|49&lt;br /&gt;
|Hover&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|49&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|35&lt;br /&gt;
|Hold -&amp;gt; Water hover hold&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|36&lt;br /&gt;
|Wheel hold -&amp;gt; Water hover hold&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|37&lt;br /&gt;
|Water hover hold&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|52&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|40&lt;br /&gt;
|Walk with object 1&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|41&lt;br /&gt;
|Wheel hold transition (start)&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|42&lt;br /&gt;
|Wheel drive with object&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|41&lt;br /&gt;
|Wheel hold transition (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|22&lt;br /&gt;
|Water hover -&amp;gt; Wheel mode&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|35&lt;br /&gt;
|Water hover hold -&amp;gt; Hold&lt;br /&gt;
|1.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|55&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|19&lt;br /&gt;
|Wheel mode turnaround&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|44&lt;br /&gt;
|Wheel turnaround with object&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|51&lt;br /&gt;
|Shoot (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|63&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|51&lt;br /&gt;
|Shoot (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|52&lt;br /&gt;
|Air shoot (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|52&lt;br /&gt;
|Air shoot (end)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|53&lt;br /&gt;
|Climb ladder&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|66&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|77&lt;br /&gt;
|Victory&lt;br /&gt;
|0.35&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|55&lt;br /&gt;
|Victory -&amp;gt; Stand&lt;br /&gt;
|0.35&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|56&lt;br /&gt;
|Death&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|0&lt;br /&gt;
|Stand (?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|sonic.exe 0x3C5D530&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|59&lt;br /&gt;
|Look around (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|60&lt;br /&gt;
|Look around&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|59&lt;br /&gt;
|Look around (stop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.17&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|66&lt;br /&gt;
|Turn top body back&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|67&lt;br /&gt;
|Backward top body idle&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|77&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|68&lt;br /&gt;
|Turn top body front&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|69&lt;br /&gt;
|Pick up chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|70&lt;br /&gt;
|Rocking chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|71&lt;br /&gt;
|Put down chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|72&lt;br /&gt;
|Shake chao (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|73&lt;br /&gt;
|Shake chao&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|83&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|74&lt;br /&gt;
|Shake chao (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.17&lt;br /&gt;
|Once (4)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|75&lt;br /&gt;
|Talking to NPC&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|85&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|76&lt;br /&gt;
|Standing downward&lt;br /&gt;
|1.00&lt;br /&gt;
|0.17&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|86&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|62&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|63&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|88&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|64&lt;br /&gt;
|Pet chao (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|65&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
&lt;br /&gt;
There are 105 entries at &amp;lt;code&amp;gt;0x3C556A0&amp;lt;/code&amp;gt; for Big, with a total of 77 motions in the DLL.&amp;lt;br&amp;gt;&lt;br /&gt;
Motions 3, 26, 47, 49, 50, 51, 52, 53, 54, 71, 83, 84 and 85 are empty; 78, 79 and 80 are unused bumping stomach animations.&lt;br /&gt;
&lt;br /&gt;
Big has a lot of unused motion entries in-between some hold object animations, probably scrapped object motions like jump or spring since it uses the holding rock animations for that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Anim ID!!data-sort-type=&amp;quot;number&amp;quot;|DLL ID!!class=&amp;quot;unsortable&amp;quot;|Description!!data-sort-type=&amp;quot;number&amp;quot;|Speed!!data-sort-type=&amp;quot;number&amp;quot;|Transition Speed!!class=&amp;quot;unsortable&amp;quot;|Parameters!!data-sort-type=&amp;quot;number&amp;quot;|Next Anim ID&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|23&lt;br /&gt;
|Stand&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|72&lt;br /&gt;
|Look around (start)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|73&lt;br /&gt;
|Look around&lt;br /&gt;
|0.20&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|72&lt;br /&gt;
|Look around (end)&lt;br /&gt;
|0.20&lt;br /&gt;
|0.12&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|81&lt;br /&gt;
|Stand uphill&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|82&lt;br /&gt;
|Stand downhill&lt;br /&gt;
|0.20&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|Landing (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1&lt;br /&gt;
|2.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2&lt;br /&gt;
|1.40&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.80&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.50&lt;br /&gt;
|0.25&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Walk 2 again&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1&lt;br /&gt;
|Spring flight&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|Spring fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Fall&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|Spring flight again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|21&lt;br /&gt;
|Grab&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|15&lt;br /&gt;
|Push&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|60&lt;br /&gt;
|Hurt&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|61&lt;br /&gt;
|Hurt recover&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|24&lt;br /&gt;
|Walk 1 again (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|12&lt;br /&gt;
|Grab rock&lt;br /&gt;
|0.25&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|9&lt;br /&gt;
|Walking with rock&lt;br /&gt;
|0.60&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock (loop)&lt;br /&gt;
|0.25&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|11&lt;br /&gt;
|Walking with rock 2&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|10&lt;br /&gt;
|Holding rock again&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|18&lt;br /&gt;
|Pull&lt;br /&gt;
|0.30&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|17&lt;br /&gt;
|Shake tree&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|21&lt;br /&gt;
|Grab (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|22&lt;br /&gt;
|Grab&lt;br /&gt;
|0.25&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|5&lt;br /&gt;
|Hang&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|6&lt;br /&gt;
|Flight with rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|7&lt;br /&gt;
|Fall with rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|39&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|8&lt;br /&gt;
|Landing with rock (unused)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.25&lt;br /&gt;
|Once (4)&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|19&lt;br /&gt;
|Throw rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|20&lt;br /&gt;
|Put rock&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|19&lt;br /&gt;
|Throw rock (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|20&lt;br /&gt;
|Put rock (air)&lt;br /&gt;
|1.00&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|12&lt;br /&gt;
|Hold rock (start)&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|25&lt;br /&gt;
|Ladder&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|28&lt;br /&gt;
|Launched? Swimming?&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|27&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|0&lt;br /&gt;
|Rod attack&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|Fish start&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|4&lt;br /&gt;
|Fishing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|29&lt;br /&gt;
|Launch line (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|30&lt;br /&gt;
|Launch line &amp;gt; start fishing&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|30&lt;br /&gt;
|Launch line &amp;gt; can&#039;t fish&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|31&lt;br /&gt;
|Fishing, shake up&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|32&lt;br /&gt;
|Fishing, shake left&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|33&lt;br /&gt;
|Fishing, shake right&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|34&lt;br /&gt;
|Fishing, go left&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|35&lt;br /&gt;
|Fishing, go right&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|36&lt;br /&gt;
|Caught fish&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|37&lt;br /&gt;
|Caught big fish&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|61&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|38&lt;br /&gt;
|Victory&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|57&lt;br /&gt;
|Lost start&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|64&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|58&lt;br /&gt;
|Lost&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|59&lt;br /&gt;
|Lost recover (unused?)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|55&lt;br /&gt;
|Launch line while floating (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|56&lt;br /&gt;
|Launch line while floating  (end)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|56&lt;br /&gt;
|Fishing on water&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Manual (12)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|39&lt;br /&gt;
|Fishing on water, shake up&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|40&lt;br /&gt;
|Fishing on water, shake left&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|41&lt;br /&gt;
|Fishing on water, shake right&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|42&lt;br /&gt;
|Fishing on water, go left&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|43&lt;br /&gt;
|Fishing on water, go right&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|68&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|44&lt;br /&gt;
|Hold object&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|45&lt;br /&gt;
|Walk with object&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|46&lt;br /&gt;
|Walk with object 2&lt;br /&gt;
|0.60&lt;br /&gt;
|0.12&lt;br /&gt;
|Input delta (9)&lt;br /&gt;
|76&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|48&lt;br /&gt;
|Pick up object&lt;br /&gt;
|0.25&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|48&lt;br /&gt;
|Put down object&lt;br /&gt;
|0.25&lt;br /&gt;
|1.00&lt;br /&gt;
|Reverse (6)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|None&lt;br /&gt;
|Unused&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|64&lt;br /&gt;
|Start swimming&lt;br /&gt;
|0.50&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|67&lt;br /&gt;
|Swimming on water&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|87&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|65&lt;br /&gt;
|Float -&amp;gt; Dive&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|66&lt;br /&gt;
|Diving&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|68&lt;br /&gt;
|Diving -&amp;gt; swim up&lt;br /&gt;
|1.00&lt;br /&gt;
|0.12&lt;br /&gt;
|Once (4)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|69&lt;br /&gt;
|Swim up&lt;br /&gt;
|0.30&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|91&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|70&lt;br /&gt;
|Float on water&lt;br /&gt;
|0.30&lt;br /&gt;
|0.0625&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|74&lt;br /&gt;
|Shake object (start)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|75&lt;br /&gt;
|Shake object (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|76&lt;br /&gt;
|Shake object (stop)&lt;br /&gt;
|0.50&lt;br /&gt;
|0.50&lt;br /&gt;
|Once (4)&lt;br /&gt;
|74&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|sonic.exe 0x3C5D520&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|0.30&lt;br /&gt;
|0.25&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|63&lt;br /&gt;
|Dive -&amp;gt; Touched seabed&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|77&lt;br /&gt;
|Drown&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|60&lt;br /&gt;
|Hurt again?&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|62&lt;br /&gt;
|Death&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once -&amp;gt; stop (5)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|86&lt;br /&gt;
|Pet chao (start)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|87&lt;br /&gt;
|Pet chao (loop)&lt;br /&gt;
|0.50&lt;br /&gt;
|1.00&lt;br /&gt;
|Loop (3)&lt;br /&gt;
|102&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|88&lt;br /&gt;
|Pet chao (stop)&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|89&lt;br /&gt;
|Whistle&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|Once (4)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
The &amp;lt;code&amp;gt;property&amp;lt;/code&amp;gt; field defines the way the animation should play.&amp;lt;br&amp;gt;It starts at 3 because the animation system modes (0, 1, 2 and 13+) are shared.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description &lt;br /&gt;
|-&lt;br /&gt;
|0-2&lt;br /&gt;
|Reserved (init system)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Loop, no transition&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Play, transition&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Play, no transition&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Reverse, transition&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Reverse, no transition&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Play, instant transition&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Loop, speed property multiplied by player&#039;s speed (pwp-&amp;gt;spd.x)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Loop, speed property multiplied by custom speed (pwp-&amp;gt;work.f)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Loop at custom speed (pwp-&amp;gt;work.f)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Manual control in code&lt;br /&gt;
|-&lt;br /&gt;
|13+&lt;br /&gt;
|Reserved (free system)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Motions =&lt;br /&gt;
This is the list of motion data for all characters. Once you&#039;ve found your motion, you can convert it with &#039;&#039;AnimJSONConverter&#039;&#039; and use the [//github.com/Justin113D/BlenderSASupport/wiki/Ripping-models#importing-animations-for-models/ SAIO add-on for Blender] to edit it. See the [[Animation Editing]] tutorial for more information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* Gameplay motions are split by [//github.com/sonicretro/sa_tools/ SA Tools] under &amp;lt;code&amp;gt;project\figure\xxx\models&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Event animations are under &amp;lt;code&amp;gt;project\event\model\xxx&amp;lt;/code&amp;gt;&lt;br /&gt;
* A motion (NJS_ACTION) contains the motion data (NJS_MOTION) and the object to display (NJS_OBJECT) which can sometimes be different than the main model (ball forms, froggy, etc.)&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\sonic\models&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SONIC_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Stand&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|Snowboard Turn left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Snowboard Turn right&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Snowboard Damage 1&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Snowboard Damage 2&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Snowboard Full Left -&amp;gt; Leaned left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Snowboard Full Right -&amp;gt; Leaned right&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|Snowboard Leaned left&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Snowboard Leaned left -&amp;gt; Normal&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|Snowboard Normal -&amp;gt; Jump&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|Snowboard Jump -&amp;gt; Normal&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Snowboard Trick&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\miles\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;MILES_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|Lying on stomach&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|Lying on stomach -&amp;gt; sit&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|100-109&lt;br /&gt;
|Snowboard object animations&lt;br /&gt;
|Snowboard object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\knuckles\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;KNUCKLES_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|29 - 34&lt;br /&gt;
|Upgrade animations (looking at fists)&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Climbing over something&lt;br /&gt;
|Not in AnimData, maybe unused&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Early climbing animation maybe&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|Hitting fists together (start)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|Hitting fists together (loop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|Hitting fists together (stop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Threatening pose (start)&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|Threatening pose (loop)&lt;br /&gt;
|Character Select&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|Alternate walk&lt;br /&gt;
|Not in AnimData&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|Cannon launched&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\amy\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;AMY_ACTIONS[ID]&amp;lt;/code&amp;gt; in code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Falling down on her knees&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Shaking her head -&amp;gt; hitting the ground with her shoe.&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Hitting ground with her shoe with anger&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Stops hitting the ground with her shoe&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|Crawling amy&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|Crawling amy -&amp;gt; standing&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|Cannon launched&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Empty animation&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Empty animation&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\e102\models&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
&lt;br /&gt;
=== CHRMODELS ===&lt;br /&gt;
&lt;br /&gt;
Located in &amp;lt;code&amp;gt;project\figure\big\models&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;BIG_ACTIONS[ID]&amp;lt;/code&amp;gt; in code. All animations use Big&#039;s main model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||Comment &lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Bumping stomach (start)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|Bumping stomach (loop)&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Bumping stomach (stop)&lt;br /&gt;
|Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SONIC.EXE ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; &lt;br /&gt;
!Location||Model||Motion||Internal location||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x3C5D520&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x9C08D0&lt;br /&gt;
|figure\big\models\b_cart0.nam&lt;br /&gt;
|Bumper Car&lt;br /&gt;
|-&lt;br /&gt;
|0x9228A4&lt;br /&gt;
|Froggy&lt;br /&gt;
|0x922898&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy swim&lt;br /&gt;
|-&lt;br /&gt;
|0x92400C&lt;br /&gt;
|Froggy&lt;br /&gt;
|0x924000&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy idle&lt;br /&gt;
|-&lt;br /&gt;
|0x927594&lt;br /&gt;
|Froggy&lt;br /&gt;
|0x927588&lt;br /&gt;
|figure\big\models\f_f0021_frog.nam&lt;br /&gt;
|Froggy in trouble&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2688308&lt;br /&gt;
|event\model\big\b_b0001_big.nam&lt;br /&gt;
|Event: Intro (wake up)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x268A668&lt;br /&gt;
|event\model\big\b_b0002_big.nam&lt;br /&gt;
|Event: Intro (sat on bed)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x265A980&lt;br /&gt;
|event\model\big\b_b0003_big.nam&lt;br /&gt;
|Event: Meeting Tails (fall)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x265C660&lt;br /&gt;
|event\model\big\b_b0004_big.nam&lt;br /&gt;
|Event: Meeting Tails (lying on ground)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x27F91B8&lt;br /&gt;
|event\model\big\b_b0006_big.nam&lt;br /&gt;
|Event: Emerald Coast (holding Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x27FAE18&lt;br /&gt;
|event\model\big\b_b0007_big.nam&lt;br /&gt;
|Event: Emerald Coast (walk with Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x265EAB0&lt;br /&gt;
|event\model\big\b_b0010_big.nam&lt;br /&gt;
|Event: Waving&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x268EDD8&lt;br /&gt;
|event\model\big\b_b0011_big.nam&lt;br /&gt;
|Event: Intro (shocked)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x25C4698&lt;br /&gt;
|event\model\big\b_b0012_big.nam&lt;br /&gt;
|Event: Intro (stand, arms spread)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x25C70B8&lt;br /&gt;
|event\model\big\b_b0013_big.nam&lt;br /&gt;
|Event: Chaos 6 (turn at sonic)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x25C9568&lt;br /&gt;
|event\model\big\b_b0014_big.nam&lt;br /&gt;
|Event: Chaos 6 (stand, look at sonic)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x27FE468&lt;br /&gt;
|event\model\big\b_b0020_big.nam&lt;br /&gt;
|Event: Pursuing Frogy&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x27FFBA8&lt;br /&gt;
|event\model\big\b_b0022_big.nam&lt;br /&gt;
|Event: Holding Froggy firmly&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x26910F8&lt;br /&gt;
|event\model\big\b_b0027_big.nam&lt;br /&gt;
|Event: Intro (stand looking down)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2693988&lt;br /&gt;
|event\model\big\b_b0028_big.nam&lt;br /&gt;
|Event: Intro (stand)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2699E88&lt;br /&gt;
|event\model\big\b_b0029_big.nam&lt;br /&gt;
|Event: Intro (turning back slowly)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x269BE78&lt;br /&gt;
|event\model\big\b_b0030_big.nam&lt;br /&gt;
|Event: Intro (sleep 1)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x269D7F8&lt;br /&gt;
|event\model\big\b_b0031_big.nam&lt;br /&gt;
|Event: Intro (sleep 2)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x27498B0&lt;br /&gt;
|event\model\big\b_b0032_big.nam&lt;br /&gt;
|Event: Outro (fishing)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x274B600&lt;br /&gt;
|event\model\big\b_b0033_big.nam&lt;br /&gt;
|Event: Outro (fishing, look at Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x28039A0&lt;br /&gt;
|event\model\big\b_b0034_big.nam&lt;br /&gt;
|Event: Chaos 6 (victory!)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2805360&lt;br /&gt;
|event\model\big\b_b0035_big.nam&lt;br /&gt;
|Event: Final Egg (holding Froggy)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x28102C0&lt;br /&gt;
|event\model\big\b_b0036_big.nam&lt;br /&gt;
|Event: Final Egg (victory start)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2811B40&lt;br /&gt;
|event\model\big\b_b0037_big.nam&lt;br /&gt;
|Event: Final Egg (victory)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2750500&lt;br /&gt;
|event\model\big\b_b0038_big.nam&lt;br /&gt;
|Event: Outro (fishing, miss fish)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2751BE0&lt;br /&gt;
|event\model\big\b_b0039_big.nam&lt;br /&gt;
|Event: Outro (missed fish)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2758BF0&lt;br /&gt;
|event\model\big\b_b0040_big.nam&lt;br /&gt;
|Event: Outro (fall backward)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x275A2D0&lt;br /&gt;
|event\model\big\b_b0041_big.nam&lt;br /&gt;
|Event: Outro (fallen backward)&lt;br /&gt;
|-&lt;br /&gt;
|0x&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x280C660&lt;br /&gt;
|event\model\big\b_b0042_big.nam&lt;br /&gt;
|Event: Final Egg (Tikal appears)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846E8&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2C1C298&lt;br /&gt;
|event\model\big\b_item_s0.nam&lt;br /&gt;
|Lure Upgrade (start)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846E0&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2C1E768&lt;br /&gt;
|event\model\big\b_item_s1.nam&lt;br /&gt;
|Lure Upgrade (loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846F0&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2C214D8&lt;br /&gt;
|event\model\big\b_item_s2.nam&lt;br /&gt;
|Lure Upgrade (end)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846D8&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2C14B38&lt;br /&gt;
|event\model\big\b_item_u0.nam&lt;br /&gt;
|Life Belt Upgrade (start)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846D0&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2C17318&lt;br /&gt;
|event\model\big\b_item_u1.nam&lt;br /&gt;
|Life Belt Upgrade (loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x3C846C8&lt;br /&gt;
|Big 0&lt;br /&gt;
|0x2C1A078&lt;br /&gt;
|event\model\big\b_item_u2.nam&lt;br /&gt;
|Life Belt Upgrade (end)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Select Animations =&lt;br /&gt;
This page contains the list of character select animations. They mostly use animations in CHRMODELS.DLL, but some stance animations are located in the executable. See [[Animation Editing]] if you need help extracting them.&lt;br /&gt;
&lt;br /&gt;
The game uses a null-terminated array of animations (NJS_ACTION) pointers for each character. The first animation is the idle animation, other animations are played one by one until it reaches the end of the array. You will find the array addresses below.&lt;br /&gt;
&lt;br /&gt;
In code, they are all in the &amp;lt;code&amp;gt;CharSelDataList&amp;lt;/code&amp;gt; array as &amp;quot;field_8&amp;quot;. So &amp;lt;code&amp;gt;CharSelDataList[1].field_8&amp;lt;/code&amp;gt; is Tails&#039; array. The individual arrays are yet to be put into the headers.&lt;br /&gt;
&lt;br /&gt;
Characters are listed in their internal character select order.&lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FF94&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 5&lt;br /&gt;
|Walk 3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 100&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E884&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FF84&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 17&lt;br /&gt;
|Fly&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 39&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E89C&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFA4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 81&lt;br /&gt;
|Threatening pose (loop)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 40&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E874&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amy ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFD8&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 70&lt;br /&gt;
|Walk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 29&lt;br /&gt;
|Win&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E87C&lt;br /&gt;
|Win stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Big ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFC4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 16&lt;br /&gt;
|Walk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|CHRMODELS 29&lt;br /&gt;
|Launch line (start)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|CHRMODELS 30&lt;br /&gt;
|Launch line (end)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic.exe 0x3C5E87C&lt;br /&gt;
|Fishing stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma ==&lt;br /&gt;
Table at &amp;lt;code&amp;gt;0x3C5FFB4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Location||Description &lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|CHRMODELS 2&lt;br /&gt;
|Holding weapon stance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic.exe 0x3C5E894&lt;br /&gt;
|Fire up&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic.exe 0x3C5E86C&lt;br /&gt;
|Stance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Question Mark ==&lt;br /&gt;
&lt;br /&gt;
No animation are set, the question mark object is manually rotated in code.&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Camera_Data&amp;diff=799</id>
		<title>Sonic Adventure/Camera Data</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/Camera_Data&amp;diff=799"/>
		<updated>2026-09-19T23:12:17Z</updated>

		<summary type="html">&lt;p&gt;End User: Created &amp;quot;Camera Data&amp;quot; page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below you will find the current documentation on cameras used within SADX. This article is segmented into a couple of parts to help with understanding the data. If you&#039;re looking specifically for information on the camera types&lt;br /&gt;
&lt;br /&gt;
= Structures =&lt;br /&gt;
&lt;br /&gt;
== Camera Entry ==&lt;br /&gt;
Camera data can be found inside of the CAM binary files. These files follow the same naming scheme found with SET files. The first two digits are the stage, second two are the act, and the letter at the end is the character.&lt;br /&gt;
&lt;br /&gt;
The files are formatted similarly to SET files as well. Each entry in the file is 0x40 (64) bytes. A &amp;quot;null&amp;quot; cam object is stored initially which indicates the number of cameras inside of the file. The number is stored as an Integer while the rest of the entry is empty.&lt;br /&gt;
&lt;br /&gt;
The actual camera entries are formatted as follows. Each section is explained more in depth later. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Address||Name||Data Type||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00    &lt;br /&gt;
| scMode      &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Camera Type|Camera Type]]                                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x01    &lt;br /&gt;
| scPriority  &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Priority|Priority]]                                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x02    &lt;br /&gt;
| ucAdjType   &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Adjustment Type|Adjustment Type]]              &lt;br /&gt;
|-&lt;br /&gt;
| 0x03    &lt;br /&gt;
| scColType   &lt;br /&gt;
| char             &lt;br /&gt;
| [[Sonic Adventure/Camera Data#Collision Type|Collision Type]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x04    &lt;br /&gt;
| xColAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| X Collision Angle, Only used by Cube and Plane Collision Types &lt;br /&gt;
|-&lt;br /&gt;
| 0x06    &lt;br /&gt;
| yColAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Y Collision Angle, Only used by Cube and Plane Collision Types &lt;br /&gt;
|-&lt;br /&gt;
| 0x08    &lt;br /&gt;
| xColPos     &lt;br /&gt;
| float            &lt;br /&gt;
| X Collision Position, Always Used                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C    &lt;br /&gt;
| yColPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Collision Position, Always Used                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x10    &lt;br /&gt;
| zColPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Collision Position, Always Used                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x14    &lt;br /&gt;
| xColScl     &lt;br /&gt;
| float            &lt;br /&gt;
| X Collision Scale, Used by Cube and Plane Collision Types      &lt;br /&gt;
|-&lt;br /&gt;
| 0x18    &lt;br /&gt;
| yColScl     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Collision Scale, Used by Cube and Plane Collision Types      &lt;br /&gt;
|-&lt;br /&gt;
| 0x1C    &lt;br /&gt;
| zColScl     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Collision Scale, Used by Cube and Sphere Collision Types     &lt;br /&gt;
|-&lt;br /&gt;
| 0x20    &lt;br /&gt;
| xCamAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| X Camera Angle, Usage varies per Camera Mode                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x22    &lt;br /&gt;
| yCamAng     &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Y Camera Angle, Usage varies per Camera Mode                   &lt;br /&gt;
|-&lt;br /&gt;
| 0x24    &lt;br /&gt;
| xDirPos     &lt;br /&gt;
| float            &lt;br /&gt;
| X Target Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x28    &lt;br /&gt;
| yDirPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Target Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x2C    &lt;br /&gt;
| zDirPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Target Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x30    &lt;br /&gt;
| xCamPos     &lt;br /&gt;
| float            &lt;br /&gt;
| X Camera Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x34    &lt;br /&gt;
| yCamPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Y Camera Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x38    &lt;br /&gt;
| zCamPos     &lt;br /&gt;
| float            &lt;br /&gt;
| Z Camera Position, Usage varies per Camera Mode                &lt;br /&gt;
|-&lt;br /&gt;
| 0x3C    &lt;br /&gt;
| fDistance   &lt;br /&gt;
| float            &lt;br /&gt;
| Distance to Player, Usage varies per Camera Mode               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Parameters ==&lt;br /&gt;
Sonic Adventure takes the data from the [[Sonic Adventure/Camera Data#Camera Entry|Camera Entry]] and applies it to a Camera Parameter struct which is then what is used when setting up a camera. Below is documentation on the Camera Parameters and how the Entry data is applied. These Parameters will be used below to explain how the data is processed in each mode and if it comes from the parameters themselves or hard set from the Camera Mode itself. Most of this isn&#039;t major information to know as the tools and game handle most of this. This is simply for documentation purposes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Address||Name||Data Type||Data Source&lt;br /&gt;
|-&lt;br /&gt;
| 0x00    &lt;br /&gt;
| xCamAng   &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;xCamAng                &lt;br /&gt;
|-&lt;br /&gt;
| 0x02    &lt;br /&gt;
| yCamAng   &lt;br /&gt;
| unsigned __int16 &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;yCamAng                &lt;br /&gt;
|-&lt;br /&gt;
| 0x04    &lt;br /&gt;
| xCamPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;xCamPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x08    &lt;br /&gt;
| xCamPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;yCamPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C    &lt;br /&gt;
| xCamPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;zCamPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x10    &lt;br /&gt;
| xDirPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;xDirPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x14    &lt;br /&gt;
| xDirPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;yDirPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x18    &lt;br /&gt;
| xDirPos   &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;zDirPos                &lt;br /&gt;
|-&lt;br /&gt;
| 0x1C    &lt;br /&gt;
| fDistance &lt;br /&gt;
| float            &lt;br /&gt;
| Taken from CameraEntry-&amp;gt;fDistance              &lt;br /&gt;
|-&lt;br /&gt;
| 0x20    &lt;br /&gt;
| ulTimer   &lt;br /&gt;
| unsigned int     &lt;br /&gt;
| Timer that starts when the Camera is activated &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Enums =&lt;br /&gt;
&lt;br /&gt;
== Camera Types ==&lt;br /&gt;
There are a total of 75 cameras SADX has. That might sound like a lot, but it&#039;s due to most of the cameras having variants that change a few of the additional parameters. Additionally, only about 18 of the camera base types are used in the cam layout files. The rest either go unused or are only used in scripted sequences such as boss fights or cutscenes. &lt;br /&gt;
&lt;br /&gt;
Below is every camera type listed out by ID, name, and the preset values for the level and the direct mode. Each cam name links to specific details for each base camera type. You can find more info on Camera Levels [[Sonic Adventure/Camera Data#Camera Level|here]] and more info on the Direct Mode [[Sonic Adventure/Camera Data#Direct Mode|here]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Level||Direct Mode&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_FOLLOW]]             &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_A_FOLLOW]]           &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_C_FOLLOW]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW|CAMMD_COL_FOLLOW]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x04 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_KNUCKLES]]       &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x05 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_A_KNUCKLES]]     &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x06 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_C_KNUCKLES]]   &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x07 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES|CAMMD_COL_KNUCKLES]]  &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x08 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_KNUCKLES2]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x09 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_A_KNUCKLES2]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_C_KNUCKLES2]]  &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KNUCKLES2|CAMMD_COL_KNUCKLES2]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_MAGONOTE]]      &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_A_MAGONOTE]]  &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_C_MAGONOTE]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#MAGONOTE|CAMMD_COL_MAGONOTE]] &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x10 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_SONIC]]          &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x11 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_A_SONIC]]           &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x12 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_C_SONIC]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x13 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC|CAMMD_COL_SONIC]]   &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x14 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND|CAMMD_ASHLAND]]         &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x15 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND|CAMMD_A_ASHLAND]]       &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x16 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND|CAMMD_C_ASHLAND]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x17 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND_I|CAMMD_ASHLAND_I]]    &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x18 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND_I|CAMMD_A_ASHLAND_I]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x19 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ASHLAND_I|CAMMD_C_ASHLAND_I]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FISHING|CAMMD_FISHING]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FISHING|CAMMD_A_FISHING]]      &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FIXED|CAMMD_FIXED]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FIXED|CAMMD_A_FIXED]]        &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FIXED|CAMMD_C_FIXED]] &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x1F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KLAMATH|CAMMD_KLAMATH]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x20 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KLAMATH|CAMMD_A_KLAMATH]]         &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x21 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KLAMATH|CAMMD_C_KLAMATH]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x22 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LINE|CAMMD_LINE]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x23 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LINE|CAMMD_A_LINE]]  &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x24 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#NEWFOLLOW|CAMMD_NEWFOLLOW]]   &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x25 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#NEWFOLLOW|CAMMD_A_NEWFOLLOW]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x26 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#NEWFOLLOW|CAMMD_C_NEWFOLLOW]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x27 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#POINT|CAMMD_POINT]]        &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x28 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#POINT|CAMMD_A_POINT]] &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x29 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#POINT|CAMMD_C_POINT]] &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC_P|CAMMD_SONIC_P]]      &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC_P|CAMMD_A_SONIC_P]]     &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SONIC_P|CAMMD_C_SONIC_P]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x2D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#ADVERTISE|CAMMD_ADVERTISE]]&lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x2E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#BACK|CAMMD_BACK]]&lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x2F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#BACK2|CAMMD_BACK2]]  &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x30 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#BUILDING|CAMMD_BUILDING]]    &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x31 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CART|CAMMD_CART]]           &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x32 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS|CAMMD_CHAOS]]            &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x33 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_P|CAMMD_CHAOS_P]]      &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x34 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_STINIT|CAMMD_CHAOS_STINIT]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x35 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_STD|CAMMD_CHAOS_STD]]    &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x36 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#CHAOS_W|CAMMD_CHAOS_W]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x37 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#E101R|CAMMD_E101R]]&lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x38 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#E103|CAMMD_E103]] &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x39 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#EGM3|CAMMD_EGM3]]           &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW_G|CAMMD_FOLLOW_G]]  &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x3B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#FOLLOW_G|CAMMD_A_FOLLOW_G]]     &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x3C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LR|CAMMD_LR]]                    &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3D &lt;br /&gt;
| [[Sonic Adventure/Camera Data#COLLI|CAMMD_COLLI]]       &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3E &lt;br /&gt;
| [[Sonic Adventure/Camera Data#RuinWaka1|CAMMD_RuinWaka1]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x3F &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SNOWBOARD|CAMMD_SNOWBOARD]]&lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x40 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#SURVEY|CAMMD_SURVEY]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x41 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#TAIHO|CAMMD_TAIHO]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x42 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#TORNADE|CAMMD_TORNADE]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x43 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#TWO_HARES|CAMMD_TWO_HARES]]  &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x44 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#LEAVE|CAMMD_LEAVE]] &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x45 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_AVOID]]   &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x46 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_A_AVOID]]          &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x47 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_C_AVOID]]&lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x48 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#AVOID|CAMMD_COL_AVOID]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
|-&lt;br /&gt;
| 0x49 &lt;br /&gt;
| [[Sonic Adventure/Camera Data#EDITOR|CAMMD_EDITOR]]          &lt;br /&gt;
| CLEVEL_DEBUG      &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x4A &lt;br /&gt;
| [[Sonic Adventure/Camera Data#GURIGURI|CAMMD_GURIGURI]]&lt;br /&gt;
| CLEVEL_DEBUG      &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
|-&lt;br /&gt;
| 0x4B &lt;br /&gt;
| [[Sonic Adventure/Camera Data#PATHCAM|CAMMD_PATHCAM]]       &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|-&lt;br /&gt;
| 0x4C &lt;br /&gt;
| [[Sonic Adventure/Camera Data#KOSCAM|CAMMD_KOSCAM]]&lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Level ===&lt;br /&gt;
This sets how the camera acts when the player intersects with the set boundaries for the camera. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CLEVEL_NORMAL     &lt;br /&gt;
| Standard, activates the camera when interacting with the bounds         &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CLEVEL_AREA       &lt;br /&gt;
| Camera is only active when inside the camera bounds                     &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CLEVEL_EVENT      &lt;br /&gt;
| Non-standard, used for cameras being used for events or special cameras &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| CLEVEL_COMPULSION &lt;br /&gt;
| No functional difference from Area                                      &lt;br /&gt;
|-&lt;br /&gt;
| 0x04 &lt;br /&gt;
| CLEVEL_COLLISION  &lt;br /&gt;
| Pushes the camera outside of the of bounds                              &lt;br /&gt;
|-&lt;br /&gt;
| 0x05 &lt;br /&gt;
| CLEVEL_DEBUG      &lt;br /&gt;
| Not used                                                                &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Direct Mode ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CDM_NONE      &lt;br /&gt;
| No calculations                                          &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CDM_TGTOFST   &lt;br /&gt;
| Calculates Position from the Target, Distance, and Angle &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CDM_LOOKAT    &lt;br /&gt;
| Copies Position and Calculates the Angle from the Target &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| CDM_CAMSTATUS &lt;br /&gt;
| Directly copies the Position and Angle only              &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Priority ==&lt;br /&gt;
The Cam Priority is how cameras interact with others when their bounding areas overlap. The camera with a higher value will be the priority when passing through its boundaries.&lt;br /&gt;
&lt;br /&gt;
== Camera Adjustment ==&lt;br /&gt;
The Cam Adjustment is how the camera will ease between the active camera and the next camera the player enters. Below is a list of all of the adjustment types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editor&#039;s Note: Descriptions will come. These are kind of hard to explain. The commonly used one tends to be the RELATIVE3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CAMADJ_NONE          &lt;br /&gt;
| No transition, camera will snap into the next location. &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CAMADJ_NORMAL        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CAMADJ_NORMAL_S      &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x03 &lt;br /&gt;
| CAMADJ_SLOW          &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x04 &lt;br /&gt;
| CAMADJ_SLOW_S        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x05 &lt;br /&gt;
| CAMADJ_TIME          &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x06 &lt;br /&gt;
| CAMADJ_THREE1        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x07 &lt;br /&gt;
| CAMADJ_THREE1C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x08 &lt;br /&gt;
| CAMADJ_THREE2        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x09 &lt;br /&gt;
| CAMADJ_THREE2C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A &lt;br /&gt;
| CAMADJ_THREE3        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B &lt;br /&gt;
| CAMADJ_THREE3C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C &lt;br /&gt;
| CAMADJ_THREE4        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D &lt;br /&gt;
| CAMADJ_THREE4C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E &lt;br /&gt;
| CAMADJ_THREE5        &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F &lt;br /&gt;
| CAMADJ_THREE5C       &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x10 &lt;br /&gt;
| CAMADJ_RELATIVE1     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x11 &lt;br /&gt;
| CAMADJ_RELATIVE1C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x12 &lt;br /&gt;
| CAMADJ_RELATIVE2     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x13 &lt;br /&gt;
| CAMADJ_RELATIVE2C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x14 &lt;br /&gt;
| CAMADJ_RELATIVE3     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x15 &lt;br /&gt;
| CAMADJ_RELATIVE3C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x16 &lt;br /&gt;
| CAMADJ_RELATIVE4     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x17 &lt;br /&gt;
| CAMADJ_RELATIVE4C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x18 &lt;br /&gt;
| CAMADJ_RELATIVE5     &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x19 &lt;br /&gt;
| CAMADJ_RELATIVE5C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x1A &lt;br /&gt;
| CAMADJ_RELATIVE6C    &lt;br /&gt;
|             &lt;br /&gt;
|-&lt;br /&gt;
| 0x1B &lt;br /&gt;
| CAMADJ_FORFREECAMERA &lt;br /&gt;
|             &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Collision ==&lt;br /&gt;
Cameras have three types of collision they rely on to use as boundaries for the player to come into contact with for activation. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!ID||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 &lt;br /&gt;
| CAMCOL_SPHERE &lt;br /&gt;
| Sphere, uses Collision Scale Z to set scale.      &lt;br /&gt;
|-&lt;br /&gt;
| 0x01 &lt;br /&gt;
| CAMCOL_PLANE  &lt;br /&gt;
| Plane, uses Collision Scale X and Y to set scale. &lt;br /&gt;
|-&lt;br /&gt;
| 0x02 &lt;br /&gt;
| CAMCOL_BLOCK  &lt;br /&gt;
| Cube, uses Collision Scale XYZ to set scale.      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Camera Modes Explained =&lt;br /&gt;
Below is a more in-depth look at the different Camera Modes that are used in the game. The Data and Usage tables are shared with how SALVL is currently formatted. This has the potential to change in the future. As such, the below table shows which [parameters](#camera-parameters) are for each common name in the event things change in the future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Common Name||Parameter Name&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| xCamAng        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| yCamAng        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| xDirPos        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| yDirPos        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| zDirPos        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| xCamPos        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| yCamPos        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| zCamPos        &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| fDistance      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FOLLOW ==&lt;br /&gt;
* Simply follows the player. Can be rotated using the triggers. Does not rotate on its own.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== KNUCKLES ==&lt;br /&gt;
* Follows the player and adjusts rotation based on player movement.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== KNUCKLES2 ==&lt;br /&gt;
* Same as [[Sonic Adventure/Camera Data#KNUCKLES|KNUCKLES]] except it has additional angle and position calculations.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== MAGONOTE ==&lt;br /&gt;
* Very close to the player. Attempts to calculate a little bit ahead of the player when the player moves. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SONIC ==&lt;br /&gt;
* Follows the player and will zoom in and out based on player speed. &lt;br /&gt;
* Additional Notes: Sets up Deadzone and Distance values to calculate the camera zoom and has modifier angles to help keep the camera smooth.&lt;br /&gt;
    * Min Deadzone: 20.0f&lt;br /&gt;
    * Max Deadzone: 90.0f&lt;br /&gt;
    * Min Distance: 35.0f&lt;br /&gt;
    * Max Distance: 60.0f&lt;br /&gt;
    * Center X Angle: 0xFFFFF1C8&lt;br /&gt;
    * Center Steady: 0x00&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== ASHLAND ==&lt;br /&gt;
* Fixed point camera, follows the player&#039;s movement while active.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Sets Camera X Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Sets Camera Y Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Sets Camera Z Position &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ASHLAND_I ==&lt;br /&gt;
* Just like [[Sonic Adventure/Camera Data#ASHLAND|ASHLAND]] except it does not check the LR flag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Unused                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Sets Camera X Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Sets Camera Y Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Sets Camera Z Position &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FISHING ==&lt;br /&gt;
* Called by the fishing game, should not be used in normal cam files.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FIXED ==&lt;br /&gt;
* Fixed camera position and target. No influence from the player. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target Position X &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Sets the Target Position Y &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Position Z &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Sets the Camera Position X &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Sets the Camera Position Y &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Sets the Camera Position Z &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KLAMATH ==&lt;br /&gt;
* Focuses on target horizontally, keeps the player in the center of the view. Checks geometry and camera collisions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Vertical distance override, multiplied by 0.1f                                                                    &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target Position X                                                                                        &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Position Z                                                                                        &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                                                                                                            &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Distance from player, multiplied by 0.5f. Except vertically if Angle X is set.                                    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LINE ==&lt;br /&gt;
* Follows player and has a target point. Camera doesn&#039;t move vertically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target X Position &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Z Position &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                     &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Unused                     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NEWFOLLOW ==&lt;br /&gt;
* Camera doesn&#039;t function properly. It spins at the player&#039;s location on screen.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== POINT ==&lt;br /&gt;
* Targets a point and keeps the player between the camera and the point. Checks geometry and camera collisions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| If not 0, ignores collision with geometry                            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target X Position                                           &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Sets the Target Y Position                                           &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Z Position                                           &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                                                               &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Distance from player                                                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SONIC_P ==&lt;br /&gt;
* Same as the [[Sonic Adventure/Camera Data#SONIC|Sonic]] camera except it&#039;s customizable.&lt;br /&gt;
* Additional Notes: Sets up Deadzone and Distance values to calculate the camera zoom and has modifier angles to help keep the camera smooth. See below table for how the parameters are used for the Deadzone and Distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Camera Center X Angle &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Camera Steady         &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Maximum Deadzone      &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Minimum Distance      &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Maximum Distance      &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Unused                &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Minimum Deadzone      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ADVERTISE ==&lt;br /&gt;
* This camera is broken. It sits at the world origin (0,0,0) and does not rotate.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== BACK ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== BACK2 ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== BUILDING ==&lt;br /&gt;
* Focuses in front of the player on the Y Axis. Observed player from &amp;quot;above.&amp;quot; It&#039;s what is used when the player is normally playing in Speed Highway Act 2.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only used in Speed Highway 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CART ==&lt;br /&gt;
* Only usable when inside of a cart otherwise it remains static where it spawns. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only used in Twinkle Park 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_P ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_STINIT ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_STD ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== CHAOS_W ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for Chaos Boss Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E101R ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for the E-101r Boss, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E103 ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for the E-Series Fights, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EGM3 ==&lt;br /&gt;
* &#039;&#039;&#039;Crashes the Game in normal gameplay, DO NOT USE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scripted Camera for the Eggman Bosses, not for normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FOLLOW_G ==&lt;br /&gt;
* Functions almost identically to the normal [[Sonic Adventure/Camera Data#FOLLOW|Follow]] cam.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== LR ==&lt;br /&gt;
* Functions similarly to [[Sonic Adventure/Camera Data#FOLLOW|Follow]] except it will respect level geometry and collision. It will get stuck in walls and sometimes snap into position if the player moves away too quickly.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== COLLI ==&lt;br /&gt;
* This is used only for helping prevent the camera from phasing into level geometry. It acts as collision that only the camera will react to.&lt;br /&gt;
&lt;br /&gt;
== RuinWaka1 ==&lt;br /&gt;
* Used in the waterfall section of Lost World. Not intended for use outside of this level.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SNOWBOARD ==&lt;br /&gt;
* Follows very close to the player and reacts quickly to any movement the player makes. You can see it in action in the snowboarding levels when the camera is behind the player.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only used in Icecap 3 and Sandboarding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== SURVEY ==&lt;br /&gt;
* Top down camera that follows the player.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== TAIHO ==&lt;br /&gt;
* First person camera. Not intended to use in the set file, can either lock the camera or send it off into space.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== TORNADE ==&lt;br /&gt;
* Rotates to follow the player while keeping the player mostly in line with the camera. Target acts like a fulcrum for the camera to pivot with. Does not work well if the player goes above or is below the Y Target position as the camera will move in the opposite direction.&lt;br /&gt;
* &#039;&#039;&#039;Only used in Windy Valley 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto&amp;quot;;&lt;br /&gt;
!Data||Usage&lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle X    &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Angle Y    &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Target Position X &lt;br /&gt;
| Sets the Target X Position                                             &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Y &lt;br /&gt;
| Sets the Target Y Position                                             &lt;br /&gt;
|-&lt;br /&gt;
| Target Position Z &lt;br /&gt;
| Sets the Target Z Position                                             &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position X &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Y &lt;br /&gt;
| Added to the player position to set the camera&#039;s Y position            &lt;br /&gt;
|-&lt;br /&gt;
| Camera Position Z &lt;br /&gt;
| Unused                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| Distance          &lt;br /&gt;
| Sets a modifier for calculating distance between the Camera and Target &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TWO_HARES ==&lt;br /&gt;
* This camera is non-functional. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== LEAVE ==&lt;br /&gt;
* This camera is non-functional.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== AVOID ==&lt;br /&gt;
* Change the Camera&#039;s mode based on the avoid flag currently set. Examples of this can be found in Casinopolis being used for doorways. &lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EDITOR ==&lt;br /&gt;
* This originally would have been used for editing the camera&#039;s data, but the functionality for it was stripped out. It crashes the game now.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== GURIGURI ==&lt;br /&gt;
* Acts like a first person camera, not intended for use by CAM files.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== PATHCAM ==&lt;br /&gt;
* Follows a path if available, not intended for use by CAM files.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== KOSCAM ==&lt;br /&gt;
* Functions just like [[Sonic Adventure/Camera Data#SURVEY|Survey]] cams.&lt;br /&gt;
* &#039;&#039;&#039;Parameters are not used.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not used by the base game cam files.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA1Navbox&amp;diff=798</id>
		<title>Template:SA1Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA1Navbox&amp;diff=798"/>
		<updated>2026-09-19T22:05:24Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure/Level List|Level List]] • [[Sonic Adventure/Texture Files|Texture Files]] • [[Sonic Adventure/List of Builds|Game Builds]] • [[Sonic Adventure/CAM &amp;amp; SET Files|CAM &amp;amp; SET Files]] • [[Sonic Adventure/Camera Data| Camera Data]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Character Information&lt;br /&gt;
|[[Sonic Adventure/Character List|Character List]] • [[Sonic Adventure/Character Actions|Actions]] • [[Sonic Adventure/Character Animation Data|Animation Data]] • [[Sonic_Adventure/Character_Faces|Faces]] &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!General&lt;br /&gt;
|[[Sonic Adventure/Voice List|Voice List]] • [[Sonic Adventure/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic_Adventure/Sound_Effects/Stage_Sounds|Stage Sounds]] • [[Sonic_Adventure/Sound_Effects/Stage_Background_Sounds|Stage Background Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure/List of Events|Cutscene List]] • [[Sonic Adventure/Fish List|Fish List]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/CAM_%26_SET_Files&amp;diff=797</id>
		<title>Sonic Adventure/CAM &amp; SET Files</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure/CAM_%26_SET_Files&amp;diff=797"/>
		<updated>2026-09-18T07:56:01Z</updated>

		<summary type="html">&lt;p&gt;End User: Added file structure information for CAM files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Sonic Adventure]] and its ports, placement data for cameras and objects is read from [[Binary Files|binaries]] beginning with &amp;quot;CAM&amp;quot; and &amp;quot;SET&amp;quot; respectively. Each file&#039;s name contains its type (CAM/SET), stage, act and character. For example: &#039;&#039;&#039;SET0400S.BIN&#039;&#039;&#039; corresponds to Speed Highway 1 as Sonic.&lt;br /&gt;
&lt;br /&gt;
The naming for stages is different depending on whether it&#039;s an action stage or not. For action stages, the stage&#039;s internal ID is used (In the example, 04 is Speed Highway). Otherwise, it uses a name string. &lt;br /&gt;
&lt;br /&gt;
Despite how it looks, the game doesn&#039;t load these files automatically. It gets the current stage, loads CAM/SET files with specific filenames and assigns them to an act. This means that (in most cases) stages/acts the game doesn&#039;t use don&#039;t load these files by default.&lt;br /&gt;
&lt;br /&gt;
Mission Mode (CAMMI/SETMI) files are read differently. These &#039;are&#039; loaded automatically, using the stage and act to load the correct file. For this reason, Mission Mode files only use stage ID numbers rather than name strings for non-action stages.&lt;br /&gt;
&lt;br /&gt;
==Recognized Filenames==&lt;br /&gt;
Here are all the filenames the game will recognize:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!String&lt;br /&gt;
!Stage&lt;br /&gt;
!Acts&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|Hedgehog Hammer&lt;br /&gt;
|00-01&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Emerald Coast&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Windy Valley&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|Twinkle Park&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|Speed Highway&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|Red Mountain&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|Sky Deck&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|Lost World&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|Icecap&lt;br /&gt;
|00-03&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|Casinopolis&lt;br /&gt;
|00-03&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Final Egg&lt;br /&gt;
|00-03&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Hot Shelter&lt;br /&gt;
|00-03&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Chaos 0&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Chaos 2&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Chaos 4&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Chaos 6&lt;br /&gt;
|00-01&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Perfect Chaos&lt;br /&gt;
|00&lt;br /&gt;
|-&lt;br /&gt;
|EGM1&lt;br /&gt;
|Egg Hornet&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|EGM2&lt;br /&gt;
|Egg Walker&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|EGM3&lt;br /&gt;
|Egg Viper&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ZERO&lt;br /&gt;
|ZERO&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|E101&lt;br /&gt;
|E101&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|E101R&lt;br /&gt;
|E101 Mk.II&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|SS&lt;br /&gt;
|Station Square&lt;br /&gt;
|00-05&lt;br /&gt;
|-&lt;br /&gt;
|EC0&lt;br /&gt;
|Egg Carrier Outside&lt;br /&gt;
|0-5&lt;br /&gt;
|-&lt;br /&gt;
|EC3&lt;br /&gt;
|Egg Carrier Inside&lt;br /&gt;
|0-5&lt;br /&gt;
|-&lt;br /&gt;
|MR&lt;br /&gt;
|Mystic Ruins&lt;br /&gt;
|00-03&lt;br /&gt;
|-&lt;br /&gt;
|PAST&lt;br /&gt;
|Mystic Ruins Past&lt;br /&gt;
|00-02&lt;br /&gt;
|-&lt;br /&gt;
|MCART&lt;br /&gt;
|Twinkle Circuit&lt;br /&gt;
|00-05&lt;br /&gt;
|-&lt;br /&gt;
|SHT1&lt;br /&gt;
|Sky Chase Act 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|SHT2&lt;br /&gt;
|Sky Chase Act 2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|SBOARD&lt;br /&gt;
|Sand Hill&lt;br /&gt;
|00-01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dreamcast Only===&lt;br /&gt;
In Chao areas, CAM/SET files are only used in the Dreamcast version. They still exist in later builds but the game won&#039;t do anything with them - except technically CAMGARDEN00, which is explained in the section below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!String&lt;br /&gt;
!Stage&lt;br /&gt;
|-&lt;br /&gt;
|GARDEN00&lt;br /&gt;
|Station Square Chao Garden&lt;br /&gt;
|-&lt;br /&gt;
|GARDEN01&lt;br /&gt;
|Egg Carrier Chao Garden&lt;br /&gt;
|-&lt;br /&gt;
|GARDEN02&lt;br /&gt;
|Mystic Ruins Chao Garden&lt;br /&gt;
|-&lt;br /&gt;
|AL_RACE&lt;br /&gt;
|Chao Race&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptions===&lt;br /&gt;
In some of these cases the game reads files for empty, unused acts:  &lt;br /&gt;
* Hedgehog Hammer Act 2&lt;br /&gt;
* Final Egg Act 4&lt;br /&gt;
* Hot Shelter Act 4&lt;br /&gt;
* Egg Carrier (Inside) Act 6&lt;br /&gt;
&lt;br /&gt;
For CAM files, all bosses except Perfect Chaos load CAM0000. However, the Boss camera overrides it, so it doesn&#039;t do anything normally. in SADX, the same thing happens in Chao areas: All of them load CAMGARDEN00, but the Chao Garden/Race cameras override it.&lt;br /&gt;
&lt;br /&gt;
If trying to load an unused stage (Eg. 31), the code to load these files locks the game in an infinite loop and repeatedly prints the following line in the debug console:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Nothin&#039; Module･Set･Cam&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, this won&#039;t happen for stages 27/28 (STAGE_SS_EVE/STAGE_SS_NIG) as they load Station Square&#039;s files.&lt;br /&gt;
&lt;br /&gt;
==Unrecognized Filenames==&lt;br /&gt;
There are a few files that exist but aren&#039;t read in any version, even if the area they imply they&#039;re for is loaded. Files only seen in unreleased builds such as the AutoDemo aren&#039;t included in this list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|SET.LST00S&lt;br /&gt;
|SADX Only&lt;br /&gt;
|-&lt;br /&gt;
|SET9999S&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CHAOGARDEN&lt;br /&gt;
|CAM+SET Pair&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Initials==&lt;br /&gt;
At the end of the filename an initial is used to tell the game which character to load the layout for. Notably, despite neither being fully fledged playable characters nor the game having any files for them, Eggman and Tikal have their own initials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Initial&lt;br /&gt;
!Character&lt;br /&gt;
|-&lt;br /&gt;
|S&lt;br /&gt;
|Sonic&lt;br /&gt;
|-&lt;br /&gt;
|EG&lt;br /&gt;
|Eggman&lt;br /&gt;
|-&lt;br /&gt;
|M&lt;br /&gt;
|Tails&lt;br /&gt;
|-&lt;br /&gt;
|K&lt;br /&gt;
|Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|TI&lt;br /&gt;
|Tikal&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|Amy&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|E102&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|Big&lt;br /&gt;
|-&lt;br /&gt;
|L&lt;br /&gt;
|Super Sonic&#039;s story&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If no file is found with the current character&#039;s initial, the game defaults to loading Sonic&#039;s. Super Super&#039;s story overrides all initials regardless of character, so if you mod the game to play a level as another character with it (Eg. Speed Highway 3 as Knuckles) it will load Sonic&#039;s layout due to the game searching for the Super Sonic initial, not finding it, and defaulting to Sonic&#039;s file.&lt;br /&gt;
&lt;br /&gt;
==File Structures==&lt;br /&gt;
===CAM Files===&lt;br /&gt;
====Header====&lt;br /&gt;
The header for a CAM file is always 64 bytes in size, only populating the first four bytes with a count of all cameras included in the file. The remaining 60 bytes are seemingly a buffer.&lt;br /&gt;
&lt;br /&gt;
====Camera Object====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; size=&amp;quot;auto&amp;quot;;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Byte&lt;br /&gt;
|Camera Mode&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Byte&lt;br /&gt;
|Priority&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Byte&lt;br /&gt;
|Adjust Mode&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Byte&lt;br /&gt;
|Collision Shape&lt;br /&gt;
|There are three shapes that can be assigned here: Sphere (0), Plane (1), and Block (Cube) (2)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT16(2)&lt;br /&gt;
|Collision Rotation (X, Y)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|INT16(2)&lt;br /&gt;
|Camera Rotation (X, Y)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Target&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|Float&lt;br /&gt;
|Camera Distance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA1Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Camera_Information&amp;diff=796</id>
		<title>Sonic Adventure 2/Camera Information</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Camera_Information&amp;diff=796"/>
		<updated>2026-09-18T04:49:40Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a basic guideline on the cameras in &#039;&#039;[[Sonic Adventure 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Camera information for the game&#039;s levels is usually stored within files labeled as &amp;lt;code&amp;gt;STG??CAM.PRS&amp;lt;/code&amp;gt;. Unlike the camera data seen in &#039;&#039;[[Sonic Adventure]]&#039;&#039;, cameras are not tied to specific characters in each stage. Functionality exists for such a feature in the game&#039;s code, but it&#039;s never used.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, cameras are split between two overarching components: Camera Objects and Camera Points. Camera Objects control the properties of the camera data, such as how it maneuvers and reacts to the player/environment, and Camera Points handle the positions of the cameras and how they&#039;re intended to interact with one another in gameplay while using the Space camera mode.&lt;br /&gt;
&lt;br /&gt;
= File Structure =&lt;br /&gt;
The following section will contain information pertaining to the &amp;lt;code&amp;gt;CAM&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The header always has a set size of 32 bytes, with the last four bytes acting as a buffer.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Content flags&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT32&lt;br /&gt;
|Total 1P Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|INT32&lt;br /&gt;
|Total 1P Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Demo Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Demo Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Multiplayer Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Multiplayer Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|INT32&lt;br /&gt;
|Null&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Content Flags ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Has Cameras&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Has Points&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Has Demo Cameras&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Has Demo Points&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Has Multiplayer Cameras&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Has Multiplayer Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Object Data ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Mode&lt;br /&gt;
|Please see the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section below.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Adjustment Mode&lt;br /&gt;
|Mode in which the camera will transition into the newly active volume.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|INT32&lt;br /&gt;
|Priority&lt;br /&gt;
|This sets the priority of the camera when the player may be in multiple zones. If the priority is higher than 0, the volume will become active when the player enters it, but it will also stop being active once the player leaves the volume.&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Volume Shape&lt;br /&gt;
|Shape of the volume, shapes are Sphere (1), Plane (2), and Block (Cube) (3)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Collision Rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Camera Rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Target Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|INT32(8)&lt;br /&gt;
|Additional properties&lt;br /&gt;
|This section&#039;s usage varies by camera mode. Please look through the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section to see what information currently exists on what these properties do for the cameras where they&#039;re applicable.&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Float(8)&lt;br /&gt;
|Additional properties&lt;br /&gt;
|This section&#039;s usage varies by camera mode. Please look through the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section to see what information currently exists on what these properties do for the cameras where they&#039;re applicable.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Modes ===&lt;br /&gt;
Below is information on each camera type.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|Has no impact if the player enters the volume.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|User&lt;br /&gt;
|Unknown how it works precisely. It acts the same as None.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Follow&lt;br /&gt;
|Follows the player without any rotation. Camera will be locked to the direction it was facing when the player enters the volume. Camera can pass through level geometry in this mode.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Default camera mode. Follows the player, rotating with the player and respecting level geometry.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Editor&lt;br /&gt;
|Non-functional.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Editor2&lt;br /&gt;
|Non-functional.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|SnapShot&lt;br /&gt;
|User controlled camera. DPad will move the camera, L and R triggers will raise and lower the camera. Holding Start + using the joystick will rotate the camera.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Klamath&lt;br /&gt;
|Camera mode focuses on a point on the same XZ plane as the camera itself using the Target Position. Y axis of the Target Position is not used.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Float Property 1: Distance to Player&lt;br /&gt;
*Float Property 2: Additional Vertical Camera Height&lt;br /&gt;
The Distance to Player property will also modify the height of the camera if the Additional Vertical Camera Height is set to 0.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Point&lt;br /&gt;
|Camera points to a Target while keeping the player in view.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Float Property 1: Distance to Player&lt;br /&gt;
*Float Property 2: Additional Vertical Camera Height&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ashland&lt;br /&gt;
|Camera is in a fixed position and tracks the player as they move.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Int Property 1: Camera FOV&lt;br /&gt;
The Camera FOV is treated like an exact degree value rather than BAMs. This means that setting it to 90 means the FOV is 90d.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Fix&lt;br /&gt;
|Camera is in a fixed position and points to a fixed Target, does not target the player to any degree.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Leave&lt;br /&gt;
|When active, the camera will lock itself to its last set location and track the player like the Ashland camera does.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Space&lt;br /&gt;
|This enables use of the Camera Points while active. Below is information on the Points&lt;br /&gt;
&lt;br /&gt;
*Player Point Radius&lt;br /&gt;
This is the scale of the sphere for the player point. When the player enters this point, it activates the camera.&lt;br /&gt;
*Camera Position&lt;br /&gt;
This is the position of the camera for the point.&lt;br /&gt;
*Points&lt;br /&gt;
Each point has six potential links it can be assigned to. These create lines of movement for the camera based on where the player may move to. In the editor in Blender, these need to be linked to other Point objects otherwise the link will fail to write when exporting.&lt;br /&gt;
*Enable Player Point&lt;br /&gt;
This enables the point to be functional when the player enters its radius. When it&#039;s disabled, the point can still be linked to, but it will not become the &amp;quot;active&amp;quot; point when the player is within its radius.&lt;br /&gt;
*Enable Tracking Player&lt;br /&gt;
This is a bit mislabeled currently, but it changes how the camera moves between the points as the player moves through them. It makes it so the player is actually ignored in terms of being kept in view and instead just smooths out the movement of the camera. The only level that makes use of this feature seems to be Radical Highway.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Carmel&lt;br /&gt;
|Functions similarly to Knuckles cameras, except it better respects the level geometry in terms of following the player around corners.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Motion&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|BossInit&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|BossPoint&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Collision&lt;br /&gt;
|Volume collider for the camera.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|PStone&lt;br /&gt;
|Similar to GakuGaku, but it will keep following the player until it eventually stops moving and locks into place.&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Init&lt;br /&gt;
|Extremely snappy movements when the player moves. This includes rotating as the player turns using the joystick.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EasySet&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|BossKlamath&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|GakuGaku&lt;br /&gt;
|Similar to the Leave mode except the camera locks to a fixed position and rotation, and it will not track the player while the volume is active.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|KnucklesL&lt;br /&gt;
|Same as the Knuckles mode, except it is further away from the player.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Fix2&lt;br /&gt;
|Similar to GakuGaku, but it will keep following the player until it eventually stops moving and locks into place.&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|PStone2&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|SS&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|ColliLR&lt;br /&gt;
|Volume collider for the camera, but this is only active when the player is actively using the L or R triggers to rotate the camera. Otherwise the camera ignores the collision volume.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Adjust Modes ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|User&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Half&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Three1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Three2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Three3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Three4&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Three5&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Relative1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Relative2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Relative3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Relative4&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Relative5&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Relative6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Point Data ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Player Point&lt;br /&gt;
|This is the position of the sphere for the player point. When the player enters this point, it activates the camera.&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Float&lt;br /&gt;
|Player Point radius&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Point&lt;br /&gt;
|This is the position of the camera for the point.&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Float&lt;br /&gt;
|Camera Point radius&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|INT16(6)&lt;br /&gt;
|Links&lt;br /&gt;
|Indices to any linked point objects in the scene&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
|INT16&lt;br /&gt;
|Flow index&lt;br /&gt;
|Indicates the travel direction of the linked cameras. When used, the camera will flow along an average of the line of points for a more fluid movement. Is prone to crashing when using indices that are not connected to the point in the Links section.&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
|Boolean&lt;br /&gt;
|Enable player point&lt;br /&gt;
|When true, the point will interact with the player. If false, the point can still be referenced by other points.&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
|Boolean&lt;br /&gt;
|Track player&lt;br /&gt;
|When a flow index is set, this enables the camera to retain tracking the player along its path. If disabled, the camera follows the fixed path along the points without attempting to keep the player in view.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Camera_Information&amp;diff=795</id>
		<title>Sonic Adventure 2/Camera Information</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Camera_Information&amp;diff=795"/>
		<updated>2026-09-17T07:59:10Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Camera Point Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a basic guideline on the cameras in &#039;&#039;[[Sonic Adventure 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Camera information for the game&#039;s levels is usually stored within files labeled as &amp;lt;code&amp;gt;STG??CAM.PRS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= File Structure =&lt;br /&gt;
The following section will contain information pertaining to the &amp;lt;code&amp;gt;CAM&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The header always has a set size of 32 bytes, with the last four bytes acting as a buffer.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Content flags&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT32&lt;br /&gt;
|Total 1P Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|INT32&lt;br /&gt;
|Total 1P Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Demo Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Demo Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Multiplayer Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Multiplayer Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|INT32&lt;br /&gt;
|Null&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Content Flags ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Has Cameras&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Has Points&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Has Demo Cameras&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Has Demo Points&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Has Multiplayer Cameras&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Has Multiplayer Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Object Data ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Mode&lt;br /&gt;
|Please see the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section below.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Adjustment Mode&lt;br /&gt;
|Mode in which the camera will transition into the newly active volume.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|INT32&lt;br /&gt;
|Priority&lt;br /&gt;
|This sets the priority of the camera when the player may be in multiple zones. If the priority is higher than 0, the volume will become active when the player enters it, but it will also stop being active once the player leaves the volume.&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Volume Shape&lt;br /&gt;
|Shape of the volume, shapes are Sphere (1), Plane (2), and Block (Cube) (3)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Collision Rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Camera Rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Target Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|INT32(8)&lt;br /&gt;
|Additional properties&lt;br /&gt;
|This section&#039;s usage varies by camera mode. Please look through the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section to see what information currently exists on what these properties do for the cameras where they&#039;re applicable.&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Float(8)&lt;br /&gt;
|Additional properties&lt;br /&gt;
|This section&#039;s usage varies by camera mode. Please look through the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section to see what information currently exists on what these properties do for the cameras where they&#039;re applicable.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Modes ===&lt;br /&gt;
Below is information on each camera type.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|Has no impact if the player enters the volume.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|User&lt;br /&gt;
|Unknown how it works precisely. It acts the same as None.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Follow&lt;br /&gt;
|Follows the player without any rotation. Camera will be locked to the direction it was facing when the player enters the volume. Camera can pass through level geometry in this mode.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Default camera mode. Follows the player, rotating with the player and respecting level geometry.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Editor&lt;br /&gt;
|Non-functional.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Editor2&lt;br /&gt;
|Non-functional.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|SnapShot&lt;br /&gt;
|User controlled camera. DPad will move the camera, L and R triggers will raise and lower the camera. Holding Start + using the joystick will rotate the camera.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Klamath&lt;br /&gt;
|Camera mode focuses on a point on the same XZ plane as the camera itself using the Target Position. Y axis of the Target Position is not used.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Float Property 1: Distance to Player&lt;br /&gt;
*Float Property 2: Additional Vertical Camera Height&lt;br /&gt;
The Distance to Player property will also modify the height of the camera if the Additional Vertical Camera Height is set to 0.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Point&lt;br /&gt;
|Camera points to a Target while keeping the player in view.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Float Property 1: Distance to Player&lt;br /&gt;
*Float Property 2: Additional Vertical Camera Height&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ashland&lt;br /&gt;
|Camera is in a fixed position and tracks the player as they move.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Int Property 1: Camera FOV&lt;br /&gt;
The Camera FOV is treated like an exact degree value rather than BAMs. This means that setting it to 90 means the FOV is 90d.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Fix&lt;br /&gt;
|Camera is in a fixed position and points to a fixed Target, does not target the player to any degree.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Leave&lt;br /&gt;
|When active, the camera will lock itself to its last set location and track the player like the Ashland camera does.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Space&lt;br /&gt;
|This enables use of the Camera Points while active. Below is information on the Points&lt;br /&gt;
&lt;br /&gt;
*Player Point Radius&lt;br /&gt;
This is the scale of the sphere for the player point. When the player enters this point, it activates the camera.&lt;br /&gt;
*Camera Position&lt;br /&gt;
This is the position of the camera for the point.&lt;br /&gt;
*Points&lt;br /&gt;
Each point has six potential links it can be assigned to. These create lines of movement for the camera based on where the player may move to. In the editor in Blender, these need to be linked to other Point objects otherwise the link will fail to write when exporting.&lt;br /&gt;
*Enable Player Point&lt;br /&gt;
This enables the point to be functional when the player enters its radius. When it&#039;s disabled, the point can still be linked to, but it will not become the &amp;quot;active&amp;quot; point when the player is within its radius.&lt;br /&gt;
*Enable Tracking Player&lt;br /&gt;
This is a bit mislabeled currently, but it changes how the camera moves between the points as the player moves through them. It makes it so the player is actually ignored in terms of being kept in view and instead just smooths out the movement of the camera. The only level that makes use of this feature seems to be Radical Highway.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Carmel&lt;br /&gt;
|Functions similarly to Knuckles cameras, except it better respects the level geometry in terms of following the player around corners.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Motion&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|BossInit&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|BossPoint&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Collision&lt;br /&gt;
|Volume collider for the camera.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|PStone&lt;br /&gt;
|Similar to GakuGaku, but it will keep following the player until it eventually stops moving and locks into place.&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Init&lt;br /&gt;
|Extremely snappy movements when the player moves. This includes rotating as the player turns using the joystick.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EasySet&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|BossKlamath&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|GakuGaku&lt;br /&gt;
|Similar to the Leave mode except the camera locks to a fixed position and rotation, and it will not track the player while the volume is active.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|KnucklesL&lt;br /&gt;
|Same as the Knuckles mode, except it is further away from the player.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Fix2&lt;br /&gt;
|Similar to GakuGaku, but it will keep following the player until it eventually stops moving and locks into place.&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|PStone2&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|SS&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|ColliLR&lt;br /&gt;
|Volume collider for the camera, but this is only active when the player is actively using the L or R triggers to rotate the camera. Otherwise the camera ignores the collision volume.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Adjust Modes ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|User&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Half&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Three1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Three2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Three3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Three4&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Three5&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Relative1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Relative2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Relative3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Relative4&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Relative5&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Relative6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Point Data ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Player Point&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Float&lt;br /&gt;
|Player Point radius&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Point&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Float&lt;br /&gt;
|Camera Point radius&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|INT16(6)&lt;br /&gt;
|Links&lt;br /&gt;
|Indices to any linked point objects in the scene&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
|INT16&lt;br /&gt;
|Flow index&lt;br /&gt;
|Indicates the travel direction of the linked cameras. When used, the camera will flow along an average of the line of points for a more fluid movement. Is prone to crashing when using indices that are not connected to the point in the Links section.&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
|Boolean&lt;br /&gt;
|Enable player point&lt;br /&gt;
|When true, the point will interact with the player. If false, the point can still be referenced by other points.&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
|Boolean&lt;br /&gt;
|Track player&lt;br /&gt;
|When a flow index is set, this enables the camera to retain tracking the player along its path. If disabled, the camera follows the fixed path along the points without attempting to keep the player in view.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Camera_Information&amp;diff=794</id>
		<title>Sonic Adventure 2/Camera Information</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Camera_Information&amp;diff=794"/>
		<updated>2026-09-17T07:54:11Z</updated>

		<summary type="html">&lt;p&gt;End User: Created the SA2 variant of the Camera Information page. Credit goes to ItsEasyActually and the Sonic Adventure Stage Tools library for the source of this page&amp;#039;s information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a basic guideline on the cameras in &#039;&#039;[[Sonic Adventure 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Camera information for the game&#039;s levels is usually stored within files labeled as &amp;lt;code&amp;gt;STG??CAM.PRS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= File Structure =&lt;br /&gt;
The following section will contain information pertaining to the &amp;lt;code&amp;gt;CAM&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The header always has a set size of 32 bytes, with the last four bytes acting as a buffer.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Content flags&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT32&lt;br /&gt;
|Total 1P Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|INT32&lt;br /&gt;
|Total 1P Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Demo Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Demo Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Multiplayer Camera objects size&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|INT32&lt;br /&gt;
|Total Multiplayer Camera points size&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|INT32&lt;br /&gt;
|Null&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Content Flags ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Has Cameras&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Has Points&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Has Demo Cameras&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Has Demo Points&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Has Multiplayer Cameras&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Has Multiplayer Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Object Data ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Mode&lt;br /&gt;
|Please see the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section below.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Adjustment Mode&lt;br /&gt;
|Mode in which the camera will transition into the newly active volume.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|INT32&lt;br /&gt;
|Priority&lt;br /&gt;
|This sets the priority of the camera when the player may be in multiple zones. If the priority is higher than 0, the volume will become active when the player enters it, but it will also stop being active once the player leaves the volume.&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Volume Shape&lt;br /&gt;
|Shape of the volume, shapes are Sphere (1), Plane (2), and Block (Cube) (3)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Collision Rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Collision Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Camera Rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4C&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Target Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|INT32(8)&lt;br /&gt;
|Additional properties&lt;br /&gt;
|This section&#039;s usage varies by camera mode. Please look through the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section to see what information currently exists on what these properties do for the cameras where they&#039;re applicable.&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Float(8)&lt;br /&gt;
|Additional properties&lt;br /&gt;
|This section&#039;s usage varies by camera mode. Please look through the [[Sonic Adventure 2/Camera Information#Camera Modes|Camera Modes]] section to see what information currently exists on what these properties do for the cameras where they&#039;re applicable.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Modes ===&lt;br /&gt;
Below is information on each camera type.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|Has no impact if the player enters the volume.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|User&lt;br /&gt;
|Unknown how it works precisely. It acts the same as None.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Follow&lt;br /&gt;
|Follows the player without any rotation. Camera will be locked to the direction it was facing when the player enters the volume. Camera can pass through level geometry in this mode.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Knuckles&lt;br /&gt;
|Default camera mode. Follows the player, rotating with the player and respecting level geometry.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Editor&lt;br /&gt;
|Non-functional.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Editor2&lt;br /&gt;
|Non-functional.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|SnapShot&lt;br /&gt;
|User controlled camera. DPad will move the camera, L and R triggers will raise and lower the camera. Holding Start + using the joystick will rotate the camera.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Klamath&lt;br /&gt;
|Camera mode focuses on a point on the same XZ plane as the camera itself using the Target Position. Y axis of the Target Position is not used.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Float Property 1: Distance to Player&lt;br /&gt;
*Float Property 2: Additional Vertical Camera Height&lt;br /&gt;
The Distance to Player property will also modify the height of the camera if the Additional Vertical Camera Height is set to 0.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Point&lt;br /&gt;
|Camera points to a Target while keeping the player in view.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Float Property 1: Distance to Player&lt;br /&gt;
*Float Property 2: Additional Vertical Camera Height&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ashland&lt;br /&gt;
|Camera is in a fixed position and tracks the player as they move.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
*Int Property 1: Camera FOV&lt;br /&gt;
The Camera FOV is treated like an exact degree value rather than BAMs. This means that setting it to 90 means the FOV is 90d.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Fix&lt;br /&gt;
|Camera is in a fixed position and points to a fixed Target, does not target the player to any degree.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Leave&lt;br /&gt;
|When active, the camera will lock itself to its last set location and track the player like the Ashland camera does.&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Space&lt;br /&gt;
|This enables use of the Camera Points while active. Below is information on the Points&lt;br /&gt;
&lt;br /&gt;
*Player Point Radius&lt;br /&gt;
This is the scale of the sphere for the player point. When the player enters this point, it activates the camera.&lt;br /&gt;
*Camera Position&lt;br /&gt;
This is the position of the camera for the point.&lt;br /&gt;
*Points&lt;br /&gt;
Each point has six potential links it can be assigned to. These create lines of movement for the camera based on where the player may move to. In the editor in Blender, these need to be linked to other Point objects otherwise the link will fail to write when exporting.&lt;br /&gt;
*Enable Player Point&lt;br /&gt;
This enables the point to be functional when the player enters its radius. When it&#039;s disabled, the point can still be linked to, but it will not become the &amp;quot;active&amp;quot; point when the player is within its radius.&lt;br /&gt;
*Enable Tracking Player&lt;br /&gt;
This is a bit mislabeled currently, but it changes how the camera moves between the points as the player moves through them. It makes it so the player is actually ignored in terms of being kept in view and instead just smooths out the movement of the camera. The only level that makes use of this feature seems to be Radical Highway.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Carmel&lt;br /&gt;
|Functions similarly to Knuckles cameras, except it better respects the level geometry in terms of following the player around corners.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Motion&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|BossInit&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|BossPoint&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Collision&lt;br /&gt;
|Volume collider for the camera.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|PStone&lt;br /&gt;
|Similar to GakuGaku, but it will keep following the player until it eventually stops moving and locks into place.&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Init&lt;br /&gt;
|Extremely snappy movements when the player moves. This includes rotating as the player turns using the joystick.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|EasySet&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|BossKlamath&lt;br /&gt;
|Crashes the game, presumably only valid within boss levels and is likely handled by the game, not by the camera file.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|GakuGaku&lt;br /&gt;
|Similar to the Leave mode except the camera locks to a fixed position and rotation, and it will not track the player while the volume is active.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|KnucklesL&lt;br /&gt;
|Same as the Knuckles mode, except it is further away from the player.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Fix2&lt;br /&gt;
|Similar to GakuGaku, but it will keep following the player until it eventually stops moving and locks into place.&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|PStone2&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|SS&lt;br /&gt;
|Crashes the game, no other information at this time.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|ColliLR&lt;br /&gt;
|Volume collider for the camera, but this is only active when the player is actively using the L or R triggers to rotate the camera. Otherwise the camera ignores the collision volume.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Adjust Modes ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Type&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|User&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Half&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Three1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Three2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Three3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Three4&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Three5&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Relative1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Relative2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Relative3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Relative4&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Relative5&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Relative6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Point Data ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Name||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Player Point&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Float&lt;br /&gt;
|Player Point radius&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Camera Point&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Float&lt;br /&gt;
|Camera Point radius&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|INT16(6)&lt;br /&gt;
|Links&lt;br /&gt;
|Indices to any linked point objects in the scene&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
|INT16&lt;br /&gt;
|Flow index&lt;br /&gt;
|Indicates the travel direction of the linked cameras. When used, the camera will flow along an average of the line of points for a more fluid movement. Is prone to crashing when using indices that are not connected to the point in the Links section.&lt;br /&gt;
|-&lt;br /&gt;
|2E&lt;br /&gt;
|Bool&lt;br /&gt;
|Enable player point&lt;br /&gt;
|When true, the point will interact with the player. If false, the point can still be referenced by other points.&lt;br /&gt;
|-&lt;br /&gt;
|2F&lt;br /&gt;
|Bool&lt;br /&gt;
|Track player&lt;br /&gt;
|When a flow index is set, this enables the camera to retain tracking the player along its path. If disabled, the camera follows the fixed path along the points without attempting to keep the player in view.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=793</id>
		<title>Template:SA2Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=793"/>
		<updated>2026-09-17T06:54:32Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure 2]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure 2/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure 2/Levels|Levels]] • [[Sonic Adventure 2/Texture Files|Texture Files]] • [[Sonic Adventure 2/Lighting and Fog|Light and Fog Data]] • [[Sonic Adventure 2/Camera Information|Camera Info]] • [[Sonic Adventure 2/List of builds|Game Builds]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Character Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Character Model IDs|Model Data]] • [[Sonic Adventure 2/Character Animation Files|Animation Files]] • [[Sonic Adventure 2/Character Actions|Actions]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|[[Sonic Adventure 2/Character Animation Lists|Animation Lists]]!![[Sonic Adventure 2/Character Animation Lists/Speed Type|Speed-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Speed Type#Sonic|Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Shadow|Shadow]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Amy|Amy]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Metal Sonic|Metal Sonic]] &lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Hunting Type|Hunting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Hunting Type#Knuckles|Knuckles]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Rouge|Rouge]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Tikal|Tikal]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Chaos Zero|Chaos Zero]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Shooting Type|Shooting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Tails|Mech Tails]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Eggman|Mech Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Chao Walker|Chao Walker]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Dark Chao Walker|Dark Chao Walker]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Miscellaneous|Miscellaneous]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Tails|Tails]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Eggman|Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Sonic|Super Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Shadow|Super Shadow]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Voice List|Voice List]] • [[Sonic Adventure 2/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Sonic Adventure 2/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic Adventure 2/Sound Effects/Stage Sounds|Stage Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure 2/Cutscenes|Cutscenes]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=792</id>
		<title>Template:SA2Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=792"/>
		<updated>2026-09-17T06:27:39Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure 2]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure 2/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure 2/Levels|Levels]] • [[Sonic Adventure 2/Texture Files|Texture Files]] • [[Sonic Adventure 2/Lighting and Fog|Light and Fog Data]] • [[Sonic Adventure Camera Information|Camera Info]] • [[Sonic Adventure 2/List of builds|Game Builds]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Character Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Character Model IDs|Model Data]] • [[Sonic Adventure 2/Character Animation Files|Animation Files]] • [[Sonic Adventure 2/Character Actions|Actions]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|[[Sonic Adventure 2/Character Animation Lists|Animation Lists]]!![[Sonic Adventure 2/Character Animation Lists/Speed Type|Speed-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Speed Type#Sonic|Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Shadow|Shadow]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Amy|Amy]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Metal Sonic|Metal Sonic]] &lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Hunting Type|Hunting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Hunting Type#Knuckles|Knuckles]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Rouge|Rouge]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Tikal|Tikal]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Chaos Zero|Chaos Zero]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Shooting Type|Shooting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Tails|Mech Tails]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Eggman|Mech Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Chao Walker|Chao Walker]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Dark Chao Walker|Dark Chao Walker]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Miscellaneous|Miscellaneous]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Tails|Tails]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Eggman|Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Sonic|Super Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Shadow|Super Shadow]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Voice List|Voice List]] • [[Sonic Adventure 2/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Sonic Adventure 2/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic Adventure 2/Sound Effects/Stage Sounds|Stage Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure 2/Cutscenes|Cutscenes]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Cutscenes&amp;diff=791</id>
		<title>Sonic Adventure 2/Cutscenes</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Cutscenes&amp;diff=791"/>
		<updated>2026-09-17T06:20:15Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cutscene Filenames =&lt;br /&gt;
The following is a list of all the event cutscenes in each version of Sonic Adventure 2. Generally speaking, events are split into three categories: main cutscenes, mini-event scenes, and FMV sequences. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Files pertaining to the events are stored within the &amp;lt;code&amp;gt;EVENT&amp;lt;/code&amp;gt; folder of the game&#039;s directory, while FMV sequences that are played over cutscenes appear in the main directory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|E0000&lt;br /&gt;
|Hero Story Intro&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0001&lt;br /&gt;
|F-6t BIG FOOT Cutscene&lt;br /&gt;
|Mini-Event&lt;br /&gt;
|-&lt;br /&gt;
|E0002&lt;br /&gt;
|Sonic Encounters Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0003&lt;br /&gt;
|Knuckles Meets Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0004&lt;br /&gt;
|Tails Flies to Prison Island&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0005&lt;br /&gt;
|Tails vs. Eggman Aftermath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0006&lt;br /&gt;
|Sonic Escapes from his Cell&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0007&lt;br /&gt;
|Sonic vs. Shadow 1 Cutscene&lt;br /&gt;
|Mini-Event, Sonic&#039;s version&lt;br /&gt;
|-&lt;br /&gt;
|ME0008&lt;br /&gt;
|Green Forest Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|ME0010&lt;br /&gt;
|Pumpkin Hill Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|E0011&lt;br /&gt;
|Sonic and Friends Witness the ARK&#039;s Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0012&lt;br /&gt;
|Unused&lt;br /&gt;
|Sonic appears onscreen, moves his head, fingers, and mouth, all with a stationary camera angle. Most likely used to test Sonic&#039;s animations during the mini-event cutscenes and as the template for all mini-events before they&#039;re completed.&lt;br /&gt;
|-&lt;br /&gt;
|ME0013&lt;br /&gt;
|Aquatic Mine Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|E0014&lt;br /&gt;
|Where&#039;s Eggman?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0015&lt;br /&gt;
|Eggman Threatens the President&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0016&lt;br /&gt;
|Sonic and Friends Locate Eggman&#039;s Pyramid Base&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0017&lt;br /&gt;
|Knuckles Begins Looking for the Gate Keys&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0018&lt;br /&gt;
|King Boom Boo Cutscene&lt;br /&gt;
|Mini-Event&lt;br /&gt;
|-&lt;br /&gt;
|E0019&lt;br /&gt;
|Eggman Ambushes Sonic and Friends Inside the Base&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0021&lt;br /&gt;
|Team Sonic Arrives on the ARK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0022&lt;br /&gt;
|Sonic Receives a Ransom Call from Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0023&lt;br /&gt;
|Knuckles vs. Rouge Cutscene&lt;br /&gt;
|Mini-Event, Knuckles&#039; version&lt;br /&gt;
|-&lt;br /&gt;
|E0024&lt;br /&gt;
|Knuckles vs. Rouge Aftermath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0025&lt;br /&gt;
|Sonic and Eggman Face Off in the Research Lab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0026&lt;br /&gt;
|Sonic Saves Himself and Rushes to the Eclipse Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0027&lt;br /&gt;
|Sonic vs. Shadow 2 Prelude (Hero)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0028&lt;br /&gt;
|Hero Story Ending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0050&lt;br /&gt;
|&amp;quot;17:30 &amp;lt;br /&amp;gt; In a mountainous region&amp;quot;&lt;br /&gt;
|Before Pumpkin Hill begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0051&lt;br /&gt;
|&amp;quot;Day X 18:00&amp;quot;&lt;br /&gt;
|Before Eggman&#039;s televised threat is played in Hero Story, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0052&lt;br /&gt;
|&amp;quot;20:21 &amp;lt;br /&amp;gt; Mountainous region: Mine&amp;quot;&lt;br /&gt;
|Before Aquatic Mine begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0053&lt;br /&gt;
|&amp;quot;Outside Space Colony ARK &amp;lt;br /&amp;gt; Cannon countdown: 1 hour 26 minutes&amp;quot;&lt;br /&gt;
|Before Meteor Herd begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0054&lt;br /&gt;
|&amp;quot;Inside Space Colony ARK &amp;lt;br /&amp;gt; Cannon countdown: 41 minutes&amp;quot;&lt;br /&gt;
|Before Crazy Gadget begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0100&lt;br /&gt;
|Dark Story Intro&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0101&lt;br /&gt;
|Eggman Awakens Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0102&lt;br /&gt;
|Shadow Instructs Eggman to Find More Chaos Emeralds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0103&lt;br /&gt;
|Rouge Meets Knuckles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0104&lt;br /&gt;
|Sand Ocean Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|E0105&lt;br /&gt;
|Eggman Hears of Shadow&#039;s Highway Robbery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0106&lt;br /&gt;
|Shadow&#039;s Pathos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0107&lt;br /&gt;
|Shadow Encounters Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0108&lt;br /&gt;
|Egg Quarters Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|E0109&lt;br /&gt;
|Rouge Follows Eggman to Space Colony ARK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0110&lt;br /&gt;
|Lost Colony Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|E0111&lt;br /&gt;
|Gathering of the Dark&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0112&lt;br /&gt;
|Team Dark Arrives on Prison Island&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0113&lt;br /&gt;
|Eggman&#039;s Plan is Complicated by Tails and Amy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0114&lt;br /&gt;
|Security Hall Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|ME0115&lt;br /&gt;
|R-1/A FLYING DOG Cutscene&lt;br /&gt;
|Mini-Event&lt;br /&gt;
|-&lt;br /&gt;
|E0116&lt;br /&gt;
|Shadow&#039;s Conscience Begins to Surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0117&lt;br /&gt;
|Sonic vs. Shadow 1 Cutscene&lt;br /&gt;
|Mini-Event, Shadow&#039;s version&lt;br /&gt;
|-&lt;br /&gt;
|E0118&lt;br /&gt;
|Sonic vs. Shadow 1 Aftermath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0119&lt;br /&gt;
|Shadow Remembers Maria&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0120&lt;br /&gt;
|Eggman Reworks His Plan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0121&lt;br /&gt;
|Sky Rail Story Cutscene&lt;br /&gt;
|Mini-Event, only played in Story Mode&lt;br /&gt;
|-&lt;br /&gt;
|E0122&lt;br /&gt;
|Shadow Spots the Tornado&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0123&lt;br /&gt;
|Eggman&#039;s Hidden Base Ambush Fails&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0124&lt;br /&gt;
|Rouge Learns the Truth About Project Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ME0125&lt;br /&gt;
|Knuckles vs. Rouge Cutscene&lt;br /&gt;
|Mini-Event, Rouge&#039;s version&lt;br /&gt;
|-&lt;br /&gt;
|E0126&lt;br /&gt;
|Knuckles vs. Rouge Aftermath&lt;br /&gt;
|Almost identical to E0024&lt;br /&gt;
|-&lt;br /&gt;
|E0127&lt;br /&gt;
|Eggman&#039;s Final Plan to Crush the Heroes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0128&lt;br /&gt;
|Eggman Sets a Diabolical Trap for Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0129&lt;br /&gt;
|Mystery of Shadow the Hedgehog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0130&lt;br /&gt;
|Sonic vs. Shadow 2 Prelude (Dark)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0131&lt;br /&gt;
|Dark Story Ending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0150&lt;br /&gt;
|&amp;quot;20:22 &amp;lt;br /&amp;gt; Desert area&amp;quot;&lt;br /&gt;
|Before Sand Ocean begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0151&lt;br /&gt;
|&amp;quot;22:18 &amp;lt;br /&amp;gt; In the pyramid&amp;quot;&lt;br /&gt;
|Before Egg Quarters begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0152&lt;br /&gt;
|&amp;quot;22:41 &amp;lt;br /&amp;gt; Inside Space Colony ARK&amp;quot;&lt;br /&gt;
|Before Lost Colony begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0153&lt;br /&gt;
|&amp;quot;Day X 18:00&amp;quot;&lt;br /&gt;
|Before Eggman&#039;s televised threat is played in Dark Story, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0154&lt;br /&gt;
|&amp;quot;ARK: Central control room &amp;lt;br /&amp;gt; Cannon countdown: 2 hours 11 minutes&amp;quot;&lt;br /&gt;
|Before E0124 begins, timestamp only&lt;br /&gt;
|-&lt;br /&gt;
|E0200&lt;br /&gt;
|Last Episode Intro&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0201&lt;br /&gt;
|The ARK Falls&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0203&lt;br /&gt;
|Gerald&#039;s Diary and Madness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0204&lt;br /&gt;
|Amy Reasons with Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0205&lt;br /&gt;
|Sonic and Knuckles Approach the Core&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0206&lt;br /&gt;
|Knuckles Stops the Chaos Emeralds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0207&lt;br /&gt;
|Sonic and Shadow Transform&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0208&lt;br /&gt;
|Shadow Gives His Life to Save the World&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0210&lt;br /&gt;
|Last Episode Ending/Credits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0211&lt;br /&gt;
|Epilogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|E0350&lt;br /&gt;
|Dreamcast Intro&lt;br /&gt;
|DC only, SA2B contains an early unfinished version of the sequence&lt;br /&gt;
|-&lt;br /&gt;
|E0360&lt;br /&gt;
|SA2B Intro&lt;br /&gt;
|SA2B Only, Japanese logo&lt;br /&gt;
|-&lt;br /&gt;
|E0361&lt;br /&gt;
|SA2B Intro&lt;br /&gt;
|SA2B Only, English logo&lt;br /&gt;
|-&lt;br /&gt;
|E0400&lt;br /&gt;
|Sonic Adventure 2 Trailer&lt;br /&gt;
|SA2: The Trial only, video file&lt;br /&gt;
|-&lt;br /&gt;
|E0401&lt;br /&gt;
|Dreamcast Intro&lt;br /&gt;
|2012 port only, video file&lt;br /&gt;
|-&lt;br /&gt;
|E0409&lt;br /&gt;
|Prison Island Explodes&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0411&lt;br /&gt;
|Eggman&#039;s Televised Threat&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0420&lt;br /&gt;
|Sonic and Friends go to Space&lt;br /&gt;
|Video file, Hero version&lt;br /&gt;
|-&lt;br /&gt;
|E0428&lt;br /&gt;
|The Eclipse Cannon Malfunctions&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0429&lt;br /&gt;
|Dark Story Trailer&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0430&lt;br /&gt;
|Last Episode Trailer&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0524&lt;br /&gt;
|Sonic and Friends go to Space&lt;br /&gt;
|Video file, Dark version&lt;br /&gt;
|-&lt;br /&gt;
|E0532&lt;br /&gt;
|Hero Story Trailer&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0602&lt;br /&gt;
|Gerald&#039;s Revenge&lt;br /&gt;
|Video file&lt;br /&gt;
|-&lt;br /&gt;
|E0609&lt;br /&gt;
|The ARK is Neutralized&lt;br /&gt;
|Video file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Main Cutscenes = &lt;br /&gt;
Depending on the version of SA2, the data for the event cutscenes can differ. &amp;lt;code&amp;gt;EXXXX.PRS&amp;lt;/code&amp;gt; is the main file, while the &amp;lt;code&amp;gt;_0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;_J&amp;lt;/code&amp;gt; files contain miscellaneous resources, such as audio timings and lighting/screen fade information. In the Dreamcast version, the models and animation data for a scene are all contained within the main file, while in SA2B, the animation data was split off into an uncompressed file labeled &amp;lt;code&amp;gt;exxxxmotion.bin&amp;lt;/code&amp;gt;. With two exceptions in the DC version - those being &amp;lt;code&amp;gt;E0203&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;E0210&amp;lt;/code&amp;gt; - the event files can only be interpreted by the game if the main file is compressed.&lt;br /&gt;
&lt;br /&gt;
Files that are labeled as &amp;lt;code&amp;gt;evmes??.prs&amp;lt;/code&amp;gt; contain the subtitle text and their assignments per cutscene. The first &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; wildcard starts with either &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt;, denoting the text used for the Hero Story, Dark Story, and Last Episode respectively. The second &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; wildcard contains a number from &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;, which represents the language. As an example, &amp;lt;code&amp;gt;evmesH1&amp;lt;/code&amp;gt; contains all the English subtitle information for the Hero Story cutscenes. The contents of these files can be edited using &#039;&#039;SA2CutsceneTextEditor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The main cutscenes can be previewed using &#039;&#039;SA2 Event Viewer&#039;&#039; and their contents can be extracted with the use of &#039;&#039;splitEvent&#039;&#039;. Editing the contents and rebuilding with &#039;&#039;buildEvent&#039;&#039; is mostly functional, but some changes can cause issues. For a more hands-on experience, using the [//x-hax.github.io/SonicAdventureBlenderIO/ SAIO add-on for Blender] is recommended.&lt;br /&gt;
&lt;br /&gt;
== Main File Information == &lt;br /&gt;
The base pointer for the DC version is &amp;lt;code&amp;gt;0xC600000&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The base pointer for SA2B is &amp;lt;code&amp;gt;0x8125FE60&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Pointer&lt;br /&gt;
|Cutscene entity arrays&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Pointer&lt;br /&gt;
|Texture list&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|UINT32&lt;br /&gt;
|Scene count&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Pointer&lt;br /&gt;
|Texture sizes&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Pointer&lt;br /&gt;
|ARK character reflection control&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Pointer&lt;br /&gt;
|Blur model array&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Pointer&lt;br /&gt;
|Mech character parts (Alternatively, the original character upgrade application table)&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Pointer&lt;br /&gt;
|Tails&#039; tails&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Pointer&lt;br /&gt;
|Upgrade list&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Pointer&lt;br /&gt;
|Texture animation information&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|UINT32&lt;br /&gt;
|Drop shadow control. A value of `01` allows the character drop shadows to be rendered over updated geometry. (SA2B only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cutscene Entity Data ===&lt;br /&gt;
This section of the main file is the source for all things related to camera controls, models, animations, and Big the Cat cameos for the cutscene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Pointer&lt;br /&gt;
|Scene Entity Array&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|UINT32&lt;br /&gt;
|Scene Entity Count&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Pointer&lt;br /&gt;
|Scene Camera Array&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|UINT32&lt;br /&gt;
|Scene Camera Count&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Pointer&lt;br /&gt;
|Particle Motion Array&lt;br /&gt;
|The animations in this array are used for positioning certain particle effects if the scene uses them&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|UINT32&lt;br /&gt;
|Particle Motion Count&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Pointer&lt;br /&gt;
|Big Cameo Array&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|UINT32&lt;br /&gt;
|Scene Frame Count&lt;br /&gt;
|&amp;quot;Scene 0&amp;quot; will contain the total number of frames for the entire cutscene, as its section stores the cutscene geometry and must remain visible at all times.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scene Entity Arrays === &lt;br /&gt;
This section of the cutscene entity data array controls which models and animations are to be loaded as a singular entity in a scene. The contents of this section are slightly different between game versions.&lt;br /&gt;
&lt;br /&gt;
==== Dreamcast ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Pointer&lt;br /&gt;
|Model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Pointer&lt;br /&gt;
|Animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Pointer&lt;br /&gt;
|Shape Motion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Pointer&lt;br /&gt;
|Texture Animation Settings&lt;br /&gt;
|Applies texture animation data using the same system applied throughout the game instead of using the custom Event variant defined in the header. No cutscenes use this feature.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|UINT32&lt;br /&gt;
|Flags&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== SA2B ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Pointer&lt;br /&gt;
|Model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Pointer&lt;br /&gt;
|Animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Pointer&lt;br /&gt;
|Shape Motion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Pointer&lt;br /&gt;
|GC Model&lt;br /&gt;
|This section is primarily used for &amp;quot;Scene 0&amp;quot; whenever the scene geometry was updated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Pointer&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|These models are usually texture-less versions of the character models and are used in cutscenes with GC models&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Pointer&lt;br /&gt;
|Texture Animation Settings&lt;br /&gt;
|Applies texture animation data using the same system applied throughout the game instead of using the custom Event variant defined in the header. No cutscenes use this feature.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|UINT32&lt;br /&gt;
|Flags&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|UINT32&lt;br /&gt;
|Display Layer&lt;br /&gt;
|This is a value between 0 and 4, which is tied to the game&#039;s rendering system. The higher values are sometimes used with models that use transparency to improve visibility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Entity Flags ====&lt;br /&gt;
The entity flags determine the settings used for models contained within the given scene entity. These values produce different results depending on the game version, with SA2B&#039;s system appearing to be incomplete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID (Hex)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Use Simple Draw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Use Easy Draw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Use Multi-Light 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Use Multi-Light 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Use Multi-Light 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Use Multi-Light 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Modifier Volume&lt;br /&gt;
|This flag must be set when a modifier volume is used in order for it to properly render.&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|Reflect Model&lt;br /&gt;
|Setting this flag allows the entity to have a reflected model in cutscenes that use the reflection feature.&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Blur Model&lt;br /&gt;
|Setting this flag allows the entity to generate a motion blur effect. The effect is incomplete and never properly used in-game.&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Force Simple Draw&lt;br /&gt;
|Overrides all other draw functions that are set for the entity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrade List ===&lt;br /&gt;
The upgrade list is constant throughout the game. To work around a technical limitation with the character models in SA2B, Mech Tails and Mech Eggman were given an upgrade slot each for their windshields, as they would have problems rendering otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Number||Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Sonic&#039;s Light Shoes&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sonic&#039;s Flame Ring&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sonic&#039;s Bounce Bracelet&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sonic&#039;s Magic Gloves&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Shadow&#039;s Air Shoes&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Shadow&#039;s Flame Ring&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles&#039; Shovel Claw (Left)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Knuckles&#039; Shovel Claw (Right)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Knuckles&#039; Hammer Glove (Left)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Knuckles&#039; Hammer Glove (Right)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Knuckles&#039; Sunglasses&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Knuckles&#039; Air Necklace&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Rouge&#039;s Pick Nails&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Rouge&#039;s Treasure Scope&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Rouge&#039;s Iron Boots&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Rouge&#039;s Heart Plates&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Mech Tails&#039; cockpit window (SA2B only)&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Mech Eggman&#039;s cockpit window (SA2B only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgrade Override/&amp;quot;Mech Parts&amp;quot; List ===&lt;br /&gt;
The list used to detect mech character parts is constant throughout the game. The way this list works is that each part of the mech is referenced via pointer to its OBJECT struct and pieces that are deemed redundant are given the &amp;quot;hide&amp;quot; object flag to render them invisible. For example, if the player has acquired Mech Tails&#039; Bazooka upgrade, his Vulcan Cannon won&#039;t render on his model and vice versa. &lt;br /&gt;
&lt;br /&gt;
The list is essentially split into three sections, with the first two including pointers to the upgrade models and the last section focusing on the regular models if they exist. The order of the upgrades in the list is identical to a set of flags that are found in the game&#039;s code, which is the basis for the descriptions found in the table. The Tornado object in E0004 references its Vulcan Cannon where the Bazooka upgrade would normally be referenced. The reasoning for this is unclear at the moment.&lt;br /&gt;
&lt;br /&gt;
The original purpose of this section was to serve as the upgrade application list for cutscenes. As such, all visible upgrades are supported here, but due to the inclusion of a new upgrade list that more closely matches the in-game implementation, the mech characters are the only ones to utilize the feature at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; indicate an assumed upgrade/normal model, and &#039;&#039;&#039;bold&#039;&#039;&#039; denotes that the upgrade doesn&#039;t normally have a visual component.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description||ID||Description||ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Sonic&#039;s Light Shoes 1&#039;&#039;&lt;br /&gt;
|31&lt;br /&gt;
|&#039;&#039;Sonic&#039;s Light Shoes 2&#039;&#039;&lt;br /&gt;
|62&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Sonic&#039;s Ancient Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|32&lt;br /&gt;
|Null&lt;br /&gt;
|63&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Sonic&#039;s Magic Gloves&#039;&#039;&lt;br /&gt;
|33&lt;br /&gt;
|Null&lt;br /&gt;
|64&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;Sonic&#039;s Flame Ring&#039;&#039;&lt;br /&gt;
|34&lt;br /&gt;
|Null&lt;br /&gt;
|65&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Sonic&#039;s Bounce Bracelet&#039;&#039;&lt;br /&gt;
|35&lt;br /&gt;
|Null&lt;br /&gt;
|66&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Sonic&#039;s Mystic Melody&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|36&lt;br /&gt;
|Null&lt;br /&gt;
|67&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Mech Tails&#039; Booster (Left, Node 51)&lt;br /&gt;
|37&lt;br /&gt;
|Mech Tails&#039; Booster (Right, Node 40)&lt;br /&gt;
|68&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Mech Tails&#039; Bazooka (Root, Node 11)&lt;br /&gt;
|38&lt;br /&gt;
|Null&lt;br /&gt;
|69&lt;br /&gt;
|Mech Tails&#039; Vulcan Cannon (Root, Node 3)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Mech Tails&#039; Laser Blaster (Root, Node 8)&lt;br /&gt;
|39&lt;br /&gt;
|Null&lt;br /&gt;
|70&lt;br /&gt;
|Mech Tails&#039; Missile Blaster (Root, Node 5)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Mech Tails&#039; Mystic Melody&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|Null&lt;br /&gt;
|71&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Knuckles&#039; Shovel Claw 1&#039;&#039;&lt;br /&gt;
|41&lt;br /&gt;
|&#039;&#039;Knuckles&#039; Shovel Claw 2&#039;&#039;&lt;br /&gt;
|72&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&#039;&#039;Knuckles&#039; Sunglasses&#039;&#039;&lt;br /&gt;
|42&lt;br /&gt;
|Null&lt;br /&gt;
|73&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&#039;&#039;Knuckles&#039; Hammer Gloves 1&#039;&#039;&lt;br /&gt;
|43&lt;br /&gt;
|&#039;&#039;Knuckles&#039; Hammer Gloves 2&#039;&#039;&lt;br /&gt;
|74&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&#039;&#039;Knuckles&#039; Air Necklace&#039;&#039;&lt;br /&gt;
|44&lt;br /&gt;
|Null&lt;br /&gt;
|75&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Knuckles&#039; Mystic Melody&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|45&lt;br /&gt;
|Null&lt;br /&gt;
|76&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Null&lt;br /&gt;
|46&lt;br /&gt;
|Null&lt;br /&gt;
|77&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&#039;&#039;Shadow&#039;s Air Shoes 1&#039;&#039;&lt;br /&gt;
|47&lt;br /&gt;
|&#039;&#039;Shadow&#039;s Air Shoes 2&#039;&#039;&lt;br /&gt;
|78&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Shadow&#039;s Ancient Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|48&lt;br /&gt;
|Null&lt;br /&gt;
|79&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&#039;&#039;Shadow&#039;s Flame Ring&#039;&#039;&lt;br /&gt;
|49&lt;br /&gt;
|Null&lt;br /&gt;
|80&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Shadow&#039;s Mystic Melody&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|Null&lt;br /&gt;
|81&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine (Right, Node 6)&lt;br /&gt;
|51&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine (Left, Node 11)&lt;br /&gt;
|82&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon (Root, Node 22)&lt;br /&gt;
|52&lt;br /&gt;
|Null&lt;br /&gt;
|83&lt;br /&gt;
|Mech Eggman&#039;s Vulcan Cannon (Root, Node 17)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Mech Eggman&#039;s Laser Blaster (Root, Node 24)&lt;br /&gt;
|53&lt;br /&gt;
|Null&lt;br /&gt;
|84&lt;br /&gt;
|Mech Eggman&#039;s Missile Blaster (Root, Node 19)&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Mech Eggman&#039;s Protection Armor (Node 16)&lt;br /&gt;
|54&lt;br /&gt;
|Null&lt;br /&gt;
|85&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Mech Eggman&#039;s Mystic Melody&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|55&lt;br /&gt;
|Null&lt;br /&gt;
|86&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&#039;&#039;Rouge&#039;s Pick Nails 1&#039;&#039;&lt;br /&gt;
|56&lt;br /&gt;
|&#039;&#039;Rouge&#039;s Pick Nails 2&#039;&#039;&lt;br /&gt;
|87&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&#039;&#039;Rouge&#039;s Treasure Scope&#039;&#039;&lt;br /&gt;
|57&lt;br /&gt;
|Null&lt;br /&gt;
|88&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&#039;&#039;Rouge&#039;s Iron Boots 1&#039;&#039;&lt;br /&gt;
|58&lt;br /&gt;
|&#039;&#039;Rouge&#039;s Iron Boots 2&#039;&#039;&lt;br /&gt;
|89&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Rouge&#039;s Mystic Melody&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|59&lt;br /&gt;
|Null&lt;br /&gt;
|90&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Null&lt;br /&gt;
|60&lt;br /&gt;
|Null&lt;br /&gt;
|91&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Null&lt;br /&gt;
|61&lt;br /&gt;
|Null&lt;br /&gt;
|92&lt;br /&gt;
|Null&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effect Files ==&lt;br /&gt;
=== EXXXX_0 Information ===&lt;br /&gt;
Originally, cutscene files that had a numbered suffix (e.g. &amp;lt;code&amp;gt;E0000_1&amp;lt;/code&amp;gt;) would contain all the graphical features and subtitle/audio timings for each cutscene, all of which could change depending on the language. This was changed in the final release so that the languages would only alter audio/subtitle timings as necessary, as only that information would require tweaking.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;EXXXX_0&amp;lt;/code&amp;gt; files were meant to store subtitle data and audio timings for the Japanese language setting, but in all retail versions of SA2, they were repurposed to store graphical effects and features for each specific cutscene. The following is a list of what can be found in each segment of the file.&lt;br /&gt;
&lt;br /&gt;
==== Screen Effects ====&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x9800&amp;lt;/code&amp;gt; denotes any screen effects that occur within the scene, such as fades or color changes. Each chunk of this information is 64 bytes long, with the last 32 bytes acting as a buffer.&lt;br /&gt;
&lt;br /&gt;
The maximum number of screen effect entries per cutscene is 64.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; indicate that the values are used in combination with the texture screen effect IDs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the screen information takes effect&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Byte&lt;br /&gt;
|Effect Type&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Char Array [3]&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Char Array [4]&lt;br /&gt;
|ASCII color (ARGB)&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Byte&lt;br /&gt;
|Fadeout check&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|Byte&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|UINT16&lt;br /&gt;
|&#039;&#039;Screen texture ID&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|UINT32&lt;br /&gt;
|&#039;&#039;Visible time&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|INT16&lt;br /&gt;
|&#039;&#039;X Position&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|INT16&lt;br /&gt;
|&#039;&#039;Y Position&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Float&lt;br /&gt;
|&#039;&#039;Width&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Float&lt;br /&gt;
|&#039;&#039;Height&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Screen Effect Types =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Screen fade-in&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Screen cut-in&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Texture fade-in&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Texture cut-in&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Background fade-in&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Background cut-in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Simple Particle Effects ====&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0xA800&amp;lt;/code&amp;gt; denotes any simple particle effects that are loaded in the scene, such as flashing lights or the sun. Each chunk of this information is 56 bytes long, with the last 32 bytes acting as a buffer.&lt;br /&gt;
&lt;br /&gt;
The maximum number of simple particle effect entries per cutscene is 2048.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Italics&#039;&#039; indicate that the custom particles treat these values as depicted in the list, while normal particles treat these as displacement values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the particle information takes effect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Byte&lt;br /&gt;
|Particle ID&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Byte&lt;br /&gt;
|Particle Motion ID&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Float&lt;br /&gt;
|&#039;&#039;Texture ID&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Float&lt;br /&gt;
|&#039;&#039;Pulse Control&#039;&#039;&lt;br /&gt;
|X displacement for normal particles&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|This is a constant used for the &amp;quot;Pulsing texture cancel&amp;quot; ID, otherwise it&#039;s Y displacement for normal particles&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Float&lt;br /&gt;
|&#039;&#039;Size&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Simple Particle IDs =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dust puff&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sparkle&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sparkle&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Dirt patch&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Fire blast&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Steam&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Snow blast&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Sun&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Sun cancel&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|Water splash&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|Smoke cloud&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Steam puff&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|Rocket steam puff&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|Flame puff&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Invalid&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Pulsing texture&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Pulsing texture cancel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Object Lighting Information ====&lt;br /&gt;
Starting at &amp;lt;code&amp;gt;0x26800&amp;lt;/code&amp;gt; are 68-byte chunks that dictate the object lighting information for the corresponding cutscene. The last 20 bytes can be considered a buffer for now.&lt;br /&gt;
&lt;br /&gt;
Lighting information is split into four sections of 256 entries each and all four sets are combined at runtime, depending on certain settings and game versions. Dreamcast uses the first set of instructions and a combination of the other three via enabling specific entity flags, while SA2B will always use the first two sets of lighting information while ignoring the other two sets. &amp;quot;Scene 0&amp;quot; models are always given a default lighting value unrelated to these parameters, with the Dreamcast version allowing for the usage of entity flags to apply certain lighting combinations.&lt;br /&gt;
&lt;br /&gt;
There are a maximum of 1024 possible lighting entries per cutscene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the lighting information takes effect&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|UINT32&lt;br /&gt;
|Fade control. 1 is a hard cut, while 2 is a fade-in from the previous set of instructions&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Float&lt;br /&gt;
|Light Direction Vector (X-Component)&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Float&lt;br /&gt;
|Light Direction Vector (Y-Component)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Float&lt;br /&gt;
|Light Direction Vector (Z-Component)&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Float&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Float&lt;br /&gt;
|Green&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Float&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Float&lt;br /&gt;
|Single ambient intensity&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Float&lt;br /&gt;
|Ambient R&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Float&lt;br /&gt;
|Ambient G&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
|Float&lt;br /&gt;
|Ambient B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Blur Effect Information ====&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x37800&amp;lt;/code&amp;gt; denotes the controls for motion blur effects used by models in the blur array. Each chunk is 64 bytes in size.&lt;br /&gt;
&lt;br /&gt;
There are 64 total blur effect entries per cutscene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame Start&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|UINT32&lt;br /&gt;
|Effect Duration&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Char Array [6]&lt;br /&gt;
|Blur Model ID&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|UINT16&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|UINT32&lt;br /&gt;
|Blur Entity Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Generator Effect Information ====&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x38800&amp;lt;/code&amp;gt; denotes any particle generators that are loaded in the scene, such as sparkles or smoke clouds. Each chunk of this information is 64 bytes long.&lt;br /&gt;
&lt;br /&gt;
The maximum number of particle generator entries per cutscene is 64.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Position&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Velocity&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|UINT16&lt;br /&gt;
|Added Rotation Z&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
|UINT16&lt;br /&gt;
|Added Rotation Y&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|UINT16&lt;br /&gt;
|Added Rotation X&lt;br /&gt;
|-&lt;br /&gt;
|1E&lt;br /&gt;
|UINT16&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the particle information takes effect&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|INT32&lt;br /&gt;
|Particle rotation constant&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Float&lt;br /&gt;
|Particle spread&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
|INT32&lt;br /&gt;
|Particle Y Scale&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|UINT32&lt;br /&gt;
|Number of particle instances&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|UINT32&lt;br /&gt;
|Model ID&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|UINT32&lt;br /&gt;
|Particle ID&lt;br /&gt;
|-&lt;br /&gt;
|3C&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame Delay between generated particles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Particle Generator IDs =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Invalid&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dust cloud&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Sparkle&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sparkle&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Dirt patches&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Fire blast&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Steam&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Snow blast&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Invalid&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Invalid&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|Water splash&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|Smoke cloud&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Steam puff&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|Rocket steam puff&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|Flame puff&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Invalid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Video Overlay Information ====&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x39800&amp;lt;/code&amp;gt; determines whether or not an FMV overlay is meant to be loaded in a scene. Depending on the settings, the video can either be superimposed over the screen, or onto a mesh that&#039;s in the cutscene. The chunks are 48 bytes long, with the last 16 acting as a buffer.&lt;br /&gt;
&lt;br /&gt;
The maximum number of video entries is 64.&lt;br /&gt;
&lt;br /&gt;
In the Dreamcast and GameCube versions, &amp;lt;code&amp;gt;.m1v&amp;lt;/code&amp;gt; files are loaded for these cases. The 2012 re-release checks for and loads the &amp;lt;code&amp;gt;.sfd&amp;lt;/code&amp;gt; equivalents of the video overlays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the video begins to play&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|INT16&lt;br /&gt;
|X Position.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|INT16&lt;br /&gt;
|Y Position.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Float&lt;br /&gt;
|Depth value. A higher value means the video overlay will be pushed further away from the screen&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Byte&lt;br /&gt;
|Overlay type&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|Byte&lt;br /&gt;
|Overlay texture ID. Any meshes that use the texture ID denoted here will have the specified texture replaced with the video. This is used in combination with the &amp;quot;Mesh overlay&amp;quot; type.&lt;br /&gt;
|-&lt;br /&gt;
|E&lt;br /&gt;
|INT16&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Text&lt;br /&gt;
|Name of the video file that&#039;s to be loaded&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Video Overlay IDs =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Null&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Screen overlay&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Mesh overlay&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Screen overlay&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Screen overlay&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Pause video&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Resume video&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXXXX_1-J Information ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Suffix||Language&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|English&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|French&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spanish&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|German&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Italian (2012 port only)&lt;br /&gt;
|-&lt;br /&gt;
|J&lt;br /&gt;
|Japanese&lt;br /&gt;
|}&lt;br /&gt;
==== Subtitle Timings ====&lt;br /&gt;
The start of the file contains subtitle data. Each data set is 8 bytes long and is tied to the subtitle order found in the external &amp;lt;code&amp;gt;evmes??&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
There are a maximum of 256 possible entries for subtitle timings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|INT32&lt;br /&gt;
|Frame in which the subtitle is set to appear. A value of -1 in this slot will set the mapped subtitle text as the opening text crawl for the cutscene.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|UINT32&lt;br /&gt;
|Number of frames in which the subtitle is to remain onscreen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Audio/Misc. Entries ====&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x800&amp;lt;/code&amp;gt; and continuing until the end of the file contains audio timings for voices and BGM for each language. Each chunk is 72 bytes in size. Voice clip playback is determined by using the cutscene ID, so a value used by &amp;lt;code&amp;gt;E0000&amp;lt;/code&amp;gt; will not be the same as a value used by &amp;lt;code&amp;gt;E0102&amp;lt;/code&amp;gt;, for example.&lt;br /&gt;
&lt;br /&gt;
The maximum number of audio entries is 512.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the audio clip begins to play&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Byte&lt;br /&gt;
|SFX initializer. Setting this value to 0 will start sound effect playback at the frame specified&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Byte&lt;br /&gt;
|Credits control. &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; is a null entry and the effect is set to only work with &amp;lt;code&amp;gt;E0210&amp;lt;/code&amp;gt;. Higher values reduce the scrolling speed of the credits&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|UINT16&lt;br /&gt;
|Number of the voice clip that&#039;s to be loaded if applicable. &amp;lt;code&amp;gt;FF FF&amp;lt;/code&amp;gt; denotes a null entry. This number is added to a default value set by each cutscene and the result is compared against a master array to load the desired voice clip. [[Sonic Adventure 2/Voice List|The unofficial filenames for voice clips presented here]] were structured to match their assigned values in each cutscene.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Text&lt;br /&gt;
|Name of audio track that&#039;s to be loaded, if applicable. The game uses two methods to stop audio playback: If an invalid name is given (usually set with a name of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), the current audio track stops. Setting the name to &amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt; will fade out the current audio track.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Text&lt;br /&gt;
|Name of the jingle that&#039;s to be loaded, if applicable. No cutscenes appear to use this feature.&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|UINT32&lt;br /&gt;
|Determines the VSync mode used by the cutscene. The entry seemingly only accepts values of 0 and 2, with the latter locking the cutscene&#039;s framerate to 30FPS when set. Only the first entry&#039;s value is read at runtime. This value does nothing in SA2B.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mini-Events =&lt;br /&gt;
Scenes that are labeled as &amp;lt;code&amp;gt;MEXXXX.PRS&amp;lt;/code&amp;gt; in the event files are cutscenes that occur within a game state, such as before certain boss fights like Big Foot and Flying Dog. The contents of these files are not as robust as those of the main cutscenes, often only containing animation and shape motion data for the designated characters. As these scenes rely on the player models, specific parts of their body are omitted and replaced with cutscene-specific variants for the duration of the scene, with the exception of Mech Eggman as he only requires animation data.&lt;br /&gt;
&lt;br /&gt;
The assets found within the main mini-event files can be extracted with &#039;&#039;splitEvent&#039;&#039;. They can be repacked with &#039;&#039;buildEvent&#039;&#039;, but at the moment, there are file size limitations that prevent elaborate editing from being possible if not handled correctly. If the final file size exceeds roughly 550kb, &#039;&#039;&#039;the game will crash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The contents of these files can be broken down as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Character flags&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Pointer&lt;br /&gt;
|Camera information&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Pointer&lt;br /&gt;
|Sonic&#039;s pointer array&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Pointer&lt;br /&gt;
|Shadow&#039;s pointer array&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Pointer&lt;br /&gt;
|Mechless Tails&#039; pointer array&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Pointer&lt;br /&gt;
|Mechless Eggman&#039;s pointer array&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Pointer&lt;br /&gt;
|Knuckles&#039; pointer array&lt;br /&gt;
|-&lt;br /&gt;
|1C&lt;br /&gt;
|Pointer&lt;br /&gt;
|Rouge&#039;s pointer array&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Pointer&lt;br /&gt;
|Mech Tails&#039; pointer array&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Pointer&lt;br /&gt;
|Mech Eggman&#039;s pointer array&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any models that are referenced by specific model IDs in each character&#039;s model information will be rendered invisible for the duration of these scenes. The way this works is that the game directly alters flags within the referenced model&#039;s data to achieve this effect, which can have adverse effects if the reference points to a joined mesh, i.e. an arm can be rendered invisible if the targeted model ID only points to the hand and the two parts are one continuous mesh. Please refer to each character&#039;s model ID lists found [[Sonic Adventure 2/Character Model IDs|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
The order for each character&#039;s pointer array always begins with the player model&#039;s animations, followed by the model -&amp;gt; animation -&amp;gt; shape motion data sets for each cutscene model. The head&#039;s data goes first, followed by the mouth, then the left hand, and finally the right hand.&lt;br /&gt;
&lt;br /&gt;
The DC base pointer for these scenes is &amp;lt;code&amp;gt;0xCB00000&amp;lt;/code&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
The base pointer for these scenes in SA2B is &amp;lt;code&amp;gt;0x816DFE60&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== MEXXXX_0-5 Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Suffix||Language&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Japanese&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|English&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|French&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spanish&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|German&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Italian (2012 port only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Much like the &amp;lt;code&amp;gt;_1&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;_J&amp;lt;/code&amp;gt; files for the main event cutscenes, &amp;lt;code&amp;gt;MEXXXX_0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;_5&amp;lt;/code&amp;gt; dictates audio and subtitle information for the mini-event scenes. These files are uncompressed. &lt;br /&gt;
&amp;lt;h3&amp;gt;Subtitle Timings&amp;lt;/h3&amp;gt;&lt;br /&gt;
The start of the file contains subtitle timings and their duration. Each data set is 8 bytes in size and is tied to the subtitle order found in the appropriate &amp;lt;code&amp;gt;evmes??&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
There are a maximum of 32 subtitle timing entries per file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the subtitle is set to appear&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|UINT32&lt;br /&gt;
|Number of frames in which the subtitle remains onscreen after it has been loaded&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effect Data ===&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x100&amp;lt;/code&amp;gt; contains timings for each language. Each chunk is 76 bytes in size. Note that voice clip entries are dependent on the cutscene&#039;s internal ID, so the &amp;quot;first&amp;quot; entry of &amp;lt;code&amp;gt;ME0001&amp;lt;/code&amp;gt; isn&#039;t the same as the one found in &amp;lt;code&amp;gt;ME0007&amp;lt;/code&amp;gt;, for example.&lt;br /&gt;
&lt;br /&gt;
There are a maximum of 64 entries of these settings per file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|UINT32&lt;br /&gt;
|Frame in which the instruction is set to begin&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Byte&lt;br /&gt;
|Screen fade control&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Byte&lt;br /&gt;
|Sound effect ID that is to be loaded, if applicable. &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; is considered a null value.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Byte&lt;br /&gt;
|Secondary sound effect ID that is to be loaded, if applicable. No cutscenes intentionally use this value.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Byte&lt;br /&gt;
|Null (00)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|UINT16&lt;br /&gt;
|Number of the voice clip that&#039;s to be loaded if applicable. This number is added to a default value set by each cutscene and the result is compared against a master array to load the desired voice clip. [[Sonic Adventure 2/Voice List|The unofficial filenames for voice clips presented here]] were structured to match their assigned values in each cutscene. Valid entries are written as &amp;lt;code&amp;gt;00 ??&amp;lt;/code&amp;gt;, while &amp;lt;code&amp;gt;FF FF&amp;lt;/code&amp;gt; is a null value.&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|Text&lt;br /&gt;
|BGM control. Setting the name to &amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt; will cause the level&#039;s defined music file to play at the frame specified. This segment can also be used to play a different audio track than what the level normally plays, but the game never intentionally uses this functionality. Invalid entries will cause the current audio track to stop.&lt;br /&gt;
|-&lt;br /&gt;
|1A&lt;br /&gt;
|Text&lt;br /&gt;
|Jingle control. No mini-events appear to use this feature by default.&lt;br /&gt;
|-&lt;br /&gt;
|2C&lt;br /&gt;
|Float&lt;br /&gt;
|Rumble control. This determines the power of the rumble feature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Screen Fades ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID||Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Fade In (Darkens First)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Fade Out&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Fade In from Fade Out&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Fade Out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player/Camera Positions and Rotations ===&lt;br /&gt;
Information starting at &amp;lt;code&amp;gt;0x1400&amp;lt;/code&amp;gt; controls the positioning/rotation data for both the characters and the event camera.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Offset||Type||Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Float(3)&lt;br /&gt;
|Event position data. All characters and the camera will have this value applied to them.&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|INT32(3)&lt;br /&gt;
|Player rotation data. This value affects all characters present in the cutscene.&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|INT32&lt;br /&gt;
|Camera Y Rotation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=790</id>
		<title>Template:SA2Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=790"/>
		<updated>2026-09-17T05:49:25Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure 2]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure 2/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure 2/Levels|Levels]] • [[Sonic Adventure 2/Texture Files|Texture Files]] • [[Sonic Adventure 2/Lighting and Fog|Light and Fog Data]] • [[Sonic Adventure 2/Camera Information|Camera Info]] • [[Sonic Adventure 2/List of builds|Game Builds]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Character Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Character Model IDs|Model Data]] • [[Sonic Adventure 2/Character Animation Files|Animation Files]] • [[Sonic Adventure 2/Character Actions|Actions]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|[[Sonic Adventure 2/Character Animation Lists|Animation Lists]]!![[Sonic Adventure 2/Character Animation Lists/Speed Type|Speed-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Speed Type#Sonic|Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Shadow|Shadow]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Amy|Amy]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Metal Sonic|Metal Sonic]] &lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Hunting Type|Hunting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Hunting Type#Knuckles|Knuckles]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Rouge|Rouge]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Tikal|Tikal]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Chaos Zero|Chaos Zero]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Shooting Type|Shooting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Tails|Mech Tails]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Eggman|Mech Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Chao Walker|Chao Walker]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Dark Chao Walker|Dark Chao Walker]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Miscellaneous|Miscellaneous]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Tails|Tails]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Eggman|Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Sonic|Super Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Shadow|Super Shadow]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Voice List|Voice List]] • [[Sonic Adventure 2/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Sonic Adventure 2/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic Adventure 2/Sound Effects/Stage Sounds|Stage Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure 2/Cutscenes|Cutscenes]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Texture_Files&amp;diff=787</id>
		<title>Sonic Adventure 2/Texture Files</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Texture_Files&amp;diff=787"/>
		<updated>2026-08-22T20:07:57Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all the texture packs in Sonic Adventure 2.&lt;br /&gt;
&lt;br /&gt;
For the Dreamcast version, the texture packages are stored within the &amp;lt;code&amp;gt;SONIC2&amp;lt;/code&amp;gt; folder on the disc, usually compressed into PRS files. Note that some texture packs - namely, those related to Kart Racing - are saved as PVM files.&lt;br /&gt;
&lt;br /&gt;
For the GameCube version, the texture packages are stored in the root of the disc, but the textures are saved as GVR files within the PRS archives.&lt;br /&gt;
&lt;br /&gt;
The PC version stores the textures in the &amp;lt;code&amp;gt;resource/gd_PC&amp;lt;/code&amp;gt; path of the given installation directory. Some texture packs were converted to the PAK file system, which overrides the included GameCube texture packs when applicable. The PAK files are stored in either the &amp;lt;code&amp;gt;PRS&amp;lt;/code&amp;gt; folder or the &amp;lt;code&amp;gt;SOC&amp;lt;/code&amp;gt; folder within the Sonic Adventure 2 game files. Event textures that are using PAK files store those files in the &amp;lt;code&amp;gt;event/prs&amp;lt;/code&amp;gt; folder path. The PAK files stored within the &amp;lt;code&amp;gt;SOC&amp;lt;/code&amp;gt; folder can also be modified using Texture Editor, for the most part. As they can sometimes contain non-texture information, not everything within those files can be altered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 2PBATTLE&lt;br /&gt;
| 2P Battle player registration prompt&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| 2PBATTLEK&lt;br /&gt;
| 2P Battle player registration prompt (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| 2POPTIONS_2&lt;br /&gt;
| French 2P Battle options screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| 2POPTIONS_3&lt;br /&gt;
| Spanish 2P Battle options screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| 2POPTIONS_4&lt;br /&gt;
| German 2P Battle options screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| 2POPTIONS_5&lt;br /&gt;
| Italian 2P Battle options screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| ADVSHAREDATA&lt;br /&gt;
| Emblem and number graphics for the menus&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| ADXLOGO&lt;br /&gt;
| ADX logo&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_BODY&lt;br /&gt;
| Chao body textures&lt;br /&gt;
|-&lt;br /&gt;
| AL_COMMON_TEX&lt;br /&gt;
| Chao font&lt;br /&gt;
|-&lt;br /&gt;
| AL_DARK_OBJ_TEX&lt;br /&gt;
| Dark Garden objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_CHAR_E_TEX&lt;br /&gt;
| English Chao Race course name text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_CHAR_J_TEX&lt;br /&gt;
| Japanese Chao Race course name text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_COMMON_TEX&lt;br /&gt;
| Chao Race menu elements&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_RIVAL_TEX&lt;br /&gt;
| Chao Race challenger preview images&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_TITLE_E_TEX&lt;br /&gt;
| English Chao Race mode selection text&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_TITLE_J_TEX&lt;br /&gt;
| Japanese Chao Race mode selection text&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENT_VMS_TEX&lt;br /&gt;
| Chao Race lobby VMU textures&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENTRANCE_OBJ&lt;br /&gt;
| Chao Race lobby objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENTRANCE_TEX&lt;br /&gt;
| Chao Race lobby&lt;br /&gt;
|-&lt;br /&gt;
| AL_ENV_TEX&lt;br /&gt;
| Jewel Chao textures&lt;br /&gt;
|-&lt;br /&gt;
| AL_EYE&lt;br /&gt;
| Chao eyes&lt;br /&gt;
|-&lt;br /&gt;
| AL_HERO_OBJ_TEX&lt;br /&gt;
| Hero Garden objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_ICON&lt;br /&gt;
| Chao emotion spheres&lt;br /&gt;
|-&lt;br /&gt;
| AL_JEWEL&lt;br /&gt;
| Chao medals&lt;br /&gt;
|-&lt;br /&gt;
| AL_KARATE_ADV_TEX_E&lt;br /&gt;
| English Chao Karate text&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_KARATE_ADV_TEX_J&lt;br /&gt;
| Japanese Chao Karate text&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_KARATE_OBJ_TEX&lt;br /&gt;
| Chao Karate objects&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_LOBBY_OBJ_TEX&lt;br /&gt;
| Chao World lobby objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_MINI_PARTS_TEX&lt;br /&gt;
| Chao animal parts&lt;br /&gt;
|-&lt;br /&gt;
| AL_MINIMAL_TEX&lt;br /&gt;
| Small animals (Chao Gardens)&lt;br /&gt;
|-&lt;br /&gt;
| AL_MM_KAGE&lt;br /&gt;
| Drop shadow?&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_MOUTH&lt;br /&gt;
| Chao mouths&lt;br /&gt;
|-&lt;br /&gt;
| AL_NEUT_OBJ_TEX&lt;br /&gt;
| Neutral Chao Garden objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_OBJECT&lt;br /&gt;
| General Chao objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_OSAMENU_TEX&lt;br /&gt;
| Japanese Chao Transporter text&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_OSAMENU_TEX_E&lt;br /&gt;
| English Chao Transporter text&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_OSEMENU_TEX_E&lt;br /&gt;
| English Chao Transporter text (alternate)&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_PANEL&lt;br /&gt;
| Chaos Drive/Animal HUD Icons&lt;br /&gt;
|-&lt;br /&gt;
| AL_PARTS&lt;br /&gt;
| Chao animal parts (upgraded)&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_ADV_TEX&lt;br /&gt;
| Chao Race HUD elements&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_MAP_TEX&lt;br /&gt;
| Chao Race maps&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_OBJ_C_TEX&lt;br /&gt;
| Challenge Race objects&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_OBJ_D_TEX&lt;br /&gt;
| Hero Race objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_OBJ_H_TEX&lt;br /&gt;
| Dark Race objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_OBJ_N_TEX&lt;br /&gt;
| Standard Chao Race objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_OBJ_TEX&lt;br /&gt;
| Standard Chao Race objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_TEX&lt;br /&gt;
| General Chao Race terrain&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_WATER_DARK_TEX&lt;br /&gt;
| Hero Race water textures&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_WATER_HERO_TEX&lt;br /&gt;
| Dark Race water textures&lt;br /&gt;
|-&lt;br /&gt;
| AL_RACE_WATER_TEX&lt;br /&gt;
| Chao Race water textures&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_GDARK_E_TEX&lt;br /&gt;
| English Dark Garden title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_GDARK_J_TEX&lt;br /&gt;
| Japanese Dark Garden title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_GHERO_E_TEX&lt;br /&gt;
| English Hero Garden title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_GHERO_J_TEX&lt;br /&gt;
| Japanese Hero Garden title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_GNEUT_E_TEX&lt;br /&gt;
| English Chao Garden title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_GNEUT_J_TEX&lt;br /&gt;
| Japanese Chao Garden title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_KINDER_E_TEX&lt;br /&gt;
| English Chao Kindergarten title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_KINDER_J_TEX&lt;br /&gt;
| Japanese Chao Kindergarten title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_LOBBY_E_TEX&lt;br /&gt;
| English Chao World lobby title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_LOBBY_J_TEX&lt;br /&gt;
| Japanese Chao World lobby title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_RACE_E_TEX&lt;br /&gt;
| English Chao Race title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STGTITLE_RACE_J_TEX&lt;br /&gt;
| Japanese Chao Race title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_DARK_TEX&lt;br /&gt;
| Dark Garden terrain&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_ENTRANCE_TEX&lt;br /&gt;
| Chao Race lobby terrain&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_HERO_TEX&lt;br /&gt;
| Hero Garden terrain&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KARATE_ADV_TEX&lt;br /&gt;
| Japanese Chao Karate text&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KARATE_TEX&lt;br /&gt;
| Chao Karate terrain&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_AD_TEX&lt;br /&gt;
| Chao Kindergarten menu text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_BL_TEX&lt;br /&gt;
| Chao Kindergarten Black Market&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_CL_TEX&lt;br /&gt;
| Chao Kindergarten Classroom&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_CO_TEX&lt;br /&gt;
| Chao Kindergarten interior&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_DRUG_TEX&lt;br /&gt;
| Chao Doctor&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_FO_TEX&lt;br /&gt;
| Chao Kindergarten Fortuneteller&#039;s Room&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_HE_TEX&lt;br /&gt;
| Chao Kindergarten Health Center&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_HO_TEX&lt;br /&gt;
| Chao Kindergarten exterior&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_LI_TEX&lt;br /&gt;
| Chao Kindergarten Library&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_OBJ_TEX&lt;br /&gt;
| Chao Kindergarten objects&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_PL_TEX&lt;br /&gt;
| Chao Kindergarten Playground&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_PR_TEX&lt;br /&gt;
| Chao Kindergarten Principal&#039;s Room&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_KINDER_TEX&lt;br /&gt;
| General Chao Kindergarten terrain&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_LOBBY_000_TEX&lt;br /&gt;
| Chao World lobby terrain (nothing unlocked)&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_LOBBY_00K_TEX&lt;br /&gt;
| Chao World lobby terrain (Kindergarten only)&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_LOBBY_0DK_TEX&lt;br /&gt;
| Chao World lobby terrain (Dark Garden and Kindergarten)&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_LOBBY_H0K_TEX&lt;br /&gt;
| Chao World lobby terrain (Hero Garden and Kindergarten)&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_LOBBY_HDK_TEX&lt;br /&gt;
| Chao World lobby terrain (Everything unlocked)&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_LOBBY_TEX&lt;br /&gt;
| General Chao World lobby terrain&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_NEUT_TEX&lt;br /&gt;
| Chao Garden terrain&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_RACE_DARK_TEX&lt;br /&gt;
| Hero Race terrain&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_RACE_HERO_TEX&lt;br /&gt;
| Dark Race terrain&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_RACE_TEX&lt;br /&gt;
| Chao Race terrain&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_STG_STADIUM_TEX&lt;br /&gt;
| Chao Stadium terrain&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_CAVE_MENU_E_TEX&lt;br /&gt;
| English Chao Stadium menu&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_CAVE_MENU_J_TEX&lt;br /&gt;
| Japanese Chao Stadium menu&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_CHAO&lt;br /&gt;
| Chao eyes&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_COMMON&lt;br /&gt;
| Chao Garden HUD elements&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_ENT_COMMON_EN&lt;br /&gt;
| English Chao Race/Karate menu elements&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_ENT_COMMON_JP&lt;br /&gt;
| Japanese Chao Race/Karate menu elements&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_ODEKAKE_MENU_EN&lt;br /&gt;
| English Chao Transporter menu&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_ODEKAKE_MENU_JP&lt;br /&gt;
| Japanese Chao Transporter menu&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AL_TEX_STADIUM_OBJ&lt;br /&gt;
| Chao Stadium objects&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| AL_TOY&lt;br /&gt;
| Chao Garden toys&lt;br /&gt;
|-&lt;br /&gt;
| ALERTPSOTEX&lt;br /&gt;
| Trial version Japanese disclaimer splash screen&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ALERTPSOTEXE&lt;br /&gt;
| Trial version English disclaimer splash screen&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ALERTTITLE&lt;br /&gt;
| Trial version warning screen&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| ALPHATITLE&lt;br /&gt;
| Title screen graphics (Japanese title screen in SA2B)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder for JP graphics, PAK file in SOC folder contains Battle DLC background&lt;br /&gt;
|-&lt;br /&gt;
| ALPHATITLE_DC&lt;br /&gt;
| Title screen graphics (No Battle DLC version)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| ALPHATITLE_E&lt;br /&gt;
| Title screen graphics (English)&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| AMYTEX&lt;br /&gt;
| Amy Rose&lt;br /&gt;
|-&lt;br /&gt;
| AMY_EFFTEX&lt;br /&gt;
| Amy Rose&#039;s Effects&lt;br /&gt;
|-&lt;br /&gt;
| ANI_ARA_BASE&lt;br /&gt;
| Raccoon textures&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ANI_SHEP_BASE&lt;br /&gt;
| Sheep textures&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ANI_SKA_BASE&lt;br /&gt;
| Skunk textures&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ANI_UNI_BASE&lt;br /&gt;
| Unicorn textures&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ANI_USA_BASE&lt;br /&gt;
| Rabbit textures&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ANNIVTEX&lt;br /&gt;
| Sonic 10th Anniversary splash screen&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJI&lt;br /&gt;
| Story summary backgrounds&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJIAMY&lt;br /&gt;
| Amy&#039;s story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJIEGGMAN&lt;br /&gt;
| Eggman&#039;s story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJIKNUCKLES&lt;br /&gt;
| Knuckles&#039; story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJIROUGE&lt;br /&gt;
| Rouge&#039;s story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJISHADOW&lt;br /&gt;
| Shadow&#039;s story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJISONIC&lt;br /&gt;
| Sonic&#039;s story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| ARASUJITAILS&lt;br /&gt;
| Tails&#039; story summary background&lt;br /&gt;
| 2012 Port uses ARASUJI&lt;br /&gt;
|-&lt;br /&gt;
| BATADVPLAYER&lt;br /&gt;
| 2P Battle menu (SA2B version)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BATADVPLAYERCHARA&lt;br /&gt;
| Characters on 2P Battle screen (SA2B version)&lt;br /&gt;
|-&lt;br /&gt;
| BATTLEB&lt;br /&gt;
| Stage select/options menus in 2P Battle menu (SA2B version)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BG_AMY&lt;br /&gt;
| Amy menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_AMY_E&lt;br /&gt;
| Amy menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_DEFAULT&lt;br /&gt;
| Default menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BG_DEFAULT_E&lt;br /&gt;
| Default menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BG_EGGMAN&lt;br /&gt;
| Eggman menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_EGGMAN_E&lt;br /&gt;
| Eggman menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_KNUCKLES&lt;br /&gt;
| Knuckles menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_KNUCKLES_E&lt;br /&gt;
| Knuckles menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_MARIA&lt;br /&gt;
| Maria menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_MARIA_E&lt;br /&gt;
| Maria menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_OMOCHAO&lt;br /&gt;
| Omochao menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_OMOCHAO_E&lt;br /&gt;
| Omochao menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_ROUGE&lt;br /&gt;
| Rouge menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_ROUGE_E&lt;br /&gt;
| Rouge menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_SECRETARY&lt;br /&gt;
| Secretary menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_SECRETARY_E&lt;br /&gt;
| Secretary menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_SHADOW&lt;br /&gt;
| Shadow menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_SHADOW_E&lt;br /&gt;
| Shadow menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_SONIC&lt;br /&gt;
| Sonic menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_SONIC_E&lt;br /&gt;
| Sonic menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BG_TAILS&lt;br /&gt;
| Tails menu background (Japanese, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_0&lt;br /&gt;
|-&lt;br /&gt;
| BG_TAILS_E&lt;br /&gt;
| Tails menu background (English, SA2B version)&lt;br /&gt;
| 2012 Port uses SCREENEFFECT_DLC_1&lt;br /&gt;
|-&lt;br /&gt;
| BGBOSSGOLEM&lt;br /&gt;
| Egg Golem quicksand and hieroglyph textures (Sonic version)&lt;br /&gt;
|-&lt;br /&gt;
| BGBOSSGOLEME&lt;br /&gt;
| Egg Golem quicksand and hieroglyph textures (Eggman version)&lt;br /&gt;
|-&lt;br /&gt;
| BGCART&lt;br /&gt;
| Kart Racing water textures&lt;br /&gt;
|-&lt;br /&gt;
| BGENKEI&lt;br /&gt;
| Kart Racing background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX_SPACE0&lt;br /&gt;
| FinalHazard background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX03&lt;br /&gt;
| Green Forest background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX04&lt;br /&gt;
| White Jungle background and SA2B rain effect&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX05&lt;br /&gt;
| Pumpkin Hill background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX06&lt;br /&gt;
| Sky Rail background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX10&lt;br /&gt;
| Metal Harbor background and water textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX12&lt;br /&gt;
| Weapons Bed background and water textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX13&lt;br /&gt;
| City Escape background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX14&lt;br /&gt;
| Radical Highway background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX15&lt;br /&gt;
| Weapons Bed 2P background and water textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX16&lt;br /&gt;
| Wild Canyon light pillar&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX17&lt;br /&gt;
| Mission Street background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX18&lt;br /&gt;
| Dry Lagoon background and stained glass wind platform textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX21&lt;br /&gt;
| Sand Ocean background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX22&lt;br /&gt;
| Crazy Gadget background, &amp;quot;Matrix&amp;quot; effect, and acid textures&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX23&lt;br /&gt;
| Hidden Base background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX24&lt;br /&gt;
| Eternal Engine background, &amp;quot;Matrix&amp;quot; effect, and acid textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX25&lt;br /&gt;
| Death Chamber hieroglyphs&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX26&lt;br /&gt;
| Egg Quarters hieroglyphs&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX27&lt;br /&gt;
| Lost Colony background, ARK structure, and acid textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX28&lt;br /&gt;
| Pyramid Cave background and Eggman logo texture&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX29&lt;br /&gt;
| Tails vs. Eggman 2 background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX30&lt;br /&gt;
| Final Rush background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX31&lt;br /&gt;
| Green Hill background and water textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX32&lt;br /&gt;
| Meteor Herd background, ARK structure, and red acid textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX33&lt;br /&gt;
| Knuckles vs. Rouge background, ARK structure, and red acid textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX34&lt;br /&gt;
| Cannon&#039;s Core (Sonic) background elements&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX35&lt;br /&gt;
| Cannon&#039;s Core (Eggman) background elements&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX36&lt;br /&gt;
| Cannon&#039;s Core (Tails) background elements&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX37&lt;br /&gt;
| Cannon&#039;s Core (Rouge) background elements&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX38&lt;br /&gt;
| Cannon&#039;s Core (Knuckles) background elements&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX40&lt;br /&gt;
| Final Chase background&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX41&lt;br /&gt;
| Wild Canyon 2P light pillar&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX42&lt;br /&gt;
| Sonic vs. Shadow 2 background and ARK structure textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX43&lt;br /&gt;
| Cosmic Wall background and ARK structure textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX44&lt;br /&gt;
| Mad Space background and ARK structure textures&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX46&lt;br /&gt;
| Dry Lagoon 2P underwater barrier&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX47&lt;br /&gt;
| Pyramid Race background&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX48&lt;br /&gt;
| Hidden Base 2P background&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX52&lt;br /&gt;
| Downtown Race background&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX53&lt;br /&gt;
| Cosmic Wall 2P background and ARK structure textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BGTEX55&lt;br /&gt;
| Lost Colony 2P background and acid textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| BIGFOOT_TITLE_TEX&lt;br /&gt;
| F-6t Big Foot intro text (detailed specifications)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BKNUCKTEX&lt;br /&gt;
| Knuckles&#039; Alternate Costume&lt;br /&gt;
|-&lt;br /&gt;
| BONUSMENU&lt;br /&gt;
| Bonus Video menu graphic&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSS_PWGAUGE_TEX&lt;br /&gt;
| Boss health bar&lt;br /&gt;
|-&lt;br /&gt;
| BOSSATTACK&lt;br /&gt;
| Boss Rush menu screen&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSSATTACK_02&lt;br /&gt;
| French Boss Rush menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSSATTACK_03&lt;br /&gt;
| Spanish Boss Rush menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSSATTACK_04&lt;br /&gt;
| German Boss Rush menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSSATTACK_05&lt;br /&gt;
| Italian Boss Rush menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSSRESULT&lt;br /&gt;
| Boss Rush results screen&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_BIGBOGY&lt;br /&gt;
| King Boom Boo stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_BIGFOOT&lt;br /&gt;
| F-6t Big Foot stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_FLYINGDOG&lt;br /&gt;
| R-1/A Flying Dog stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_GOLEM&lt;br /&gt;
| Egg Golem (Sonic) stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_GOLEM_E&lt;br /&gt;
| Egg Golem (Eggman) stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_GUARD0&lt;br /&gt;
| B-3x Hot Shot stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BOSSTX_LAST1&lt;br /&gt;
| Biolizard stage textures&lt;br /&gt;
|-&lt;br /&gt;
| BROUGETEX&lt;br /&gt;
| Rouge&#039;s Alternate Costume&lt;br /&gt;
|-&lt;br /&gt;
| BSPLASH&lt;br /&gt;
| Water splash&lt;br /&gt;
|-&lt;br /&gt;
| BSPLASHDL&lt;br /&gt;
| Water splash (Dry Lagoon)&lt;br /&gt;
|-&lt;br /&gt;
| BSPLASHLB1&lt;br /&gt;
| Water splash (Biolizard)&lt;br /&gt;
|-&lt;br /&gt;
| BWALKTEX&lt;br /&gt;
| Big the Cat (Multiplayer alt)&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| C0_EFFTEX&lt;br /&gt;
| Chaos Zero&#039;s Effects&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| CARTDATA&lt;br /&gt;
| Kart textures&lt;br /&gt;
|-&lt;br /&gt;
| CARTLIM&lt;br /&gt;
| The President&#039;s Limousine&lt;br /&gt;
|-&lt;br /&gt;
| CARTOBJMODELS&lt;br /&gt;
| Cars seen in Route 101/280&lt;br /&gt;
|-&lt;br /&gt;
| CC_POISON&lt;br /&gt;
| Cannon&#039;s Core acid textures&lt;br /&gt;
|-&lt;br /&gt;
| CEBAR_BODY_UVD&lt;br /&gt;
| Unknown&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| CETRUCK_BUMP__UVD&lt;br /&gt;
| GUN truck bumper&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| CETRUCK_GLASS__UVD&lt;br /&gt;
| GUN truck window&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| CETRUCK_GLASS2__UVD&lt;br /&gt;
| GUN truck window&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| CETRUCK_GLASS3__UVD&lt;br /&gt;
| GUN truck window&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| CHAOS0TEX&lt;br /&gt;
| Chaos Zero&lt;br /&gt;
|-&lt;br /&gt;
| CHAOSDRIVE_TEX&lt;br /&gt;
| Chaos Drive textures&lt;br /&gt;
|-&lt;br /&gt;
| COMING&lt;br /&gt;
| &amp;quot;Coming Soon!&amp;quot; screen&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| COMINGPSOTEX&lt;br /&gt;
| &amp;quot;Coming 2001&amp;quot; splash screens&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| CONGRATULATIONS&lt;br /&gt;
| Congratulations screen&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE&lt;br /&gt;
| HUD elements (Numbers, trick ratings, pause menu)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| CONTROLMAP&lt;br /&gt;
| Control layout screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| CONTROLMAPK&lt;br /&gt;
| Control layout screen (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| COURSE&lt;br /&gt;
| Kart Racing (Level terrain, objects, HUD elements)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| CWALKTEX&lt;br /&gt;
| Chao Walker&lt;br /&gt;
|-&lt;br /&gt;
| DWALKTEX&lt;br /&gt;
| Dark Chao Walker&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| E_1000TEX&lt;br /&gt;
| E-1000&lt;br /&gt;
|-&lt;br /&gt;
| E_AITEX&lt;br /&gt;
| Hunter robots&lt;br /&gt;
|-&lt;br /&gt;
| E_AKAHIGETEX&lt;br /&gt;
| Phoenix (Red GUN Hornet robot)&lt;br /&gt;
|-&lt;br /&gt;
| E_B_KUMITEX&lt;br /&gt;
| Bomb Beetle&lt;br /&gt;
|-&lt;br /&gt;
| E_BATATEX&lt;br /&gt;
| Chopper&lt;br /&gt;
|-&lt;br /&gt;
| E_BEETONTEX&lt;br /&gt;
| Buzz Bomber&lt;br /&gt;
|-&lt;br /&gt;
| E_BIGTEX&lt;br /&gt;
| Big the Cat (Stage cameos)&lt;br /&gt;
|-&lt;br /&gt;
| E_BOMTEX&lt;br /&gt;
| Enemy bombs&lt;br /&gt;
|-&lt;br /&gt;
| E_BULTEX&lt;br /&gt;
| Enemy bullet texture&lt;br /&gt;
|-&lt;br /&gt;
| E_CAPTEX&lt;br /&gt;
| Enemy slime shot&lt;br /&gt;
|-&lt;br /&gt;
| E_CHAOSTEX&lt;br /&gt;
| Artificial Chaos&lt;br /&gt;
|-&lt;br /&gt;
| E_E_KUMITEX&lt;br /&gt;
| Spark Beetle electric shield&lt;br /&gt;
|-&lt;br /&gt;
| E_EMITEX&lt;br /&gt;
| Rhino robots&lt;br /&gt;
|-&lt;br /&gt;
| E_EXPTEX&lt;br /&gt;
| Enemy explosion&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| E_G_KUMITEX&lt;br /&gt;
| Gun Beetle&lt;br /&gt;
|-&lt;br /&gt;
| E_GHORATEX&lt;br /&gt;
| Sol badnik (Gola)&lt;br /&gt;
|-&lt;br /&gt;
| E_GHOSTEX&lt;br /&gt;
| Boo&lt;br /&gt;
|-&lt;br /&gt;
| E_GHOSTEX2&lt;br /&gt;
| Boo&lt;br /&gt;
|-&lt;br /&gt;
| E_GHOSTEX3&lt;br /&gt;
| Boo&lt;br /&gt;
|-&lt;br /&gt;
| E_GOLDTEX&lt;br /&gt;
| Gold Beetle&lt;br /&gt;
|-&lt;br /&gt;
| E_KUMITEX&lt;br /&gt;
| Mono Beetle&lt;br /&gt;
|-&lt;br /&gt;
| E_KYOKOTEX&lt;br /&gt;
| Hawk robots&lt;br /&gt;
|-&lt;br /&gt;
| E_LASTEX&lt;br /&gt;
| Enemy laser attack texture&lt;br /&gt;
|-&lt;br /&gt;
| E_LTEX&lt;br /&gt;
| Enemy light textures&lt;br /&gt;
|-&lt;br /&gt;
| E_NAMITEX&lt;br /&gt;
| Hornet robots&lt;br /&gt;
|-&lt;br /&gt;
| E_PATHKUMITEX&lt;br /&gt;
| Gun Wing&lt;br /&gt;
|-&lt;br /&gt;
| E_PATHKYOKOTEX&lt;br /&gt;
| Sky Hawk&lt;br /&gt;
|-&lt;br /&gt;
| E_S_KUMITEX&lt;br /&gt;
| Spring Beetle&lt;br /&gt;
|-&lt;br /&gt;
| E_SARUTEX&lt;br /&gt;
| Kiki badnik&lt;br /&gt;
|-&lt;br /&gt;
| E_SHOTEX&lt;br /&gt;
| Blue Eagle and Vulkan Fighter&lt;br /&gt;
|-&lt;br /&gt;
| E_T_EMITEX&lt;br /&gt;
| Rhino Metal&lt;br /&gt;
|-&lt;br /&gt;
| E_UNITEX&lt;br /&gt;
| Orbinaut badnik (Unidus)&lt;br /&gt;
|-&lt;br /&gt;
| EFFTEX_BOSSBOGY&lt;br /&gt;
| King Boom Boo effects&lt;br /&gt;
|-&lt;br /&gt;
| EFFTEX_BOSSLAST1&lt;br /&gt;
| Biolizard effects and objects&lt;br /&gt;
|-&lt;br /&gt;
| EFFTEX_BOSSLAST2&lt;br /&gt;
| FinalHazard effects and objects&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| EFFTEX_COMMON&lt;br /&gt;
| Common effects&lt;br /&gt;
|-&lt;br /&gt;
| EFFTEX2_BOSSLAST1&lt;br /&gt;
| Biolizard effects (blue ripple effect caused by attacking the body)&lt;br /&gt;
|-&lt;br /&gt;
| EGET&lt;br /&gt;
| 3D Emblem textures with numbers&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| EGGCONTTEX&lt;br /&gt;
| Eggman containers&lt;br /&gt;
|-&lt;br /&gt;
| EGGTEX&lt;br /&gt;
| Dr. Eggman&lt;br /&gt;
|-&lt;br /&gt;
| EMBLEM_MOJI0_02&lt;br /&gt;
| French Emblem Results text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| EMBLEM_MOJI0_03&lt;br /&gt;
| Spanish Emblem Results text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| EMBLEM_MOJI0_04&lt;br /&gt;
| German Emblem Results text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| EMBLEM_MOJI0_05&lt;br /&gt;
| Italian Emblem Results text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| EMBLEMRESULT&lt;br /&gt;
| Emblem Results screen and unused World Rankings graphics&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| EWALK1TEX&lt;br /&gt;
| Mech Eggman&#039;s Alternate Costume (Army Camo)&lt;br /&gt;
| Only used on DC, console versions of 2012 port include a PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| EWALK2TEX&lt;br /&gt;
| Mech Eggman&#039;s Alternate Costume (Dark Tank Camo)&lt;br /&gt;
| SA2B Only, Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| EWALKTEX&lt;br /&gt;
| Mech Eggman&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| FDOG_TITLE_TEX&lt;br /&gt;
| R-1/A Flying Dog intro text (detailed specifications)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| FILESAVE_02&lt;br /&gt;
| French File Select warning graphics&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| FILESAVE_03&lt;br /&gt;
| Spanish File Select warning graphics&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| FILESAVE_04&lt;br /&gt;
| German File Select warning graphics&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| FILESAVE_05&lt;br /&gt;
| Italian File Select warning graphics&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| FILESELECT&lt;br /&gt;
| File Select menu graphics (Japanese version in SA2B)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| FILESELECT_E&lt;br /&gt;
| File Select menu graphics (English)&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| FORCUS&lt;br /&gt;
| Trial version title screen and menu graphics&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| FORMOVIE&lt;br /&gt;
| Unknown&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| GAME2PTEX&lt;br /&gt;
| Multiplayer start and results graphics&lt;br /&gt;
| 2012 port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| GROBO_TEX&lt;br /&gt;
| GUN Boss textures (Big Foot, Hot Shot, Flying Dog)&lt;br /&gt;
|-&lt;br /&gt;
| GROBO_EFF_TEX&lt;br /&gt;
| GUN Boss effects (Engine thrust)&lt;br /&gt;
|-&lt;br /&gt;
| GROBO_EFF2_TEX&lt;br /&gt;
| GUN Boss effects (Aiming sights, laser attack)&lt;br /&gt;
|-&lt;br /&gt;
| GROBO_TITLE_MOJITEX&lt;br /&gt;
| GUN Boss intro text (Names)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| HEWALKTEX&lt;br /&gt;
| Mech Eggman&#039;s Halloween Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| HKNUCKTEX&lt;br /&gt;
| Knuckles&#039; Halloween Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| HOTSHOT_TITLE_TEX&lt;br /&gt;
| B-3x Hot Shot intro text (detailed specifications)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| HOWTOPLAY0&lt;br /&gt;
| Japanese digital manual&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| HOWTOPLAY1&lt;br /&gt;
| English digital manual&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| HOWTOPLAY2&lt;br /&gt;
| French digital manual&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| HOWTOPLAY3&lt;br /&gt;
| Spanish digital manual&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| HOWTOPLAY4&lt;br /&gt;
| German digital manual&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| HOWTOPLAY5&lt;br /&gt;
| Italian digital manual&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| HROUGETEX&lt;br /&gt;
| Rouge&#039;s Halloween Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| HSHADOWTEX&lt;br /&gt;
| Shadow&#039;s Halloween Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| HSONICTEX&lt;br /&gt;
| Sonic&#039;s Halloween Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| HTWALKTEX&lt;br /&gt;
| Mech Tails&#039; Halloween Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| K_EFFTEX&lt;br /&gt;
| Knuckles the Echidna&#039;s Effects&lt;br /&gt;
|-&lt;br /&gt;
| KART_02&lt;br /&gt;
| French Kart Racing menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| KART_03&lt;br /&gt;
| Spanish Kart Racing menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| KART_04&lt;br /&gt;
| German Kart Racing menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| KART_05&lt;br /&gt;
| Italian Kart Racing menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| KARTEXMODEL&lt;br /&gt;
| Unlockable kart textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| KARTRACE&lt;br /&gt;
| Kart Racing menu&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder, the PAK file found in SOC folder contains text box graphic&lt;br /&gt;
|-&lt;br /&gt;
| KARTRACEBG&lt;br /&gt;
| Kart Racing menu background (DC version)&lt;br /&gt;
|-&lt;br /&gt;
| KDBSOFT_TEX&lt;br /&gt;
| Chao name HUD elements&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| KGAMETEX&lt;br /&gt;
| Hunting character HUD elements&lt;br /&gt;
|-&lt;br /&gt;
| KGAMETEXDZ&lt;br /&gt;
| Hunting character HUD elements for pyramid stages&lt;br /&gt;
|-&lt;br /&gt;
| KGAMETEXSH&lt;br /&gt;
| Hunting character HUD elements for Security Hall&lt;br /&gt;
|-&lt;br /&gt;
| KNUCKTEX&lt;br /&gt;
| Knuckles the Echidna&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX00&lt;br /&gt;
| Basic Test stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX01&lt;br /&gt;
| Knuckles Test stage textures&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX02&lt;br /&gt;
| Sonic Test stage textures&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX03&lt;br /&gt;
| Green Forest stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX03_SUIMEN&lt;br /&gt;
| Green Forest water textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX04&lt;br /&gt;
| White Jungle stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX05&lt;br /&gt;
| Pumpkin Hill stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX06&lt;br /&gt;
| Sky Rail stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX07&lt;br /&gt;
| Aquatic Mine stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX08&lt;br /&gt;
| Security Hall stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX09&lt;br /&gt;
| Prison Lane stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX10&lt;br /&gt;
| Metal Harbor stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX11&lt;br /&gt;
| Iron Gate stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX12&lt;br /&gt;
| Weapons Bed stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX13&lt;br /&gt;
| City Escape stage textures&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX14&lt;br /&gt;
| Radical Highway stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX15&lt;br /&gt;
| Weapons Bed 2P stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX16&lt;br /&gt;
| Wild Canyon stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX17&lt;br /&gt;
| Mission Street stage textures&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX18&lt;br /&gt;
| Dry Lagoon stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX19&lt;br /&gt;
| Sonic vs. Shadow 1 stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX19_SUIMEN&lt;br /&gt;
| Sonic vs. Shadow 1 water textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX20&lt;br /&gt;
| Tails vs. Eggman 1 stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX21&lt;br /&gt;
| Sand Ocean stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX22&lt;br /&gt;
| Crazy Gadget stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX22_UV&lt;br /&gt;
| Crazy Gadget &amp;quot;Matrix&amp;quot; textures&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX23&lt;br /&gt;
| Hidden Base stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX24&lt;br /&gt;
| Eternal Engine stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX25&lt;br /&gt;
| Death Chamber stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX26&lt;br /&gt;
| Egg Quarters stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX27&lt;br /&gt;
| Lost Colony stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX28&lt;br /&gt;
| Pyramid Cave stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX29&lt;br /&gt;
| Tails vs. Eggman 2 stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX30&lt;br /&gt;
| Final Rush stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX30_UV&lt;br /&gt;
| Final Rush light textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX31&lt;br /&gt;
| Green Hill stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX31_UV&lt;br /&gt;
| Green Hill water texture&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX32&lt;br /&gt;
| Meteor Herd stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX32_MA&lt;br /&gt;
| Meteor Herd tower shield texture&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX32_UV&lt;br /&gt;
| Meteor Herd light textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX33&lt;br /&gt;
| Knuckles vs. Rouge stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX33_UV&lt;br /&gt;
| Knuckles vs. Rouge light textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX34&lt;br /&gt;
| Cannon&#039;s Core (Sonic) stage textures&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX35&lt;br /&gt;
| Cannon&#039;s Core (Eggman) stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX36&lt;br /&gt;
| Cannon&#039;s Core (Tails) stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX37&lt;br /&gt;
| Cannon&#039;s Core (Rouge) stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX38&lt;br /&gt;
| Cannon&#039;s Core (Knuckles) stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX39&lt;br /&gt;
| Mission Street 2P stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX40&lt;br /&gt;
| Final Chase stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX40_UV&lt;br /&gt;
| Final Chase light textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX41&lt;br /&gt;
| Wild Canyon 2P stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX43&lt;br /&gt;
| Cosmic Wall stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX43_UV&lt;br /&gt;
| Cosmic Wall light textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX44&lt;br /&gt;
| Mad Space stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX44_UV&lt;br /&gt;
| Mad Space light textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX45&lt;br /&gt;
| Sand Ocean 2P stage textures&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX46&lt;br /&gt;
| Dry Lagoon 2P stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX47&lt;br /&gt;
| Pyramid Race stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX48&lt;br /&gt;
| Hidden Base 2P stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX49&lt;br /&gt;
| Pool Quest stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX50&lt;br /&gt;
| Planet Quest stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX50_UV&lt;br /&gt;
| Planet Quest light textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX51&lt;br /&gt;
| Deck Race stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX52&lt;br /&gt;
| Downtown Race stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX53&lt;br /&gt;
| Cosmic Wall 2P stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX54&lt;br /&gt;
| Grind Race stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX55&lt;br /&gt;
| Lost Colony 2P stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX57&lt;br /&gt;
| Metal Harbor 2P stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LANDTX59&lt;br /&gt;
| Death Chamber 2P stage textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LEADERBOARDS&lt;br /&gt;
| Leaderboards menu&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| LEVELUP_LIGHT_UVD&lt;br /&gt;
| Level-Up Item location glow&lt;br /&gt;
|-&lt;br /&gt;
| LEVUPDAI_THTEX&lt;br /&gt;
| Ancient Light Level-Up Item&lt;br /&gt;
|-&lt;br /&gt;
| LEVUPDAI_TMTEX&lt;br /&gt;
| Mystic Melody Level-Up Item&lt;br /&gt;
|-&lt;br /&gt;
| LIMTAILS&lt;br /&gt;
| Tails&#039; Cyclone (Plane mode, seen in Route 280)&lt;br /&gt;
|-&lt;br /&gt;
| LOGOPRESEN&lt;br /&gt;
| Early title screen graphic&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| LOGO2TEX&lt;br /&gt;
| Sofdec and ADX splash screen&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| LOGOPSOTEX&lt;br /&gt;
| Japanese SA2: The Trial title screen&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| LOGOPSOTEXE&lt;br /&gt;
| English SA2: The Trial title screen&lt;br /&gt;
| SA2: The Trial only&lt;br /&gt;
|-&lt;br /&gt;
| LOGOTEX&lt;br /&gt;
| Japanese Sega/Sonic Team splash screens&lt;br /&gt;
| SA2: The Trial and SA2B only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| LOGOTEXE&lt;br /&gt;
| English Sega/Sonic Team splash screens&lt;br /&gt;
| SA2: The Trial and SA2B only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| LOGOWHFTEX&lt;br /&gt;
| World Hobby Fair splash screen&lt;br /&gt;
| SA2B Only, not in any released version&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC_RING03_UVD&lt;br /&gt;
| Egg Golem shockwave glow&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| MAINMENU&lt;br /&gt;
| Early SA2 menu graphics&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTON0&lt;br /&gt;
| Japanese menu button prompts&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTON1&lt;br /&gt;
| English menu button prompts&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTON2&lt;br /&gt;
| French menu button prompts&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTON3&lt;br /&gt;
| Spanish menu button prompts&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTON4&lt;br /&gt;
| German menu button prompts&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTON5&lt;br /&gt;
| Italian menu button prompts&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTONK0&lt;br /&gt;
| Japanese menu button prompts (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTONK1&lt;br /&gt;
| English menu button prompts (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTONK2&lt;br /&gt;
| French menu button prompts (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTONK3&lt;br /&gt;
| Spanish menu button prompts (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTONK4&lt;br /&gt;
| German menu button prompts (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| MENUBUTTONK5&lt;br /&gt;
| Italian menu button prompts (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| METALSONICTEX&lt;br /&gt;
| Metal Sonic&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| MILESTEX&lt;br /&gt;
| Miles &amp;quot;Tails&amp;quot; Prower&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_EG&lt;br /&gt;
| Eggman&#039;s stage title card (Text box and spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_EG2&lt;br /&gt;
| Eggman&#039;s stage title card (&amp;quot;SONIC ADVENTURE 2&amp;quot; banner and transparent spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_KN&lt;br /&gt;
| Knuckles&#039; stage title card (Text box and spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_KN2&lt;br /&gt;
| Knuckles&#039; stage title card (&amp;quot;SONIC ADVENTURE 2&amp;quot; banner and transparent spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_RO&lt;br /&gt;
| Rouge&#039;s stage title card (Text box and spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_RO2&lt;br /&gt;
| Rouge&#039;s stage title card (&amp;quot;SONIC ADVENTURE 2&amp;quot; banner and transparent spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_SH&lt;br /&gt;
| Shadow&#039;s stage title card (Text box and spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_SH2&lt;br /&gt;
| Shadow&#039;s stage title card (&amp;quot;SONIC ADVENTURE 2&amp;quot; banner and transparent spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_SO&lt;br /&gt;
| Sonic&#039;s stage title card (Text box and spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_SO2&lt;br /&gt;
| Sonic&#039;s stage title card (&amp;quot;SONIC ADVENTURE 2&amp;quot; banner and transparent spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_TA&lt;br /&gt;
| Tails&#039; stage title card (Text box and spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MISSIONTEX_TA2&lt;br /&gt;
| Tails&#039; stage title card (&amp;quot;SONIC ADVENTURE 2&amp;quot; banner and transparent spin dash logo)&lt;br /&gt;
|-&lt;br /&gt;
| MODELTEX_BOSSBOGY&lt;br /&gt;
| King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| MODELTEX_BOSSLAST1&lt;br /&gt;
| The Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| MODELTEX_BOSSLAST2&lt;br /&gt;
| The FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| MOVE_CHAO&lt;br /&gt;
| Chao Tutorial images&lt;br /&gt;
|-&lt;br /&gt;
| MOVE_KIHON&lt;br /&gt;
| Basic Tutorial images&lt;br /&gt;
|-&lt;br /&gt;
| MOVE_KNUCKLES&lt;br /&gt;
| Knuckles/Rouge Tutorial images&lt;br /&gt;
|-&lt;br /&gt;
| MOVE_SONIC&lt;br /&gt;
| Sonic/Shadow Tutorial images&lt;br /&gt;
|-&lt;br /&gt;
| MOVE_TAILS&lt;br /&gt;
| Tails/Eggman Tutorial images&lt;br /&gt;
|-&lt;br /&gt;
| MOVEKIHON&lt;br /&gt;
| Early Basic Tutorial images&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| NET_ACCOUNT_TEX&lt;br /&gt;
| Chao Kindergarten online HUD elements&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| NET_AD_TEX&lt;br /&gt;
| Chao Kindergarten online menu graphics&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| NEWMENU&lt;br /&gt;
| Main Menu graphics (Japanese version in SA2B)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| NEWMENU_E&lt;br /&gt;
| Main Menu graphics (English)&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| NOWLOADING&lt;br /&gt;
| &amp;quot;Now Loading&amp;quot; graphics&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| NSW_SELECT&lt;br /&gt;
| Spaceworld 2001 Stage Select options&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| NSW_TITLE&lt;br /&gt;
| Spaceworld 2001 title screen&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_CC_COMMON&lt;br /&gt;
| Cannon&#039;s Core common objects&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_CC_WALKER&lt;br /&gt;
| Tails and Eggman&#039;s Cannon&#039;s Core objects&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_COMMON&lt;br /&gt;
| Common objects&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_GOLEM&lt;br /&gt;
| Egg Golem and objects (Sonic&#039;s boss version)&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_GOLEM_E&lt;br /&gt;
| Egg Golem and objects (Eggman&#039;s boss version)&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG03&lt;br /&gt;
| Green Forest object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG04&lt;br /&gt;
| White Jungle object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG05&lt;br /&gt;
| Pumpkin Hill object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG06&lt;br /&gt;
| Sky Rail object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG07&lt;br /&gt;
| Aquatic Mine object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG08&lt;br /&gt;
| Security Hall object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG09&lt;br /&gt;
| Prison Lane object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG10&lt;br /&gt;
| Metal Harbor object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG11&lt;br /&gt;
| Iron Gate object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG12&lt;br /&gt;
| Weapons Bed object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG13&lt;br /&gt;
| City Escape object textures&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG14&lt;br /&gt;
| Radical Highway object textures&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG15P&lt;br /&gt;
| Weapons Bed 2P object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG16&lt;br /&gt;
| Wild Canyon object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG17&lt;br /&gt;
| Mission Street object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG18&lt;br /&gt;
| Dry Lagoon object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG19&lt;br /&gt;
| Sonic vs. Shadow 1 object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG21&lt;br /&gt;
| Sand Ocean object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG22&lt;br /&gt;
| Crazy Gadget object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG23&lt;br /&gt;
| Hidden Base object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG24&lt;br /&gt;
| Eternal Engine object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG25&lt;br /&gt;
| Death Chamber object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG26&lt;br /&gt;
| Egg Quarters object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG27&lt;br /&gt;
| Lost Colony object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG28&lt;br /&gt;
| Pyramid Cave object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG29&lt;br /&gt;
| Tails vs. Eggman 2 object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG30&lt;br /&gt;
| Final Rush object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG31&lt;br /&gt;
| Green Hill object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG32&lt;br /&gt;
| Meteor Herd object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG34&lt;br /&gt;
| Cannon&#039;s Core (Sonic) object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG35&lt;br /&gt;
| Cannon&#039;s Core (Eggman) object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG36&lt;br /&gt;
| Cannon&#039;s Core (Tails) object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG37&lt;br /&gt;
| Cannon&#039;s Core (Rouge) object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG38&lt;br /&gt;
| Cannon&#039;s Core (Knuckles) object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG39&lt;br /&gt;
| Mission Street 2P object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG40&lt;br /&gt;
| Final Chase object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG42&lt;br /&gt;
| Sonic vs. Shadow 2 object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG43&lt;br /&gt;
| Cosmic Wall object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG44&lt;br /&gt;
| Mad Space object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG45&lt;br /&gt;
| Sand Ocean 2P object textures&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG46&lt;br /&gt;
| Dry Lagoon 2P object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG47&lt;br /&gt;
| Pyramid Race object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG49&lt;br /&gt;
| Pool Quest object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG50&lt;br /&gt;
| Planet Quest object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG51&lt;br /&gt;
| Deck Race object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG52&lt;br /&gt;
| Downtown Race object textures&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG53&lt;br /&gt;
| Cosmic Wall 2P object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG54&lt;br /&gt;
| Grind Race object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG55&lt;br /&gt;
| Lost Colony 2P object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STG58&lt;br /&gt;
| Iron Gate 2P object textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| OBJTEX_STGBBF&lt;br /&gt;
| F-6t Big Foot object textures&lt;br /&gt;
|-&lt;br /&gt;
| OPTIONMENU_02&lt;br /&gt;
| French Options menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| OPTIONMENU_03&lt;br /&gt;
| Spanish Options menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| OPTIONMENU_04&lt;br /&gt;
| German Options menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| OPTIONMENU_05&lt;br /&gt;
| Italian Options menu text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| OPTIONS&lt;br /&gt;
| Options screen&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| OPTIONTHEMA&lt;br /&gt;
| Character images for menu themes (DC version)&lt;br /&gt;
|-&lt;br /&gt;
| PAUSEMENU&lt;br /&gt;
| Pause menu text box&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| PRESSSTART&lt;br /&gt;
| &amp;quot;Press Start Button&amp;quot; (Sonic Adventure-styled)&lt;br /&gt;
|-&lt;br /&gt;
| PRESSSTARTFIGS&lt;br /&gt;
| French/Spanish/Italian/German &amp;quot;Press Start&amp;quot; prompt&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| PSOSHADOWTEX&lt;br /&gt;
| Shadow&#039;s Alternate Costume (PSO-inspired)&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| PSOSONICTEX&lt;br /&gt;
| Sonic&#039;s Alternate Costume (PSO-inspired)&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| R_EFFTEX&lt;br /&gt;
| Rouge the Bat&#039;s Effects&lt;br /&gt;
|-&lt;br /&gt;
| RESULT&lt;br /&gt;
| Results screen&lt;br /&gt;
|-&lt;br /&gt;
| RESULTCART&lt;br /&gt;
| Kart Racing multiplayer results graphics&lt;br /&gt;
|-&lt;br /&gt;
| ROUGEBIG&lt;br /&gt;
| Rouge&#039;s Car (Route 280)&lt;br /&gt;
|-&lt;br /&gt;
| ROUGETEX&lt;br /&gt;
| Rouge the Bat&lt;br /&gt;
|-&lt;br /&gt;
| S_EFFTEX&lt;br /&gt;
| Sonic the Hedgehog&#039;s Effects&lt;br /&gt;
|-&lt;br /&gt;
| SH_EFFTEX&lt;br /&gt;
| Shadow the Hedgehog&#039;s Effects&lt;br /&gt;
|-&lt;br /&gt;
| SCREENEFFECT&lt;br /&gt;
| Scrolling text in the menu backgrounds&lt;br /&gt;
| Only visible on DC and PS3/360 versions with no DLC, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SCREENEFFECT_DC_43&lt;br /&gt;
| DC 4:3 menu backgrounds&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SCREENEFFECT_DC_169&lt;br /&gt;
| DC 16:9 menu backgrounds&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SCREENEFFECT_DLC_0&lt;br /&gt;
| Japanese SA2B menu backgrounds&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SCREENEFFECT_DLC_1&lt;br /&gt;
| English SA2B menu backgrounds&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SEGALOGO&lt;br /&gt;
| Sega/Sonic Team splash screens and trial version message screen&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SHADOW1TEX&lt;br /&gt;
| Shadow&#039;s Alternate Costume (Racing-themed)&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| SHOTDARK&lt;br /&gt;
| Dark Story credits images&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SHOTHERO&lt;br /&gt;
| Hero Story credits images&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SOCEAN_NC_MBZI_YUKAI_BK_UVD&lt;br /&gt;
| Sand Ocean quicksand&lt;br /&gt;
|-&lt;br /&gt;
| SONIC1TEX&lt;br /&gt;
| Sonic&#039;s Alternate Costume (Racing-themed)&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| SONICTEX&lt;br /&gt;
| Sonic the Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST&lt;br /&gt;
| Sound Test (Japanese version in SA2B)&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_02&lt;br /&gt;
| French Sound Test text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_03&lt;br /&gt;
| Spanish Sound Test text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_04&lt;br /&gt;
| German Sound Test text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_05&lt;br /&gt;
| Italian Sound Test text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_DLC&lt;br /&gt;
| Japanese SA2B Sound Test&lt;br /&gt;
| 2012 Port only, PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_E&lt;br /&gt;
| Sound Test (English)&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SOUNDTEST_E_DLC&lt;br /&gt;
| English SA2B Sound Test&lt;br /&gt;
| 2012 Port only, PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SSHADOWTEX&lt;br /&gt;
| Super Shadow&lt;br /&gt;
|-&lt;br /&gt;
| SSONEFFTEX&lt;br /&gt;
| Super Sonic/Shadow&#039;s Effects&lt;br /&gt;
| Console versions of 2012 port use PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| SSONICTEX&lt;br /&gt;
| Super Sonic&lt;br /&gt;
|-&lt;br /&gt;
| STAFFROLL&lt;br /&gt;
| Credits font and graphics&lt;br /&gt;
|-&lt;br /&gt;
| STAGEMAP&lt;br /&gt;
| Stage Select menu graphics&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STAGEMAPBG&lt;br /&gt;
| Stage Select map&lt;br /&gt;
| 2012 Port uses the PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| STAND0_EMECHA_UVD&lt;br /&gt;
| Egg Golem control mechanism&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE03&lt;br /&gt;
| Green Forest title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE04&lt;br /&gt;
| White Jungle title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE05&lt;br /&gt;
| Pumpkin Hill title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE06&lt;br /&gt;
| Sky Rail title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE07&lt;br /&gt;
| Aquatic Mine title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE08&lt;br /&gt;
| Security Hall title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE09&lt;br /&gt;
| Prison Lane title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE10&lt;br /&gt;
| Metal Harbor title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE11&lt;br /&gt;
| Iron Gate title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE12&lt;br /&gt;
| Weapons Bed title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE13&lt;br /&gt;
| City Escape title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE14&lt;br /&gt;
| Radical Highway title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE16&lt;br /&gt;
| Wild Canyon title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE17&lt;br /&gt;
| Mission Street title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE18&lt;br /&gt;
| Dry Lagoon title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE21&lt;br /&gt;
| Sand Ocean title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE22&lt;br /&gt;
| Crazy Gadget title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE23&lt;br /&gt;
| Hidden Base title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE24&lt;br /&gt;
| Eternal Engine title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE25&lt;br /&gt;
| Death Chamber title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE26&lt;br /&gt;
| Egg Quarters title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE27&lt;br /&gt;
| Lost Colony title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE28&lt;br /&gt;
| Pyramid Cave title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE30&lt;br /&gt;
| Final Rush title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE31&lt;br /&gt;
| Green Hill title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE32&lt;br /&gt;
| Meteor Herd title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE36&lt;br /&gt;
| Cannon&#039;s Core title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE40&lt;br /&gt;
| Final Chase title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE43&lt;br /&gt;
| Cosmic Wall title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE44&lt;br /&gt;
| Mad Space title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE47&lt;br /&gt;
| Pyramid Race title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE49&lt;br /&gt;
| Pool Quest title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE50&lt;br /&gt;
| Planet Quest title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE51&lt;br /&gt;
| Deck Race title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE52&lt;br /&gt;
| Downtown Race title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE54&lt;br /&gt;
| Grind Race title card&lt;br /&gt;
| SA2B Only, 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE70&lt;br /&gt;
| Route 101 title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE71&lt;br /&gt;
| Route 280 title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG_TITLE90&lt;br /&gt;
| Chao World title card&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| STG07_SUIMENANIM&lt;br /&gt;
| Aquatic Mine water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG16_WIND&lt;br /&gt;
| Wild Canyon wind tunnel textures&lt;br /&gt;
|-&lt;br /&gt;
| STG18_SUIMENANIM&lt;br /&gt;
| Dry Lagoon water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG21_FIRE&lt;br /&gt;
| Sand Ocean torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG21_RYUUSA&lt;br /&gt;
| Sand Ocean quicksand textures&lt;br /&gt;
|-&lt;br /&gt;
| STG23_RYUUSA&lt;br /&gt;
| Hidden Base quicksand textures&lt;br /&gt;
|-&lt;br /&gt;
| STG25_FIRE_BLUE&lt;br /&gt;
| Death Chamber blue torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG25_FIRE_GREEN&lt;br /&gt;
| Death Chamber green torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG25_FIRE_RED&lt;br /&gt;
| Death Chamber red torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG25_MAP&lt;br /&gt;
| Death Chamber map textures&lt;br /&gt;
|-&lt;br /&gt;
| STG25_WATER&lt;br /&gt;
| Death Chamber water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG26_BACKFIRE&lt;br /&gt;
| Egg Quarters beetle robot thrust&lt;br /&gt;
|-&lt;br /&gt;
| STG26_FIRE_BLUE&lt;br /&gt;
| Egg Quarters blue torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG26_FIRE_GREEN&lt;br /&gt;
| Egg Quarters green torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG26_FIRE_RED&lt;br /&gt;
| Egg Quarters red torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG26_RADER&lt;br /&gt;
| Egg Quarters beetle robot radar HUD elements&lt;br /&gt;
| DC Only, unused&lt;br /&gt;
|-&lt;br /&gt;
| STG26_WATER&lt;br /&gt;
| Egg Quarters water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG28_FIRE_RED&lt;br /&gt;
| Pyramid Cave torch fire textures&lt;br /&gt;
|-&lt;br /&gt;
| STG33_OBJTEX&lt;br /&gt;
| Knuckles vs. Rouge object textures&lt;br /&gt;
|-&lt;br /&gt;
| STG34_WATER&lt;br /&gt;
| Cannon&#039;s Core (Sonic) water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG34_WATER2&lt;br /&gt;
| Cannon&#039;s Core (Sonic) water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG35_MACHINE&lt;br /&gt;
| Cannon&#039;s Core (Eggman) &amp;quot;Matrix&amp;quot; textures&lt;br /&gt;
|-&lt;br /&gt;
| STG36_TEXPATTERN&lt;br /&gt;
| Cannon&#039;s Core (Tails) &amp;quot;Matrix&amp;quot; textures&lt;br /&gt;
|-&lt;br /&gt;
| STG36_TEXPATTERN2&lt;br /&gt;
| Cannon&#039;s Core (Tails) moving wall light textures&lt;br /&gt;
|-&lt;br /&gt;
| STG37_SUIMENANIM&lt;br /&gt;
| Cannon&#039;s Core (Rouge) water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG37_SUIMENANIN2&lt;br /&gt;
| Cannon&#039;s Core (Rouge) water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG38_WATER&lt;br /&gt;
| Cannon&#039;s Core (Knuckles) water textures&lt;br /&gt;
|-&lt;br /&gt;
| STG46_BOKO&lt;br /&gt;
| Dry Lagoon 2P water textures (whirlpool)&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| STG46_HAMON&lt;br /&gt;
| Dry Lagoon 2P water textures (whirlpool ripple)&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| STG46_WATER&lt;br /&gt;
| Dry Lagoon 2P waterfall textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| STG54_FIRE&lt;br /&gt;
| Grind Race torch fire textures&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| STORYMAIN&lt;br /&gt;
| Story Select screen&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TAILSBIG&lt;br /&gt;
| Tails&#039; Car (Route 101)&lt;br /&gt;
|-&lt;br /&gt;
| TENTOENDING&lt;br /&gt;
| Retail version release date splash screen&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| TERIOSTEX&lt;br /&gt;
| Shadow the Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| TESTTEX03&lt;br /&gt;
| Green Forest texture test&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| TGSTITLE&lt;br /&gt;
| Tokyo Game Show title screen and menu graphics&lt;br /&gt;
| SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
| TICALTEX&lt;br /&gt;
| Tikal the Echidna&lt;br /&gt;
|-&lt;br /&gt;
| TIPS0&lt;br /&gt;
| Japanese Tips graphics on loading screens&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPS1&lt;br /&gt;
| English Tips graphics on loading screens&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPS2&lt;br /&gt;
| French Tips graphics on loading screens&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPS3&lt;br /&gt;
| Spanish Tips graphics on loading screens&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPS4&lt;br /&gt;
| German Tips graphics on loading screens&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPS5&lt;br /&gt;
| Italian Tips graphics on loading screens&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPSK0&lt;br /&gt;
| Japanese Tips graphics on loading screens (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPSK1&lt;br /&gt;
| English Tips graphics on loading screens (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPSK2&lt;br /&gt;
| French Tips graphics on loading screens (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPSK3&lt;br /&gt;
| Spanish Tips graphics on loading screens (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPSK4&lt;br /&gt;
| German Tips graphics on loading screens (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TIPSK5&lt;br /&gt;
| Italian Tips graphics on loading screens (Keyboard controls)&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLEMENU&lt;br /&gt;
| French/Spanish/German/Italian menu header text&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_BOSSBOGY&lt;br /&gt;
| King Boom Boo intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_BOSSLAST1&lt;br /&gt;
| Biolizard intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_BOSSLAST2&lt;br /&gt;
| FinalHazard intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_EGGMAN&lt;br /&gt;
| Eggman boss intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_GOLEM&lt;br /&gt;
| Egg Golem intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_KNUCKLES&lt;br /&gt;
| Knuckles boss intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_ROUGE&lt;br /&gt;
| Rouge boss intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_SHADOW&lt;br /&gt;
| Shadow boss intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_SONIC&lt;br /&gt;
| Sonic boss intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TITLETEX_TAILS&lt;br /&gt;
| Tails boss intro text&lt;br /&gt;
| 2012 Port uses PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| TUTORIAL&lt;br /&gt;
| Tutorial menu&lt;br /&gt;
|-&lt;br /&gt;
| TVSETTING&lt;br /&gt;
| TV Settings menu&lt;br /&gt;
|-&lt;br /&gt;
| TWALK1TEX&lt;br /&gt;
| Mech Tails&#039; Alternate Costume&lt;br /&gt;
|-&lt;br /&gt;
| TWALKTEX&lt;br /&gt;
| Mech Tails&lt;br /&gt;
|-&lt;br /&gt;
| TWOPVS&lt;br /&gt;
| 2P Play menu (DC version)&lt;br /&gt;
|-&lt;br /&gt;
| TWOPVSBG&lt;br /&gt;
| 2P Play menu background (DC version)&lt;br /&gt;
|-&lt;br /&gt;
| UPSELL&lt;br /&gt;
| DLC Purchase screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WALKTEX&lt;br /&gt;
| Mech Character Effects and HUD elements&lt;br /&gt;
|-&lt;br /&gt;
| WARNING0&lt;br /&gt;
| Japanese game rating and seizure warning splash screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WARNING1&lt;br /&gt;
| English game rating and seizure warning splash screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WARNING2&lt;br /&gt;
| French game rating and seizure warning splash screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WARNING3&lt;br /&gt;
| Spanish game rating and seizure warning splash screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WARNING4&lt;br /&gt;
| German game rating and seizure warning splash screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WARNING5&lt;br /&gt;
| Italian game rating and seizure warning splash screen&lt;br /&gt;
| 2012 Port only, PAK file in SOC folder&lt;br /&gt;
|-&lt;br /&gt;
| WATERTEX_BOSSLAST1&lt;br /&gt;
| Biolizard water textures&lt;br /&gt;
|-&lt;br /&gt;
| XBLA_MENU_2&lt;br /&gt;
| French Main Menu button text&lt;br /&gt;
| 2012 Port only, PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| XBLA_MENU_3&lt;br /&gt;
| Spanish Main Menu button text&lt;br /&gt;
| 2012 Port only, PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| XBLA_MENU_4&lt;br /&gt;
| German Main Menu button text&lt;br /&gt;
| 2012 Port only, PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| XBLA_MENU_5&lt;br /&gt;
| Italian Main Menu button text&lt;br /&gt;
| 2012 Port only, PAK file in PRS folder&lt;br /&gt;
|-&lt;br /&gt;
| XEWALKTEX&lt;br /&gt;
| Mech Eggman&#039;s Christmas Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| XKNUCKTEX&lt;br /&gt;
| Knuckles&#039; Christmas Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| XROUGETEX&lt;br /&gt;
| Rouge&#039;s Christmas Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| XSHADOWTEX&lt;br /&gt;
| Shadow&#039;s Christmas Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| XSONICTEX&lt;br /&gt;
| Sonic&#039;s Christmas Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|-&lt;br /&gt;
| XTWALKTEX&lt;br /&gt;
| Mech Tails&#039; Christmas Costume&lt;br /&gt;
| DC Only&lt;br /&gt;
|}&lt;br /&gt;
= Single Textures =&lt;br /&gt;
In the 2012 port, the following individual textures that aren&#039;t already part of a texture pack were converted to the PAK format.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| JET1&lt;br /&gt;
|-&lt;br /&gt;
| MAP_ALL&lt;br /&gt;
| Chao Race map backing&lt;br /&gt;
|-&lt;br /&gt;
| MAP_FLY&lt;br /&gt;
| Topaz Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_FLY_S&lt;br /&gt;
| Stump Valley Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_IL&lt;br /&gt;
| Onyx Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_LONG&lt;br /&gt;
| Diamond Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_POWER&lt;br /&gt;
| Garnet Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_POWER_S&lt;br /&gt;
| Block Canyon Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_RUN&lt;br /&gt;
| Peridot Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_RUN_S&lt;br /&gt;
| Mushroom Forest Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_SWIM&lt;br /&gt;
| Aquamarine Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| MAP_SWIM_S&lt;br /&gt;
| Crab Pool Chao Race map&lt;br /&gt;
|-&lt;br /&gt;
| PALDAM_OFF&lt;br /&gt;
| Mipmap test (no mipmaps)&lt;br /&gt;
|-&lt;br /&gt;
| PALDAM_ON&lt;br /&gt;
| Mipmap test (mipmaps enabled)&lt;br /&gt;
|-&lt;br /&gt;
| ST_C20&lt;br /&gt;
|-&lt;br /&gt;
| WEEKLYTITLE&lt;br /&gt;
| Debug Menu Background&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_AMY&lt;br /&gt;
| Amy&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_BIG0&lt;br /&gt;
| Big&#039;s Life Icon (DC only)&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_BIG1&lt;br /&gt;
| Big&#039;s Life Icon (second half) (DC only)&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_CHAO&lt;br /&gt;
| Chao Walker&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_CHAOS0&lt;br /&gt;
| Chaos Zero&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_DCHAO&lt;br /&gt;
| Dark Chao Walker&#039;s Life Icon (SA2B only)&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_EGG1&lt;br /&gt;
| Eggman&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_EGG2&lt;br /&gt;
| Eggman&#039;s Life Icon (second half)&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_KNUCKLE&lt;br /&gt;
| Knuckles&#039; Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_METAL&lt;br /&gt;
| Metal Sonic&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_ROUGE&lt;br /&gt;
| Rouge&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_SHADOW&lt;br /&gt;
| Shadow&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_SONIC&lt;br /&gt;
| Sonic&#039;s Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_TAILS&lt;br /&gt;
| Tails&#039; Life Icon&lt;br /&gt;
|-&lt;br /&gt;
| ZANKI_TICAL&lt;br /&gt;
| Tikal&#039;s Life Icon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=775</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=775"/>
		<updated>2026-06-01T04:16:01Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mobile container hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mobile container hum (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mobile container stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Footstep on metallic bridge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Footstep on metallic bridge (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Roof destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Makeshift board grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Bridge destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bridge destruction C&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Missile activation alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|12&lt;br /&gt;
|Seagull chirp&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mini-lift start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bridge extend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Security door activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door shut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Metallic destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mini-lift move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is part of sound ID 13 and is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Cargo machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Cargo machine destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Signal destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Container mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|This is part of sound ID 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|6&lt;br /&gt;
|Large satellite radar operation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|7&lt;br /&gt;
|Small satellite dish operation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Streetboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|7&lt;br /&gt;
|GUN Truck landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Streetboard grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|GUN Truck roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|GUN Truck roar (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|GUN Truck crash&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 2&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Horizontal spinning cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|06&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|07&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind (Main)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind (Upper level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Wind (Lower level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Wind (Lower level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind scroll flap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Move stone head/block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Treasure chest destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Floating rock destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Wind (Upper level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Wind rumble (Lower level)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Car destruction (Hit floor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Collapsing road (Unstable undulation)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Arrow sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Wanted sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Glass destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Crash barrel destruction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Wind howl A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Turtle whimper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Turtle call&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Turtle move on land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Turtle water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Turtle diving underwater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Underwater turtle swim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Strong underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Foliage rustle&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Cricket chirps A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Cricket chirps B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Water drop&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Pillar crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rotating platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Ornate box destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity switching hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Push gravity lever&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Ceiling rail slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Break warp tube glass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sucked into warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Exiting warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Looping hum stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Acid barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Warp tube hatch closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|23&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|24&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|26&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|27&lt;br /&gt;
|Gravity switch activation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Damage wall/block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Destroy wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Destroy block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Staff destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Platform pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hatch destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Capsule bomb explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Power generator bullet pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Locking platform release&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|25&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|26&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|27&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|28&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Hourglass door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Hourglass door closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Pyramid Core piston hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pyramid Core electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bat screech&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Beetle robot jet exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Beetle robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Beetle robot alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Beetle robot laser fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|21&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|22&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|23&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Door opening/closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Door key beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Door key moving into position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Door key sliding into lock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Door key activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Suspended ship rocking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Warp activation hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Chimney fire burst&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Chimney fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Flaming debris tumble A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Flaming debris tumble B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Flaming debris tumble C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Flaming debris crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Flaming debris fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Air hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Touch spike trap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Platform crumbling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Spin dash (16-bit)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Death sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Meteorite falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Meteorite crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Punching stationary meteorite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Stationary meteorite flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Stationary meteorite destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boring machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Asteroid destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tower shutter opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|11&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
All Cannon&#039;s Core variants use the same buffer for their stage sounds. Any differences within the data and overall usage will be denoted in the &amp;quot;Notes&amp;quot; section.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tick&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Moving block spawn&lt;br /&gt;
|Sonic, Eggman, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sliding on ceiling rail&lt;br /&gt;
|Sonic&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Security door opening&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Electric hum&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door fully opened&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door destruction&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|19&lt;br /&gt;
|Moving machinery ambiance&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|20&lt;br /&gt;
|Air current&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|21&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|22&lt;br /&gt;
|Alarm&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|23&lt;br /&gt;
|Low rumble&lt;br /&gt;
|All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Gravity cylinder electric barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Crash on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Platform rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Platform falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|Wind swipe&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Locking platform beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Locking platform start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Locking platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Locking platform stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Asteroid explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Drill mechanism spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Drill mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Drill mechanism damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Walker hover fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Meteor damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Meteor falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Meteor landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Meteorite hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Locking platform laser alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Sentry target hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Truck box platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Truck horn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|2&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|4&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|6&lt;br /&gt;
|Meteor fall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|7&lt;br /&gt;
|Meteor land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Meteor hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|9&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|Locking platform alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|12&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
This level uses City Escape&#039;s sound buffer, with some modified sounds and IDs.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Snowboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Car landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Snowboard on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Snowboard on surface (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss hover hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss takeoff&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bullet ricochet off ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Open missile compartment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Charge laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|This is part of sound ID 14&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|16&lt;br /&gt;
|Boss locked in firing mode&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|17&lt;br /&gt;
|Boss walk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|18&lt;br /&gt;
|Climbing metal grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|9&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|10&lt;br /&gt;
|Bite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|11&lt;br /&gt;
|Throw fireball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|12&lt;br /&gt;
|Fireball land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|13&lt;br /&gt;
|Inhale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|14&lt;br /&gt;
|Fire breath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|This is part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Hourglass Boo jumping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|17&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Boss scurrying in the shadows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|19&lt;br /&gt;
|Boss scurrying on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|Sun door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|Sun door stop opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Sun door start moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7&lt;br /&gt;
|Sun door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|Sun door closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
== Sonic ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Platform segment destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mechanism hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Breaking boss chest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Weak point explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss foot slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss tail swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Dark energy ball pulsing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss firing dark energy ball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hitting boss eggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Boss roar tremor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Boss recharging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Boss defeat thud&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|16&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|17&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|18&lt;br /&gt;
|Bite roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|19&lt;br /&gt;
|Resting growl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Super Sonic/Shadow dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Red swelling pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss laser pulse A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss laser pulse B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss egg summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss egg destroyed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Approaching atmosphere rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Atmosphere re-entry flame burning&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|15&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|16&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|17&lt;br /&gt;
|Resting roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|18&lt;br /&gt;
|Defeated cry&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
The sound buffer information for Kart Racing is stored within &amp;lt;code&amp;gt;Data_DLL&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Character sounds are stored within Bank 3.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Character Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Sonic kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Sonic kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Shadow kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Shadow kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Knuckles kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Knuckles kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Rouge kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rouge kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Tails kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tails kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Eggman kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Eggman kart boost&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following sounds are stored in Bank 5.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Kart engine (Idle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Kart spin out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Kart drift&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|17&lt;br /&gt;
|Kart engine stall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|18&lt;br /&gt;
|Kart crash into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|19&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|20&lt;br /&gt;
|Hit car&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|21&lt;br /&gt;
|Car crashing on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|23&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|Starting signal (Ready)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|Starting signal (Go)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|26&lt;br /&gt;
|Kart engine start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|27&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|Eggman kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|Shadow EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|32&lt;br /&gt;
|Knuckles kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|33&lt;br /&gt;
|Rouge kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|34&lt;br /&gt;
|Sonic EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|Knuckles kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|36&lt;br /&gt;
|Eggman kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37&lt;br /&gt;
|Chao kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|38&lt;br /&gt;
|Eggrobo engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|39&lt;br /&gt;
|Eggrobo brake&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following sounds are stored in Bank 6.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|28&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|29&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=774</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=774"/>
		<updated>2026-05-27T06:14:14Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Kart Racing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mobile container hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mobile container hum (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mobile container stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Footstep on metallic bridge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Footstep on metallic bridge (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Roof destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Makeshift board grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Bridge destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bridge destruction C&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Missile activation alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|12&lt;br /&gt;
|Seagull chirp&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mini-lift start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bridge extend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Security door activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door shut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Metallic destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mini-lift move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is part of sound ID 13 and is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Cargo machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Cargo machine destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Signal destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Container mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|This is part of sound ID 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|6&lt;br /&gt;
|Large satellite radar operation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|7&lt;br /&gt;
|Small satellite dish operation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Streetboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|7&lt;br /&gt;
|GUN Truck landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Streetboard grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|GUN Truck roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|GUN Truck roar (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|GUN Truck crash&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 2&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Horizontal spinning cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|06&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|07&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind (Main)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind (Upper level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Wind (Lower level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Wind (Lower level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind scroll flap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Move stone head/block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Treasure chest destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Floating rock destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Wind (Upper level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Wind rumble (Lower level)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Car destruction (Hit floor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Collapsing road (Unstable undulation)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Arrow sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Wanted sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Glass destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Crash barrel destruction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Wind howl A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Turtle whimper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Turtle call&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Turtle move on land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Turtle water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Turtle diving underwater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Underwater turtle swim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Strong underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Foliage rustle&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Cricket chirps A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Cricket chirps B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Water drop&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Pillar crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rotating platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Ornate box destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity switching hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Push gravity lever&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Ceiling rail slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Break warp tube glass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sucked into warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Exiting warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Looping hum stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Acid barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Warp tube hatch closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|23&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|24&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|26&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|27&lt;br /&gt;
|Gravity switch activation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Damage wall/block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Destroy wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Destroy block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Staff destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Platform pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hatch destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Capsule bomb explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Power generator bullet pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Locking platform release&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|25&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|26&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|27&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|28&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Hourglass door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Hourglass door closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Pyramid Core piston hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pyramid Core electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bat screech&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Beetle robot jet exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Beetle robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Beetle robot alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Beetle robot laser fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|21&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|22&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|23&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Door opening/closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Door key beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Door key moving into position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Door key sliding into lock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Door key activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Suspended ship rocking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Warp activation hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Chimney fire burst&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Chimney fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Flaming debris tumble A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Flaming debris tumble B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Flaming debris tumble C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Flaming debris crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Flaming debris fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Air hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Touch spike trap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Platform crumbling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Spin dash (16-bit)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Death sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Meteorite falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Meteorite crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Punching stationary meteorite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Stationary meteorite flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Stationary meteorite destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boring machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Asteroid destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tower shutter opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|11&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
All Cannon&#039;s Core variants use the same buffer for their stage sounds. Any differences within the data and overall usage will be denoted in the &amp;quot;Notes&amp;quot; section.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tick&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Moving block spawn&lt;br /&gt;
|Sonic, Eggman, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sliding on ceiling rail&lt;br /&gt;
|Sonic&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Security door opening&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Electric hum&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door fully opened&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door destruction&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|19&lt;br /&gt;
|Moving machinery ambiance&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|20&lt;br /&gt;
|Air current&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|21&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|22&lt;br /&gt;
|Alarm&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|23&lt;br /&gt;
|Low rumble&lt;br /&gt;
|All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Gravity cylinder electric barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Crash on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Locking platform beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Locking platform start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Locking platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Locking platform stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Asteroid explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Drill mechanism spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Drill mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Drill mechanism damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Meteor damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Meteor falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Meteor landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Meteorite hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Locking platform laser alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Sentry target hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Platform rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Platform falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|Wind swipe&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Truck box platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Truck horn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|2&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|4&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|6&lt;br /&gt;
|Meteor fall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|7&lt;br /&gt;
|Meteor land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Meteor hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|9&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|Locking platform alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|12&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
This level uses City Escape&#039;s sound buffer, with some modified sounds and IDs.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Snowboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Car landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Snowboard on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Snowboard on surface (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss hover hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss takeoff&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bullet ricochet off ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Open missile compartment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Charge laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|This is part of sound ID 14&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|16&lt;br /&gt;
|Boss locked in firing mode&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|17&lt;br /&gt;
|Boss walk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|18&lt;br /&gt;
|Climbing metal grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|9&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|10&lt;br /&gt;
|Bite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|11&lt;br /&gt;
|Throw fireball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|12&lt;br /&gt;
|Fireball land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|13&lt;br /&gt;
|Inhale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|14&lt;br /&gt;
|Fire breath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|This is part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Hourglass Boo jumping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|17&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Boss scurrying in the shadows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|19&lt;br /&gt;
|Boss scurrying on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|Sun door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|Sun door stop opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Sun door start moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7&lt;br /&gt;
|Sun door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|Sun door closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
== Sonic ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Platform segment destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mechanism hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Breaking boss chest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Weak point explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss foot slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss tail swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Dark energy ball pulsing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss firing dark energy ball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hitting boss eggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Boss roar tremor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Boss recharging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Boss defeat thud&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|16&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|17&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|18&lt;br /&gt;
|Bite roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|19&lt;br /&gt;
|Resting growl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Super Sonic/Shadow dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Red swelling pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss laser pulse A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss laser pulse B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss egg summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss egg destroyed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Approaching atmosphere rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Atmosphere re-entry flame burning&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|15&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|16&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|17&lt;br /&gt;
|Resting roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|18&lt;br /&gt;
|Defeated cry&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
The sound buffer information for Kart Racing is stored within &amp;lt;code&amp;gt;Data_DLL&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Character sounds are stored within Bank 3.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Character Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Sonic kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Sonic kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Shadow kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Shadow kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Knuckles kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Knuckles kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Rouge kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rouge kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Tails kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tails kart boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Eggman kart jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Eggman kart boost&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following sounds are stored in Bank 5.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Kart engine (Idle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Kart spin out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Kart drift&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|17&lt;br /&gt;
|Kart engine stall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|18&lt;br /&gt;
|Kart crash into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|19&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|20&lt;br /&gt;
|Hit car&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|21&lt;br /&gt;
|Car crashing on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|23&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|Starting signal (Ready)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|Starting signal (Go)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|26&lt;br /&gt;
|Kart engine start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|27&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|Eggman kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|Shadow EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|32&lt;br /&gt;
|Knuckles kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|33&lt;br /&gt;
|Rouge kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|34&lt;br /&gt;
|Sonic EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|Knuckles kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|36&lt;br /&gt;
|Eggman kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37&lt;br /&gt;
|Chao kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|38&lt;br /&gt;
|Eggrobo engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|39&lt;br /&gt;
|Eggrobo brake&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following sounds are stored in Bank 6.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|28&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|29&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Voice_List&amp;diff=773</id>
		<title>Sonic Adventure 2/Voice List</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Voice_List&amp;diff=773"/>
		<updated>2026-05-27T05:51:00Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following information pertains to the voice data found within the &amp;lt;code&amp;gt;EVENT_ADX&amp;lt;/code&amp;gt; archives in &#039;&#039;[[Sonic Adventure 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The English voice files are located in the &amp;lt;code&amp;gt;EVENT_ADX_E.AFS&amp;lt;/code&amp;gt; archive, while the Japanese voices are stored in the &amp;lt;code&amp;gt;EVENT_ADX.AFS&amp;lt;/code&amp;gt; archive. Both files are in all versions of the game, and the voice files are saved in the &amp;lt;code&amp;gt;.AHX&amp;lt;/code&amp;gt; format. They can be played back in any media player that supports the VGMStream codec or CRI ADX tools.&lt;br /&gt;
&lt;br /&gt;
In the Dreamcast version, these archives are stored in the &amp;lt;code&amp;gt;SONIC2&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
The GameCube version places these files in the root of the disc.&lt;br /&gt;
&lt;br /&gt;
The PC version stores the files in the &amp;lt;code&amp;gt;resource\gd_PC&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
When replacing voice samples, repacking the &amp;lt;code&amp;gt;EVENT_ADX&amp;lt;/code&amp;gt; files is not necessary for the PC version. Mods can now include folders labeled as &amp;lt;code&amp;gt;event_adx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;event_adx_e&amp;lt;/code&amp;gt;, which allow for specific samples to be edited without affecting the main files. When replacing voice samples, the labeled number for the original clip should be used as the filename, e.g. &amp;lt;code&amp;gt;0009&amp;lt;/code&amp;gt; for Sonic&#039;s last line in the first Hero Story cutscene. Files do not need to be stored in the AHX format for this to work; any encoding types supported by &#039;&#039;Sonic Adventure 2&#039;&#039; with the mod loader enabled are compatible with this system.&lt;br /&gt;
&lt;br /&gt;
The GameCube and 2012 re-releases contain the same voice data, while the Dreamcast version lacks many of the multiplayer sounds.&lt;br /&gt;
&lt;br /&gt;
No publicly-available versions of &#039;&#039;Sonic Adventure 2&#039;&#039; include filenames for these voice files; all data is saved as-is within the archives and are extracted using their four-digit IDs starting from &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt;. If Puyo Tools is used for the extraction process, the first file will instead be labeled as &amp;lt;code&amp;gt;AFS&amp;lt;/code&amp;gt; and must be changed to &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; manually. File extensions must be assigned after extraction as well, since extractors will not automatically know that the data is supposed to be a series of &amp;lt;code&amp;gt;.ahx&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The custom names seen in the table are not official; they exist purely as a means of providing some consistency with the way &#039;&#039;[[Sonic Adventure]]&#039;&#039; stores its voice filenames in the GameCube version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot;|File #||data-sort-type=&amp;quot;text&amp;quot;|File (Custom Name)||data-sort-type=&amp;quot;text&amp;quot;|Character||class=&amp;quot;unsortable&amp;quot;|Dialogue||class=&amp;quot;unsortable&amp;quot;|Notes &lt;br /&gt;
|-&lt;br /&gt;
| 0000 &lt;br /&gt;
| ad_e0000_0010_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| Sigma Alpha 2, heading due south over the city. We&#039;re on route, everything&#039;s a go. &lt;br /&gt;
|-&lt;br /&gt;
| 0001 &lt;br /&gt;
| ad_e0000_0020_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| This is control tower; we have you on radar. Report cargo status of captured hedgehog aboard, over. &lt;br /&gt;
|-&lt;br /&gt;
| 0002 &lt;br /&gt;
| ad_e0000_0030_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| That&#039;s a ten-four. Cargo secured on board and - What?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0003 &lt;br /&gt;
| ad_e0000_0040_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| Didn&#039;t copy that, over! &lt;br /&gt;
|-&lt;br /&gt;
| 0004 &lt;br /&gt;
| ad_e0000_0050_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| The hedgehog is gone! He&#039;s taken out everyone aboard and...what in the world?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0005 &lt;br /&gt;
| ad_e0000_0060_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| Freeze! What do you think you&#039;re doing?! Get that hedgehog!! &lt;br /&gt;
|-&lt;br /&gt;
| 0006 &lt;br /&gt;
| ad_e0000_0070_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| What&#039;s wrong?!? Come in, over!! &lt;br /&gt;
|-&lt;br /&gt;
| 0007 &lt;br /&gt;
| ad_e0000_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Talk about low-budget flights! No food or movies? I&#039;m outta here! &lt;br /&gt;
|-&lt;br /&gt;
| 0008 &lt;br /&gt;
| ad_e0000_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I like running better. &lt;br /&gt;
|-&lt;br /&gt;
| 0009 &lt;br /&gt;
| ad_e0000_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah!! &lt;br /&gt;
| Voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0010 &lt;br /&gt;
| ad_e0001_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This game of tag is boring, I&#039;m outta here! &lt;br /&gt;
| E0001 Big Foot Boss Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0011 &lt;br /&gt;
| ad_e0001_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hmm, finally decided to show up, eh? Okay, bring it on! &lt;br /&gt;
| E0001 Big Foot Boss Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0012 &lt;br /&gt;
| ad_e0002_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| These robots are a total pain in the... &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0013 &lt;br /&gt;
| ad_e0002_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What? &lt;br /&gt;
| E0002 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0014 &lt;br /&gt;
| ad_e0002_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It all starts with this. &lt;br /&gt;
|-&lt;br /&gt;
| 0015 &lt;br /&gt;
| ad_e0002_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| A jewel containing the ultimate power. &lt;br /&gt;
|-&lt;br /&gt;
| 0016 &lt;br /&gt;
| ad_e0002_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That&#039;s the... Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0017 &lt;br /&gt;
| ad_e0002_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0018 and 0019 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0018 &lt;br /&gt;
| ad_e0002_0061_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now I know what&#039;s going on. &lt;br /&gt;
|-&lt;br /&gt;
| 0019 &lt;br /&gt;
| ad_e0002_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The military has mistaken me for the likes of you! &lt;br /&gt;
|-&lt;br /&gt;
| 0020 &lt;br /&gt;
| ad_e0002_0063_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So, where do you think you&#039;re going with that Emerald? &lt;br /&gt;
| Japanese dub uses a duplicate of 0021 here&lt;br /&gt;
|-&lt;br /&gt;
| 0021 &lt;br /&gt;
| ad_e0002_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Say something! You fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0022 &lt;br /&gt;
| ad_e0002_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos... Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0023 &lt;br /&gt;
| ad_e0002_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Wow, he&#039;s fast! &lt;br /&gt;
|-&lt;br /&gt;
| 0024 &lt;br /&gt;
| ad_e0002_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0025 and 0026 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0025 &lt;br /&gt;
| ad_e0002_0141_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, it&#039;s not his speed. &lt;br /&gt;
|-&lt;br /&gt;
| 0026 &lt;br /&gt;
| ad_e0002_0142_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He must be using the Chaos Emerald to warp! &lt;br /&gt;
|-&lt;br /&gt;
| 0027 &lt;br /&gt;
| ad_e0002_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. I&#039;m the world&#039;s Ultimate Life Form. There&#039;s no time for games; farewell! &lt;br /&gt;
|-&lt;br /&gt;
| 0028 &lt;br /&gt;
| ad_e0002_0160_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kuu! ...Shadow... what is he? &lt;br /&gt;
|-&lt;br /&gt;
| 0029 &lt;br /&gt;
| ad_e0002_0170_mt &lt;br /&gt;
| G.U.N. &lt;br /&gt;
| Don&#039;t move; stay where you are. Keep your hands up in the air! &lt;br /&gt;
|-&lt;br /&gt;
| 0030 &lt;br /&gt;
| ad_e0002_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0031 &lt;br /&gt;
| ad_e0002_0191_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not again... &lt;br /&gt;
|-&lt;br /&gt;
| 0032 &lt;br /&gt;
| ad_e0002_0192_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot! &lt;br /&gt;
| End of E0002&lt;br /&gt;
|-&lt;br /&gt;
| 0033 &lt;br /&gt;
| ad_e0003_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Just let it go! You just don&#039;t know when to give up, do you? &lt;br /&gt;
|-&lt;br /&gt;
| 0034 &lt;br /&gt;
| ad_e0003_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0035 and 0036 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0035 &lt;br /&gt;
| ad_e0003_0021_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you talking about? That Emerald&#039;s mine. You got that? The Master Emerald contains special powers that neutralize the energy of the Chaos Emeralds; that makes it very powerful. &lt;br /&gt;
|-&lt;br /&gt;
| 0036 &lt;br /&gt;
| ad_e0003_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0037 &lt;br /&gt;
| ad_e0003_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0038 &lt;br /&gt;
| ad_e0003_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wha -- thief!! &lt;br /&gt;
|-&lt;br /&gt;
| 0039 &lt;br /&gt;
| ad_e0003_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Look who&#039;s calling who a thief. &lt;br /&gt;
|-&lt;br /&gt;
| 0040 &lt;br /&gt;
| ad_e0003_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I came here following the signal from the emerald. If I&#039;m not mistaken, this is the Master Emerald, is it not? &lt;br /&gt;
|-&lt;br /&gt;
| 0041 &lt;br /&gt;
| ad_e0003_0070_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s you... Doctor Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0042 &lt;br /&gt;
| ad_e0003_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So that&#039;s Doctor Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0043 &lt;br /&gt;
| ad_e0003_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, I guess I can use it for something. I&#039;ll just take it with me. Farewell, Knucklehead. &lt;br /&gt;
|-&lt;br /&gt;
| 0044 &lt;br /&gt;
| ad_e0003_0100_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not if I can help it! &lt;br /&gt;
|-&lt;br /&gt;
| 0045 &lt;br /&gt;
| ad_e0003_0111_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AHHHH! &lt;br /&gt;
|-&lt;br /&gt;
| 0046 &lt;br /&gt;
| ad_e0003_0112_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What was that all about?! And look what you did to my Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0047 &lt;br /&gt;
| ad_e0003_0120_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I did that to prevent it from being stolen, you idiot! If it&#039;s in pieces, I can restore it. And by the way, that&#039;s not your Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0048 &lt;br /&gt;
| ad_e0003_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm... doesn&#039;t matter. I&#039;ll look into it once I get back to the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0049 &lt;br /&gt;
| ad_e0003_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I despise anyone who takes jewels from me. All the world&#039;s gems are mine to keep! &lt;br /&gt;
|-&lt;br /&gt;
| 0050 &lt;br /&gt;
| ad_e0003_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, well we&#039;ll see about that, bat girl! &lt;br /&gt;
|-&lt;br /&gt;
| 0051 &lt;br /&gt;
| ad_e0003_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0052 &lt;br /&gt;
| ad_e0004_0012_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There&#039;s no mistake about it; this must be the island. It&#039;s a secret military base that is reinforced, and super strong. It&#039;s called Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 0053 &lt;br /&gt;
| ad_e0004_0022_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I heard the news about it on satellite TV. I still can&#039;t believe that Sonic would destroy the military buildings, or rob the bank. Wait for me, okay Sonic? I&#039;m on my way. &lt;br /&gt;
|-&lt;br /&gt;
| 0054 &lt;br /&gt;
| ad_e0004_0032_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0055 &lt;br /&gt;
| ad_e0004_0042_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, look, it&#039;s Amy! And Eggman too. What&#039;s Amy doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 0056 &lt;br /&gt;
| ad_e0004_0052_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Doesn&#039;t matter. I have to help Amy, because she&#039;s in danger. Tornado Transformation! &lt;br /&gt;
|-&lt;br /&gt;
| 0057 &lt;br /&gt;
| ad_e0005_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time I&#039;ll let you go. But the next time we meet, you won&#039;t be so lucky. &lt;br /&gt;
|-&lt;br /&gt;
| 0058 &lt;br /&gt;
| ad_e0005_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Wow Tails, you did it! But what are you doing here on this island? &lt;br /&gt;
|-&lt;br /&gt;
| 0059 &lt;br /&gt;
| ad_e0005_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m the one who should be asking that question. Don&#039;t you know it&#039;s dangerous here? &lt;br /&gt;
|-&lt;br /&gt;
| 0060 &lt;br /&gt;
| ad_e0005_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I know, but I&#039;m here to save my hero, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0061 &lt;br /&gt;
| ad_e0005_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Again? &lt;br /&gt;
|-&lt;br /&gt;
| 0062 &lt;br /&gt;
| ad_e0005_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hurry! I know Eggman&#039;s up to no good again! &lt;br /&gt;
|-&lt;br /&gt;
| 0063 &lt;br /&gt;
| ad_e0005_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay. You stay here, I&#039;ll be right back. &lt;br /&gt;
|-&lt;br /&gt;
| 0064 &lt;br /&gt;
| ad_e0005_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Don&#039;t leave without me! I wanna help Sonic too! &lt;br /&gt;
|-&lt;br /&gt;
| 0065 &lt;br /&gt;
| ad_e0006_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? Amy? &lt;br /&gt;
|-&lt;br /&gt;
| 0066 &lt;br /&gt;
| ad_e0006_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shh! Keep your voice down! Have no fear...Amy Rose is here! &lt;br /&gt;
|-&lt;br /&gt;
| 0067 &lt;br /&gt;
| ad_e0006_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| How&#039;d you get here? &lt;br /&gt;
|-&lt;br /&gt;
| 0068 &lt;br /&gt;
| ad_e0006_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, if you gotta know, I caught a ride with Tails. &lt;br /&gt;
|-&lt;br /&gt;
| 0069 &lt;br /&gt;
| ad_e0006_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Are you sure you don&#039;t need my help? It looks like you could use it. &lt;br /&gt;
|-&lt;br /&gt;
| 0070 &lt;br /&gt;
| ad_e0006_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The reason I&#039;m in here is because of that fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0071 &lt;br /&gt;
| ad_e0006_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You mean... that black hedgehog? &lt;br /&gt;
|-&lt;br /&gt;
| 0072 &lt;br /&gt;
| ad_e0006_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you see it? Where is it now? &lt;br /&gt;
|-&lt;br /&gt;
| 0073 &lt;br /&gt;
| ad_e0006_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| If I tell ya, will you marry me? &lt;br /&gt;
|-&lt;br /&gt;
| 0074 &lt;br /&gt;
| ad_e0006_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way! &lt;br /&gt;
|-&lt;br /&gt;
| 0075 &lt;br /&gt;
| ad_e0006_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I thought I had you this time. &lt;br /&gt;
|-&lt;br /&gt;
| 0076 &lt;br /&gt;
| ad_e0006_0120_am &lt;br /&gt;
| Amy &lt;br /&gt;
| That black hedgehog came here with Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0077 &lt;br /&gt;
| ad_e0006_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So Eggman&#039;s behind this, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0078 &lt;br /&gt;
| ad_e0006_0140_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s all that writing on the walls anyway? Did you write that? &lt;br /&gt;
|-&lt;br /&gt;
| 0079 &lt;br /&gt;
| ad_e0006_0150_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Wait for me, Sonic! He&#039;s such a brat sometimes. &lt;br /&gt;
|-&lt;br /&gt;
| 0080 &lt;br /&gt;
| ad_e0007_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Phew, so far so good. &lt;br /&gt;
|-&lt;br /&gt;
| 0081 &lt;br /&gt;
| ad_e0007_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, that&#039;s- &lt;br /&gt;
|-&lt;br /&gt;
| 0082 &lt;br /&gt;
| ad_e0007_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That blue hedgehog again, of all places! &lt;br /&gt;
|-&lt;br /&gt;
| 0083 &lt;br /&gt;
| ad_e0007_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I found you, faker! &lt;br /&gt;
|-&lt;br /&gt;
| 0084 &lt;br /&gt;
| ad_e0007_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Faker? I think you&#039;re the fake hedgehog around here. You&#039;re comparing yourself to me? Hah! You&#039;re not even good enough to be my fake. &lt;br /&gt;
|-&lt;br /&gt;
| 0085 &lt;br /&gt;
| ad_e0007_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll make you eat those words! &lt;br /&gt;
|-&lt;br /&gt;
| 0086 &lt;br /&gt;
| ad_e0008_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow! What are you doing?! Hurry and get back here right now before the island blows up with you on it! &lt;br /&gt;
|-&lt;br /&gt;
| 0087 &lt;br /&gt;
| ad_e0008_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Blows up?! &lt;br /&gt;
|-&lt;br /&gt;
| 0088 &lt;br /&gt;
| ad_e0008_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I gotta get outta here, and find Amy and Tails... right away! &lt;br /&gt;
|-&lt;br /&gt;
| 0089 &lt;br /&gt;
| ad_e0010_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place sure feels haunted... There&#039;s no time to lose. I have to hurry and find the Master Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0090 &lt;br /&gt;
| ad_e0011_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahah! Citizens of Earth, lend me your ears and listen to me very carefully. My name is Dr. Eggman, the world&#039;s greatest scientist! And soon to be the world&#039;s greatest ruler! &lt;br /&gt;
| 0090 to 0093 are leftovers from the FMV sequence featuring Eggman&#039;s global threat&lt;br /&gt;
|-&lt;br /&gt;
| 0091 &lt;br /&gt;
| ad_e0011_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| From this moment forward, you are all citizens of the great Eggman Empire! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0092 &lt;br /&gt;
| ad_e0011_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, witness the beginning of the greatest empire of all time! Hahaha! &lt;br /&gt;
|-&lt;br /&gt;
| 0093 &lt;br /&gt;
| ad_e0011_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Mwhahahahahaha! Ahahahahahaha! &lt;br /&gt;
|-&lt;br /&gt;
| 0094 &lt;br /&gt;
| ad_e0011_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Look! Half of the Moon is gone?! &lt;br /&gt;
|-&lt;br /&gt;
| 0095 &lt;br /&gt;
| ad_e0011_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman! Oh, that creep never gives up! &lt;br /&gt;
|-&lt;br /&gt;
| 0096 &lt;br /&gt;
| ad_e0011_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| But how did he manage to harness all that energy? &lt;br /&gt;
|-&lt;br /&gt;
| 0097 &lt;br /&gt;
| ad_e0011_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s got to be the Chaos Emeralds... Yeah, that&#039;s why they were looking for &#039;em! &lt;br /&gt;
|-&lt;br /&gt;
| 0098 &lt;br /&gt;
| ad_e0011_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails?! &lt;br /&gt;
|-&lt;br /&gt;
| 0099 &lt;br /&gt;
| ad_e0011_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the first sentence from 0100 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0100 &lt;br /&gt;
| ad_e0011_0101_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The Chaos Emeralds are like magnets; they have the power to attract each other. I can use that to find where Eggman is! &lt;br /&gt;
|-&lt;br /&gt;
| 0101 &lt;br /&gt;
| ad_e0011_0102_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the second sentence from 0100 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0102 &lt;br /&gt;
| ad_e0011_0110_mt &lt;br /&gt;
| Police &lt;br /&gt;
| The three of you, freeze! Put your hands up in the air and get on the ground! &lt;br /&gt;
|-&lt;br /&gt;
| 0103 &lt;br /&gt;
| ad_e0011_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails, I&#039;ll take care of the police, while you try and find a way outta here. Find Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0104 &lt;br /&gt;
| ad_e0011_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! &lt;br /&gt;
|-&lt;br /&gt;
| 0105 &lt;br /&gt;
| ad_e0011_0140_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &amp;quot;The three of you?&amp;quot; That means me, too! Hey, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0106 &lt;br /&gt;
| ad_e0012_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;|These voice lines are all part of a scrapped cutscene that was meant to play in Mission Street in Story Mode. Voices do not exist for the English dub, but the Japanese voices remain.&lt;br /&gt;
|-&lt;br /&gt;
| 0107 &lt;br /&gt;
| ad_e0012_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0108 &lt;br /&gt;
| ad_e0012_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0109 &lt;br /&gt;
| ad_e0012_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0110 &lt;br /&gt;
| ad_e0012_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0111 &lt;br /&gt;
| ad_e0012_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0112 &lt;br /&gt;
| ad_e0012_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0113 &lt;br /&gt;
| ad_e0012_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0114 &lt;br /&gt;
| ad_e0013_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hmm... I didn&#039;t expect the inside of the mines to be like this. This is gonna be tougher than I thought! &lt;br /&gt;
|-&lt;br /&gt;
| 0115 &lt;br /&gt;
| ad_e0014_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sheesh! There always seems to be a lot of police around when you don&#039;t need &#039;em. Tails, any news yet? &lt;br /&gt;
|-&lt;br /&gt;
| 0116 &lt;br /&gt;
| ad_e0014_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| For some reason, I&#039;m not getting a signal from the six remaining Chaos Emeralds. Maybe Eggman took the Emeralds into outer space. &lt;br /&gt;
|-&lt;br /&gt;
| 0117 &lt;br /&gt;
| ad_e0014_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay! Let&#039;s meet up there! &lt;br /&gt;
|-&lt;br /&gt;
| 0118 &lt;br /&gt;
| ad_e0014_0040_mt &lt;br /&gt;
| Police &lt;br /&gt;
| There&#039;s a dead end up ahead. Spread out and find them! &lt;br /&gt;
| Unused in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0119 &lt;br /&gt;
| ad_e0014_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Outer space? &lt;br /&gt;
|-&lt;br /&gt;
| 0120 &lt;br /&gt;
| ad_e0014_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Knuckles! &lt;br /&gt;
|-&lt;br /&gt;
| 0121 &lt;br /&gt;
| ad_e0014_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0122 &lt;br /&gt;
| ad_e0014_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey guys. Long time no see! I must have got lost in the mines. Looking for those Master Emerald pieces was tougher than I thought it would be. Where are we, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0123 &lt;br /&gt;
| ad_e0014_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, where are you going?! &lt;br /&gt;
|-&lt;br /&gt;
| 0124 &lt;br /&gt;
| ad_e0014_0100_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Move aside, Knuckles! &lt;br /&gt;
|-&lt;br /&gt;
| 0125 &lt;br /&gt;
| ad_e0014_0110_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I managed to find the transcripts between Eggman and the President in the government computer. I&#039;m following the President&#039;s limo right now. &lt;br /&gt;
|-&lt;br /&gt;
| 0126 &lt;br /&gt;
| ad_e0014_0120_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hey! Wait for me, Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0127 &lt;br /&gt;
| ad_e0014_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| If we get into the limo, we can trace the call to find Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0128 &lt;br /&gt;
| ad_e0015_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, reports show that since the incident three hours ago, the country is in turmoil. Our financial communities are impacted and our satellite communications are down. An emergency meeting has been called. Mr. President, this is a national crisis. &lt;br /&gt;
|-&lt;br /&gt;
| 0129 &lt;br /&gt;
| ad_e0015_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| Spare me the details. Exactly just what is it that you want... Dr. Eggman? &lt;br /&gt;
|-&lt;br /&gt;
| 0130 &lt;br /&gt;
| ad_e0015_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Well, let&#039;s just get down to business then, shall we, Mr. President? I won&#039;t bore you with all the details since I know you are a very busy man. Mr. President, my demands are quite simple: Surrender to the Eggman Empire and make no attempts to resist! Otherwise... &lt;br /&gt;
|-&lt;br /&gt;
| 0131 &lt;br /&gt;
| ad_e0015_0040_pr &lt;br /&gt;
| President &lt;br /&gt;
| Otherwise? &lt;br /&gt;
|-&lt;br /&gt;
| 0132 &lt;br /&gt;
| ad_e0015_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Otherwise your country will cease to exist! You have 24 hours to give me your answer! &lt;br /&gt;
|-&lt;br /&gt;
| 0133 &lt;br /&gt;
| ad_e0015_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way! &lt;br /&gt;
|-&lt;br /&gt;
| 0134 &lt;br /&gt;
| ad_e0015_0070_pr &lt;br /&gt;
| President &lt;br /&gt;
| What the? &lt;br /&gt;
|-&lt;br /&gt;
| 0135 &lt;br /&gt;
| ad_e0015_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! You...! &lt;br /&gt;
|-&lt;br /&gt;
| 0136 &lt;br /&gt;
| ad_e0015_0090_pr &lt;br /&gt;
| President &lt;br /&gt;
| What the heck is going on here? &lt;br /&gt;
|-&lt;br /&gt;
| 0137 &lt;br /&gt;
| ad_e0015_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman Empire... Yeah right! &lt;br /&gt;
|-&lt;br /&gt;
| 0138 &lt;br /&gt;
| ad_e0015_0110_pr &lt;br /&gt;
| President &lt;br /&gt;
| Oh no! What did you do?! &lt;br /&gt;
|-&lt;br /&gt;
| 0139 &lt;br /&gt;
| ad_e0015_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t worry, Mr. President. Everything&#039;s under control. Just leave it to us! Got it, Tails? &lt;br /&gt;
|-&lt;br /&gt;
| 0140 &lt;br /&gt;
| ad_e0015_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0141 &lt;br /&gt;
| ad_e0015_0131_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I got it! He&#039;s transmitting from the Space Colony ARK! &lt;br /&gt;
|-&lt;br /&gt;
| 0142 &lt;br /&gt;
| ad_e0015_0132_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait up, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0143 &lt;br /&gt;
| ad_e0015_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay! Let&#039;s move it! &lt;br /&gt;
|-&lt;br /&gt;
| 0144 &lt;br /&gt;
| ad_e0015_0150_pr &lt;br /&gt;
| President &lt;br /&gt;
| Hey you, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0145 &lt;br /&gt;
| ad_e0015_0160_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, we&#039;re receiving an incoming signal from our agent. &lt;br /&gt;
|-&lt;br /&gt;
| 0146 &lt;br /&gt;
| ad_e0015_0170_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0147 &lt;br /&gt;
| ad_e0015_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0148 &lt;br /&gt;
| ad_e0016_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Inside that pyramid? &lt;br /&gt;
|-&lt;br /&gt;
| 0149 &lt;br /&gt;
| ad_e0016_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I saw Eggman go inside the pyramid, and more importantly, I saw that bat girl go inside with him as well. You saw them too, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0150 &lt;br /&gt;
| ad_e0016_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, yeah. &lt;br /&gt;
|-&lt;br /&gt;
| 0151 &lt;br /&gt;
| ad_e0016_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We should be able to get into outer space from there. I don&#039;t know what this space colony is all about, but I&#039;ll find and destroy that cannon, and then kick their imperial butts! &lt;br /&gt;
|-&lt;br /&gt;
| 0152 &lt;br /&gt;
| ad_e0016_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right! &lt;br /&gt;
|-&lt;br /&gt;
| 0153 &lt;br /&gt;
| ad_e0016_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll go and find the entrance! &lt;br /&gt;
|-&lt;br /&gt;
| 0154 &lt;br /&gt;
| ad_e0017_0010_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Looks like we&#039;re heading toward the center of the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0155 &lt;br /&gt;
| ad_e0017_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That Egghead sure loves mechanical things, doesn&#039;t he? I&#039;ll bet he has one or two spaceships lying around here somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 0156 &lt;br /&gt;
| ad_e0017_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The door is locked. We need a key to get in there! &lt;br /&gt;
|-&lt;br /&gt;
| 0157 &lt;br /&gt;
| ad_e0017_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No problem! We can find it, right Knuckles? &lt;br /&gt;
|-&lt;br /&gt;
| 0158 &lt;br /&gt;
| ad_e0017_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? Why do I have to find the key? &lt;br /&gt;
|-&lt;br /&gt;
| 0159 &lt;br /&gt;
| ad_e0017_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We&#039;re counting on you, buddy! The world&#039;s greatest treasure hunter! &lt;br /&gt;
|-&lt;br /&gt;
| 0160 &lt;br /&gt;
| ad_e0018_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Huh? Who&#039;s there? &lt;br /&gt;
|-&lt;br /&gt;
| 0161 &lt;br /&gt;
| ad_e0018_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the... a ghost? &lt;br /&gt;
|-&lt;br /&gt;
| 0162 &lt;br /&gt;
| ad_e0018_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What?! A ghost?! &lt;br /&gt;
| Alternate take of 0161&lt;br /&gt;
|-&lt;br /&gt;
| 0163 &lt;br /&gt;
| ad_e0019_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; That was pretty rough! &lt;br /&gt;
|-&lt;br /&gt;
| 0164 &lt;br /&gt;
| ad_e0019_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We did it! Let&#039;s go, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0165 &lt;br /&gt;
| ad_e0019_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You little thieves! Did you really think you could get out of here alive? &lt;br /&gt;
|-&lt;br /&gt;
| 0166 &lt;br /&gt;
| ad_e0019_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Come and get some, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0167 &lt;br /&gt;
| ad_e0019_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0168 &lt;br /&gt;
| ad_e0019_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 0169 &lt;br /&gt;
| ad_e0019_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll take your lives as well as the Chaos Emerald! I call on you to destroy these pests! Come out, my servant! &lt;br /&gt;
|-&lt;br /&gt;
| 0170 &lt;br /&gt;
| ad_e0019_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0171 &lt;br /&gt;
| ad_e0019_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh?! &lt;br /&gt;
|-&lt;br /&gt;
| 0172 &lt;br /&gt;
| ad_e0019_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0173 &lt;br /&gt;
| ad_e0019_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0174 &lt;br /&gt;
| ad_e0020_0010_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Green light for launch. Primary engine ignition on. Beginning liftoff countdown. 10, 9, 8, 7, 6... &lt;br /&gt;
| 0174 to 0186 are leftovers from the shuttle FMV sequence&lt;br /&gt;
|-&lt;br /&gt;
| 0175 &lt;br /&gt;
| ad_e0020_0020_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| 5, 4, 3, 2, 1... &lt;br /&gt;
|-&lt;br /&gt;
| 0176 &lt;br /&gt;
| ad_e0020_0030_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Shuttle liftoff! &lt;br /&gt;
|-&lt;br /&gt;
| 0177 &lt;br /&gt;
| ad_e0020_0041_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So this is the space colony where Eggman is hiding. &lt;br /&gt;
|-&lt;br /&gt;
| 0178 &lt;br /&gt;
| ad_e0020_0042_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What the?! &lt;br /&gt;
|-&lt;br /&gt;
| 0179 &lt;br /&gt;
| ad_e0020_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Is everyone all right? We should be landing soon. &lt;br /&gt;
|-&lt;br /&gt;
| 0180 &lt;br /&gt;
| ad_e0020_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oh no! The hatch doors are open! &lt;br /&gt;
|-&lt;br /&gt;
| 0181 &lt;br /&gt;
| ad_e0020_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t sweat it, Knuckles! The only thing in the cargo bay are those Master Emeralds... right? &lt;br /&gt;
|-&lt;br /&gt;
| 0182 &lt;br /&gt;
| ad_e0020_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What do you mean, &amp;quot;don&#039;t sweat it&amp;quot;? Land the shuttle and let me out! &lt;br /&gt;
|-&lt;br /&gt;
| 0183 &lt;br /&gt;
| ad_e0020_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Knock it off, Knuckles! We&#039;re gonna crash this thing if you keep that up... OH NO! Don&#039;t touch that lever! &lt;br /&gt;
|-&lt;br /&gt;
| 0184 &lt;br /&gt;
| ad_e0020_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| WHOOOOAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0185 &lt;br /&gt;
| ad_e0020_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| WAAAAAAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0186 &lt;br /&gt;
| ad_e0020_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| WHAAAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0187 &lt;br /&gt;
| ad_e0021_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up with that knucklehead, anyway? Trying to take over the shuttle... I thought we were toast for sure! &lt;br /&gt;
|-&lt;br /&gt;
| 0188 &lt;br /&gt;
| ad_e0021_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? Where did he go now? &lt;br /&gt;
|-&lt;br /&gt;
| 0189 &lt;br /&gt;
| ad_e0021_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Looks like he bailed. &lt;br /&gt;
|-&lt;br /&gt;
| 0190 &lt;br /&gt;
| ad_e0021_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| This place looks deserted. Dusty too! &lt;br /&gt;
|-&lt;br /&gt;
| 0191 &lt;br /&gt;
| ad_e0021_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| This place was shut down about 50 years ago because of a terrible accident. &lt;br /&gt;
|-&lt;br /&gt;
| 0192 &lt;br /&gt;
| ad_e0021_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0193 and 0194 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0193 &lt;br /&gt;
| ad_e0021_0061_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The first Bernoulli spherical space colony, called ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 0194 &lt;br /&gt;
| ad_e0021_0062_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| When it was operational, it was the most advanced research center of its kind, but looking at it now... &lt;br /&gt;
|-&lt;br /&gt;
| 0195 &lt;br /&gt;
| ad_e0021_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Now it&#039;s an abandoned ARK, wouldn&#039;t you say? &lt;br /&gt;
|-&lt;br /&gt;
| 0196 &lt;br /&gt;
| ad_e0021_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left before Eggman fires that weapon again. We&#039;ve got to hurry! Let&#039;s find the cannon and destroy it! &lt;br /&gt;
|-&lt;br /&gt;
| 0197 &lt;br /&gt;
| ad_e0021_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0198 &lt;br /&gt;
| ad_e0021_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Someone designed that weapon to be impenetrable from outside attacks. Its defense shields are super strong, so we have to find a way to destroy it from inside. &lt;br /&gt;
|-&lt;br /&gt;
| 0199 &lt;br /&gt;
| ad_e0021_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Isn&#039;t that a Chaos Emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0200 &lt;br /&gt;
| ad_e0021_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It looks like it, doesn&#039;t it? But in fact, it&#039;s a fake one I created after researching the real emerald. It has the same wavelength and properties, but it&#039;s less powerful than the real one. &lt;br /&gt;
|-&lt;br /&gt;
| 0201 &lt;br /&gt;
| ad_e0021_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s designed to reverse the energy field inside the Chaos Emeralds and blow up. It looks so real, even a machine can&#039;t tell the difference. &lt;br /&gt;
|-&lt;br /&gt;
| 0202 &lt;br /&gt;
| ad_e0021_0140_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll find the power supply and destroy it! Sonic, you find the control room, okay? &lt;br /&gt;
|-&lt;br /&gt;
| 0203 &lt;br /&gt;
| ad_e0021_0150_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So the plan is, we&#039;ll switch the Chaos Emeralds when the machine has stopped, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0204 &lt;br /&gt;
| ad_e0021_0160_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I hate you! You guys always leave me behind and have all the fun! &lt;br /&gt;
|-&lt;br /&gt;
| 0205 &lt;br /&gt;
| ad_e0022_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! I found the control room! &lt;br /&gt;
| Approaching the bottom of the power generator tower in Eternal Engine (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 0206 &lt;br /&gt;
| ad_e0022_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! I&#039;ll destroy the power supply! &lt;br /&gt;
| Reaching the bottom of the power generator tower in Eternal Engine (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 0207 &lt;br /&gt;
| ad_e0022_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay, Sonic! Now put that Emerald... &lt;br /&gt;
|-&lt;br /&gt;
| 0208 &lt;br /&gt;
| ad_e0022_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! Tails, tell Sonic to meet you back at the research facility. Now! &lt;br /&gt;
|-&lt;br /&gt;
| 0209 &lt;br /&gt;
| ad_e0022_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! Amy is... &lt;br /&gt;
|-&lt;br /&gt;
| 0210 &lt;br /&gt;
| ad_e0022_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I didn&#039;t get that, Tails. What happened to Amy? Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0211 &lt;br /&gt;
| ad_e0023_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Long time no see, treasure hunter! Did you find MY Emeralds? &lt;br /&gt;
|-&lt;br /&gt;
| 0212 &lt;br /&gt;
| ad_e0023_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s a good one! YOUR Emerald? Talking to you is a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 0213 &lt;br /&gt;
| ad_e0024_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0214 &lt;br /&gt;
| ad_e0024_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0215 &lt;br /&gt;
| ad_e0024_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Stop fooling around and give me back my Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0216 &lt;br /&gt;
| ad_e0024_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Stop fooling around and give me back my Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0217 &lt;br /&gt;
| ad_e0024_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you babbling about? You call yourself a hunter, attacking a lady? Shame on you! &lt;br /&gt;
|-&lt;br /&gt;
| 0218 &lt;br /&gt;
| ad_e0024_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of lady goes around stealing gems, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0219 &lt;br /&gt;
| ad_e0024_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Those belong to me... aaah! &lt;br /&gt;
|-&lt;br /&gt;
| 0220 &lt;br /&gt;
| ad_e0024_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Keep your hands to yourself! Don&#039;t touch me! &lt;br /&gt;
|-&lt;br /&gt;
| 0221 &lt;br /&gt;
| ad_e0024_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is that how you say thanks to someone who just saved your life? &lt;br /&gt;
|-&lt;br /&gt;
| 0222 &lt;br /&gt;
| ad_e0024_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Saving my life. Don&#039;t think I owe you one! You just wanted to hold my hand, didn&#039;t you? That&#039;s why you saved me. You&#039;re such a creep! &lt;br /&gt;
|-&lt;br /&gt;
| 0223 &lt;br /&gt;
| ad_e0024_0110_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This isn&#039;t a joke, you know. Think what you want, bat girl. I was saving the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0224 &lt;br /&gt;
| ad_e0024_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; No matter what you say, it sounds crazy! &lt;br /&gt;
|-&lt;br /&gt;
| 0225 &lt;br /&gt;
| ad_e0024_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Wha? &lt;br /&gt;
|-&lt;br /&gt;
| 0226 &lt;br /&gt;
| ad_e0024_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Fine. Then just take them. They stink like echidnas do! &lt;br /&gt;
|-&lt;br /&gt;
| 0227 &lt;br /&gt;
| ad_e0024_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If that&#039;s what you thought, you should have given me them in the first place! &lt;br /&gt;
|-&lt;br /&gt;
| 0228 &lt;br /&gt;
| ad_e0024_0160_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Finally! &lt;br /&gt;
|-&lt;br /&gt;
| 0229 &lt;br /&gt;
| ad_e0024_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0230 &lt;br /&gt;
| ad_e0024_0180_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m sorry... if I hurt you. &lt;br /&gt;
|-&lt;br /&gt;
| 0231 &lt;br /&gt;
| ad_e0024_0190_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We should get going. &lt;br /&gt;
|-&lt;br /&gt;
| 0232 &lt;br /&gt;
| ad_e0024_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0233 &lt;br /&gt;
| ad_e0024_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world? &lt;br /&gt;
|-&lt;br /&gt;
| 0234 &lt;br /&gt;
| ad_e0025_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take care of business first, shall we, Sonic? Hand over the Chaos Emerald, slowly, and then we&#039;ll talk about your girlfriend. That is, if you really care for her! &lt;br /&gt;
|-&lt;br /&gt;
| 0235 &lt;br /&gt;
| ad_e0025_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Handing over the fake Emerald... I can kill two birds with one stone! &lt;br /&gt;
|-&lt;br /&gt;
| 0236 &lt;br /&gt;
| ad_e0025_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Put the Emerald down right there and back off! &lt;br /&gt;
|-&lt;br /&gt;
| 0237 &lt;br /&gt;
| ad_e0025_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You&#039;ve turned into a big-time villain, Doctor! &lt;br /&gt;
|-&lt;br /&gt;
| 0238 &lt;br /&gt;
| ad_e0025_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You thought you could trick me with that fake Emerald, didn&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0239 &lt;br /&gt;
| ad_e0025_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| So... how did you know it wasn&#039;t the real one? &lt;br /&gt;
|-&lt;br /&gt;
| 0240 &lt;br /&gt;
| ad_e0025_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0241 &lt;br /&gt;
| ad_e0025_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heh! Because you just told me, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 0242 &lt;br /&gt;
| ad_e0025_0141_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, for a little space ride! &lt;br /&gt;
|-&lt;br /&gt;
| 0243 &lt;br /&gt;
| ad_e0025_0142_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The capsule clears the colony, BAM! &lt;br /&gt;
|-&lt;br /&gt;
| 0244 &lt;br /&gt;
| ad_e0025_0150_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m counting on you, Tails! And Amy... take care of yourself. &lt;br /&gt;
|-&lt;br /&gt;
| 0245 &lt;br /&gt;
| ad_e0025_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0246 &lt;br /&gt;
| ad_e0025_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not fair, Eggman! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0247 &lt;br /&gt;
| ad_e0025_0190_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0248 &lt;br /&gt;
| ad_e0025_0200_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &amp;quot;It has the same wavelength and properties, but it&#039;s less powerful than the real one!&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| 0249 &lt;br /&gt;
| ad_e0025_0210_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The same wavelength and properties... &lt;br /&gt;
|-&lt;br /&gt;
| 0250 &lt;br /&gt;
| ad_e0025_0220_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| But, can I do this? &lt;br /&gt;
|-&lt;br /&gt;
| 0251 &lt;br /&gt;
| ad_e0025_0230_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic, my admirable adversary... &lt;br /&gt;
|-&lt;br /&gt;
| 0252 &lt;br /&gt;
| ad_e0025_0240_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Soniiiic! &#039;&#039;crying&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0253 &lt;br /&gt;
| ad_e0025_0250_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now we have some unfinished business to take care of. If you give me the real Emerald, I will release you both! You have my promise! &lt;br /&gt;
|-&lt;br /&gt;
| 0254 &lt;br /&gt;
| ad_e0025_0260_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0255 &lt;br /&gt;
| ad_e0025_0270_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0256 &lt;br /&gt;
| ad_e0025_0280_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic has asked me for the first time to do something for him. I won&#039;t let him down! I won&#039;t give up!! &lt;br /&gt;
|-&lt;br /&gt;
| 0257 &lt;br /&gt;
| ad_e0025_0290_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0258 &lt;br /&gt;
| ad_e0025_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahahaha &lt;br /&gt;
|-&lt;br /&gt;
| 0259 &lt;br /&gt;
| ad_e0026_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I feel some strange energy... &lt;br /&gt;
|-&lt;br /&gt;
| 0260 &lt;br /&gt;
| ad_e0026_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0261 &lt;br /&gt;
| ad_e0026_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa. I wasn&#039;t sure if I could pull that one off. Somehow I managed to use the Chaos Control. &lt;br /&gt;
|-&lt;br /&gt;
| 0262 &lt;br /&gt;
| ad_e0026_0040_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Chaos Control? &lt;br /&gt;
|-&lt;br /&gt;
| 0263 &lt;br /&gt;
| ad_e0026_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Are you okay? &lt;br /&gt;
|-&lt;br /&gt;
| 0264 &lt;br /&gt;
| ad_e0026_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m worried about Tails and Amy. I hate to ask, but, could you help them? &lt;br /&gt;
|-&lt;br /&gt;
| 0265 &lt;br /&gt;
| ad_e0026_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This is our last chance... I got it! Before the cannon fires, I&#039;ll slam-dunk it in there! &lt;br /&gt;
|-&lt;br /&gt;
| 0266 &lt;br /&gt;
| ad_e0027_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You never cease to surprise me, blue hedgehog. I thought that capsule you were in exploded in space. &lt;br /&gt;
|-&lt;br /&gt;
| 0267 &lt;br /&gt;
| ad_e0027_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You know, what can I say? I die hard! &lt;br /&gt;
|-&lt;br /&gt;
| 0268 &lt;br /&gt;
| ad_e0027_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You actually saved me, you know. &lt;br /&gt;
|-&lt;br /&gt;
| 0269 &lt;br /&gt;
| ad_e0027_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It was a Chaos Emerald, wasn&#039;t it? But, there&#039;s no way you could have activated the Chaos Control using an emerald that&#039;s fake! &lt;br /&gt;
|-&lt;br /&gt;
| 0270 &lt;br /&gt;
| ad_e0027_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So, there&#039;s more to you than just looking like me. What are you, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0271 &lt;br /&gt;
| ad_e0027_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What you see is what you get. Just a guy that loves adventure. I&#039;m Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0272 &lt;br /&gt;
| ad_e0027_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0271 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0273 &lt;br /&gt;
| ad_e0027_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I see. But you know, I can&#039;t let you live. Your adventuring days are coming to an end! &lt;br /&gt;
|-&lt;br /&gt;
| 0274 &lt;br /&gt;
| ad_e0028_0010_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic. I did it... &lt;br /&gt;
|-&lt;br /&gt;
| 0275 &lt;br /&gt;
| ad_e0028_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Awesome job, Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0276 &lt;br /&gt;
| ad_e0028_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0277 &lt;br /&gt;
| ad_e0028_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Look outside! &lt;br /&gt;
|-&lt;br /&gt;
| 0278 &lt;br /&gt;
| ad_e0028_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh? &lt;br /&gt;
|-&lt;br /&gt;
| 0279 &lt;br /&gt;
| ad_e0028_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh! &lt;br /&gt;
|-&lt;br /&gt;
| 0280 &lt;br /&gt;
| ad_e0029_0010_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Eggman steals the research from a military base located on an island to the south. The military&#039;s top secret weapon: Shadow, sealed in the Space Colony ARK. The seven Chaos Emeralds... &lt;br /&gt;
| 0280 to 0282 are leftovers from the Dark Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0281 &lt;br /&gt;
| ad_e0029_0020_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| When all of the keys have been collected, world conquest will be at hand. Sonic Adventure 2: the Dark Side Story. &lt;br /&gt;
|-&lt;br /&gt;
| 0282 &lt;br /&gt;
| ad_e0029_0030_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Long live the Eggman Empire! &lt;br /&gt;
|-&lt;br /&gt;
| 0283 &lt;br /&gt;
| ad_e0030_0010_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow... &lt;br /&gt;
| 0283 to 0304 are leftovers from the Last Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0284 &lt;br /&gt;
| ad_e0030_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The Ultimate Life Form... &lt;br /&gt;
|-&lt;br /&gt;
| 0285 &lt;br /&gt;
| ad_e0030_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The end of mankind... &lt;br /&gt;
|-&lt;br /&gt;
| 0286 &lt;br /&gt;
| ad_e0030_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control... &lt;br /&gt;
|-&lt;br /&gt;
| 0287 &lt;br /&gt;
| ad_e0030_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Vengeance... &lt;br /&gt;
|-&lt;br /&gt;
| 0288 &lt;br /&gt;
| ad_e0030_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Space Colony... &lt;br /&gt;
|-&lt;br /&gt;
| 0289 &lt;br /&gt;
| ad_e0030_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Desperation... &lt;br /&gt;
|-&lt;br /&gt;
| 0290 &lt;br /&gt;
| ad_e0030_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Prayer... &lt;br /&gt;
|-&lt;br /&gt;
| 0291 &lt;br /&gt;
| ad_e0030_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Super Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0292 &lt;br /&gt;
| ad_e0030_0100_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Wish... &lt;br /&gt;
|-&lt;br /&gt;
| 0293 &lt;br /&gt;
| ad_e0030_0110_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| ARK... &lt;br /&gt;
|-&lt;br /&gt;
| 0294 &lt;br /&gt;
| ad_e0030_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Collision... &lt;br /&gt;
|-&lt;br /&gt;
| 0295 &lt;br /&gt;
| ad_e0030_0130_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Tears... &lt;br /&gt;
|-&lt;br /&gt;
| 0296 &lt;br /&gt;
| ad_e0030_0140_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Untamed power of Chaos Emeralds... &lt;br /&gt;
|-&lt;br /&gt;
| 0297 &lt;br /&gt;
| ad_e0030_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria... &lt;br /&gt;
|-&lt;br /&gt;
| 0298 &lt;br /&gt;
| ad_e0030_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Insanity... &lt;br /&gt;
|-&lt;br /&gt;
| 0299 &lt;br /&gt;
| ad_e0030_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Professor Gerald... &lt;br /&gt;
|-&lt;br /&gt;
| 0300 &lt;br /&gt;
| ad_e0030_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Crisis of epic proportions... &lt;br /&gt;
|-&lt;br /&gt;
| 0301 &lt;br /&gt;
| ad_e0030_0190_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Apocalypse... &lt;br /&gt;
|-&lt;br /&gt;
| 0302 &lt;br /&gt;
| ad_e0030_0200_am &lt;br /&gt;
| Amy &lt;br /&gt;
| The truth about 50 years ago... &lt;br /&gt;
|-&lt;br /&gt;
| 0303 &lt;br /&gt;
| ad_e0030_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The end of everything... &lt;br /&gt;
|-&lt;br /&gt;
| 0304 &lt;br /&gt;
| ad_e0030_0220_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Sonic Adventure 2: Last Episode. Wishes are eternal. &lt;br /&gt;
|-&lt;br /&gt;
| 0305 &lt;br /&gt;
| ad_e0100_0010_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Intruder alert! Intruder alert! Security breach at Gate 3! Intruder has been located in the north quadrant and is moving in the direction of the underground base. All units prepare to engage! Emergency battle formations! Standard battle procedures initiated! Locate and stop the intruder from entering the security area. This is not a drill, repeat, this is not a drill! &lt;br /&gt;
|-&lt;br /&gt;
| 0306 &lt;br /&gt;
| ad_e0100_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahahaha! That was all too easy! &lt;br /&gt;
|-&lt;br /&gt;
| 0307 &lt;br /&gt;
| ad_e0100_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take a look at what my grandfather was working on... a top-secret military weapon! The military shut down the research because they feared it! &lt;br /&gt;
|-&lt;br /&gt;
| 0308 &lt;br /&gt;
| ad_e0101_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh-ho! &lt;br /&gt;
|-&lt;br /&gt;
| 0309 &lt;br /&gt;
| ad_e0101_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So this is the military&#039;s top secret weapon? It&#039;s a lot smaller than I expected. &lt;br /&gt;
|-&lt;br /&gt;
| 0310 &lt;br /&gt;
| ad_e0101_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter user data, uh-huh. Enter password. &lt;br /&gt;
|-&lt;br /&gt;
| 0311 &lt;br /&gt;
| ad_e0101_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Password is, MA-RI-A. Maria! Now all I have to do is to place the Chaos Emerald into this console. &lt;br /&gt;
|-&lt;br /&gt;
| 0312 &lt;br /&gt;
| ad_e0101_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s that? Is that you, Sonic? Are you trying to spoil my plans again?! &lt;br /&gt;
|-&lt;br /&gt;
| 0313 &lt;br /&gt;
| ad_e0101_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait a minute. You&#039;re not Sonic! This is impossible! &lt;br /&gt;
|-&lt;br /&gt;
| 0314 &lt;br /&gt;
| ad_e0101_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. Since you were so kind to release me, my master... &lt;br /&gt;
|-&lt;br /&gt;
| 0315 &lt;br /&gt;
| ad_e0101_0072_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0314 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0316 &lt;br /&gt;
| ad_e0101_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I will grant you one wish. &lt;br /&gt;
|-&lt;br /&gt;
| 0317 &lt;br /&gt;
| ad_e0101_0082_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0318 &lt;br /&gt;
| ad_e0101_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now what?! &lt;br /&gt;
|-&lt;br /&gt;
| 0319 &lt;br /&gt;
| ad_e0101_0100_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Behold the true power I possess! &lt;br /&gt;
|-&lt;br /&gt;
| 0320 &lt;br /&gt;
| ad_e0101_0102_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0319 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0321 &lt;br /&gt;
| ad_e0102_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Destroying that guard robot was spectacular! &lt;br /&gt;
|-&lt;br /&gt;
| 0322 &lt;br /&gt;
| ad_e0102_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So, Shadow. You are the military&#039;s top secret weapon! But what did you mean when you said you will grant me a wish? &lt;br /&gt;
|-&lt;br /&gt;
| 0323 &lt;br /&gt;
| ad_e0102_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Bring more Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0324 &lt;br /&gt;
| ad_e0102_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0325 &lt;br /&gt;
| ad_e0102_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll be waiting for you, in the central control room, on the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 0326 &lt;br /&gt;
| ad_e0102_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| ARK? &lt;br /&gt;
|-&lt;br /&gt;
| 0327 &lt;br /&gt;
| ad_e0103_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Just let it go. You just don&#039;t know when to give up, do you? &lt;br /&gt;
|-&lt;br /&gt;
| 0328 &lt;br /&gt;
| ad_e0103_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0329 and 0330 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0329 &lt;br /&gt;
| ad_e0103_0021_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you talking about? That emerald&#039;s mine! You got that? The Master Emerald contains special powers that neutralize the energy of the Chaos Emeralds. That makes it very powerful. &lt;br /&gt;
|-&lt;br /&gt;
| 0330 &lt;br /&gt;
| ad_e0103_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the?! &lt;br /&gt;
|-&lt;br /&gt;
| 0331 &lt;br /&gt;
| ad_e0103_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0332 &lt;br /&gt;
| ad_e0103_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wha? Thief! &lt;br /&gt;
|-&lt;br /&gt;
| 0333 &lt;br /&gt;
| ad_e0103_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Look who&#039;s calling who a thief. &lt;br /&gt;
|-&lt;br /&gt;
| 0334 &lt;br /&gt;
| ad_e0103_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I came here following the signal from the emerald. If I&#039;m not mistaken, this is the Master Emerald, is it not? &lt;br /&gt;
|-&lt;br /&gt;
| 0335 &lt;br /&gt;
| ad_e0103_0070_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s you... Dr. Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0336 &lt;br /&gt;
| ad_e0103_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So that&#039;s Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0337 &lt;br /&gt;
| ad_e0103_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, I guess I can use it for something. I&#039;ll just take it with me. Farewell, knucklehead! &lt;br /&gt;
|-&lt;br /&gt;
| 0338 &lt;br /&gt;
| ad_e0103_0100_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not if I can help it! &lt;br /&gt;
|-&lt;br /&gt;
| 0339 &lt;br /&gt;
| ad_e0103_0111_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0340 &lt;br /&gt;
| ad_e0103_0112_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What was that all about? And look what you did to my emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0341 &lt;br /&gt;
| ad_e0103_0120_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I did that to prevent the Master Emerald from being stolen, you idiot! If it&#039;s in pieces, I can restore it. And by the way, that&#039;s not your emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0342 &lt;br /&gt;
| ad_e0103_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm. Doesn&#039;t matter. I&#039;ll look into it once I get back to the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0343 &lt;br /&gt;
| ad_e0103_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I despise anyone who takes jewels from me. All the world&#039;s gems are mine to keep! &lt;br /&gt;
|-&lt;br /&gt;
| 0344 &lt;br /&gt;
| ad_e0103_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, we&#039;ll see about that, bat girl! &lt;br /&gt;
|-&lt;br /&gt;
| 0345 &lt;br /&gt;
| ad_e0103_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0346 &lt;br /&gt;
| ad_e0104_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Those idiots will never find my hidden base inside this pyramid! Let&#039;s take care of business here first, then get inside. &lt;br /&gt;
|-&lt;br /&gt;
| 0347 &lt;br /&gt;
| ad_e0105_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| With the Chaos Emerald... in the Space Colony ARK... Hmm. I&#039;ve got to find out just what&#039;s going on up there! &lt;br /&gt;
|-&lt;br /&gt;
| 0348 &lt;br /&gt;
| ad_e0105_0020_ot &lt;br /&gt;
| Reporter &lt;br /&gt;
| We interrupt this broadcast for an important news flash. There has been a break-in at the Federal Reserve bank today. Mysteriously, the only thing that was stolen was the Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0349 &lt;br /&gt;
| ad_e0105_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The Chaos Emerald?! &lt;br /&gt;
|-&lt;br /&gt;
| 0350 &lt;br /&gt;
| ad_e0105_0040_ot &lt;br /&gt;
| Reporter &lt;br /&gt;
| According to eyewitnesses at the scene, the suspect was identified as the world-renowned hero, Sonic the Hedgehog. The suspect was seen fleeing the scene, destroying the Reserve&#039;s guard robots in his path. Stay tuned for more details. &lt;br /&gt;
|-&lt;br /&gt;
| 0351 &lt;br /&gt;
| ad_e0105_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sounds more like the work of Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0352 &lt;br /&gt;
| ad_e0106_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm! How pathetic. &lt;br /&gt;
|-&lt;br /&gt;
| 0353 &lt;br /&gt;
| ad_e0106_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0354 &lt;br /&gt;
| ad_e0106_0030_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0355 &lt;br /&gt;
| ad_e0106_0040_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Find them before they escape! &lt;br /&gt;
|-&lt;br /&gt;
| 0356 &lt;br /&gt;
| ad_e0106_0060_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0357 &lt;br /&gt;
| ad_e0106_0070_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Shadow, I beg of you. Please, do it for me. &lt;br /&gt;
|-&lt;br /&gt;
| 0358 &lt;br /&gt;
| ad_e0106_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria...! &lt;br /&gt;
|-&lt;br /&gt;
| 0359 &lt;br /&gt;
| ad_e0106_0090_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| For all people, on that planet... &lt;br /&gt;
|-&lt;br /&gt;
| 0360 &lt;br /&gt;
| ad_e0106_0100_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sayonara, Shadow... the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0361 &lt;br /&gt;
| ad_e0106_0120_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, I still remember what I promised you. For the people of this planet, I promise you... Revenge! &lt;br /&gt;
|-&lt;br /&gt;
| 0362 &lt;br /&gt;
| ad_e0106_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0363 &lt;br /&gt;
| ad_e0107_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Those robots are a total pain in the... &lt;br /&gt;
|-&lt;br /&gt;
| 0364 &lt;br /&gt;
| ad_e0107_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0365 &lt;br /&gt;
| ad_e0107_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It all starts with this... &lt;br /&gt;
|-&lt;br /&gt;
| 0366 &lt;br /&gt;
| ad_e0107_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| A jewel containing the ultimate power! &lt;br /&gt;
|-&lt;br /&gt;
| 0367 &lt;br /&gt;
| ad_e0107_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That&#039;s the... Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0368 &lt;br /&gt;
| ad_e0107_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0369 and 0370 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0369 &lt;br /&gt;
| ad_e0107_0061_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now I know what&#039;s going on! &lt;br /&gt;
|-&lt;br /&gt;
| 0370 &lt;br /&gt;
| ad_e0107_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The military has mistaken me for the likes of you! &lt;br /&gt;
|-&lt;br /&gt;
| 0371 &lt;br /&gt;
| ad_e0107_0063_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So, where do you think you&#039;re going with that emerald? &lt;br /&gt;
| Japanese dub uses a duplicate of 0372 here&lt;br /&gt;
|-&lt;br /&gt;
| 0372 &lt;br /&gt;
| ad_e0107_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Say something, you fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0373 &lt;br /&gt;
| ad_e0107_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0374 &lt;br /&gt;
| ad_e0107_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Wow, he&#039;s fast! &lt;br /&gt;
|-&lt;br /&gt;
| 0375 &lt;br /&gt;
| ad_e0107_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0376 and 0377 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0376 &lt;br /&gt;
| ad_e0107_0141_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, it&#039;s not his speed! &lt;br /&gt;
|-&lt;br /&gt;
| 0377 &lt;br /&gt;
| ad_e0107_0142_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He must be using the Chaos Emerald to warp! &lt;br /&gt;
|-&lt;br /&gt;
| 0378 &lt;br /&gt;
| ad_e0107_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. I&#039;m the world&#039;s Ultimate Life Form. There&#039;s no time for games... Farewell! &lt;br /&gt;
|-&lt;br /&gt;
| 0379 &lt;br /&gt;
| ad_e0107_0160_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Shadow... what is he? &lt;br /&gt;
|-&lt;br /&gt;
| 0380 &lt;br /&gt;
| ad_e0107_0170_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Don&#039;t move! Stay where you are! Keep your hands up in the air! &lt;br /&gt;
|-&lt;br /&gt;
| 0381 &lt;br /&gt;
| ad_e0107_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0382 &lt;br /&gt;
| ad_e0107_0190_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0383 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0383 &lt;br /&gt;
| ad_e0107_0191_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not again... &lt;br /&gt;
|-&lt;br /&gt;
| 0384 &lt;br /&gt;
| ad_e0107_0192_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot! &lt;br /&gt;
|-&lt;br /&gt;
| 0385 &lt;br /&gt;
| ad_e0108_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge. I&#039;ve located Eggman&#039;s base and will proceed to enter it now. &lt;br /&gt;
|-&lt;br /&gt;
| 0386 &lt;br /&gt;
| ad_e0108_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I hate to say it... I guess I&#039;m going to have to find that key first. &lt;br /&gt;
|-&lt;br /&gt;
| 0387 &lt;br /&gt;
| ad_e0109_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s a space transporter! The destination has been set to... ARK? Wasn&#039;t that space colony shut down over 50 years ago? What&#039;s he doing up there, anyway? Doesn&#039;t matter! It&#039;s my mission to find out what he&#039;s up to! &lt;br /&gt;
|-&lt;br /&gt;
| 0388 &lt;br /&gt;
| ad_e0110_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So this is the Space Colony ARK. I have to locate the central control room that Shadow mentioned before he left. &lt;br /&gt;
|-&lt;br /&gt;
| 0389 &lt;br /&gt;
| ad_e0111_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ve been waiting for you, Doctor. Now, I will show the glorious achievement of what the world&#039;s leading scientist Professor Gerald has created. &lt;br /&gt;
|-&lt;br /&gt;
| 0390 &lt;br /&gt;
| ad_e0111_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The ARK was the first space colony created by mankind. Not many people know that the ARK contained a top-secret research facility, where weapons of mass destruction were being created. This is one of them; a weapon capable of destroying an entire planet, code-named... the Eclipse Cannon. &lt;br /&gt;
|-&lt;br /&gt;
| 0391 &lt;br /&gt;
| ad_e0111_0031_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Destroying an entire planet? &lt;br /&gt;
|-&lt;br /&gt;
| 0392 &lt;br /&gt;
| ad_e0111_0032_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Was this my grandfather&#039;s legacy? &lt;br /&gt;
|-&lt;br /&gt;
| 0393 &lt;br /&gt;
| ad_e0111_0041_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| But it&#039;s been deactivated for some time now. &lt;br /&gt;
|-&lt;br /&gt;
| 0394 &lt;br /&gt;
| ad_e0111_0042_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| To reactivate it... &lt;br /&gt;
|-&lt;br /&gt;
| 0395 &lt;br /&gt;
| ad_e0111_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Large amounts of energy are necessary. &lt;br /&gt;
|-&lt;br /&gt;
| 0396 &lt;br /&gt;
| ad_e0111_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh! So that&#039;s why we needed the Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0397 &lt;br /&gt;
| ad_e0111_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Exactly! To reactivate the machine, we need the seven Chaos Emeralds. Once you have that, then you have the ultimate power of destruction to use as you please. And then... the world could be yours! &lt;br /&gt;
|-&lt;br /&gt;
| 0398 &lt;br /&gt;
| ad_e0111_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha! Sounds like a plan! I like the way you think, Shadow. I will get the Chaos Emeralds, use the machine to dominate the world and build a legacy of my own! &lt;br /&gt;
|-&lt;br /&gt;
| 0399 &lt;br /&gt;
| ad_e0111_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you really think it will be that easy? &lt;br /&gt;
|-&lt;br /&gt;
| 0400 &lt;br /&gt;
| ad_e0111_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve got a great idea! How about making a deal? &lt;br /&gt;
|-&lt;br /&gt;
| 0401 &lt;br /&gt;
| ad_e0111_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| A deal? &lt;br /&gt;
|-&lt;br /&gt;
| 0402 &lt;br /&gt;
| ad_e0111_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| When you grabbed that huge emerald, you said something about a reaction. A reaction that it may have with the Master Emerald. Now, if you can just let me borrow that radar, I may be able to help you. What do you think? &lt;br /&gt;
|-&lt;br /&gt;
| 0403 &lt;br /&gt;
| ad_e0111_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If I do, what&#039;s in it for me? &lt;br /&gt;
|-&lt;br /&gt;
| 0404 &lt;br /&gt;
| ad_e0111_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I have an idea where the other Chaos Emeralds may be. I may not look like it, but do you know that I am a treasure hunter that specializes in all kinds of jewels! &lt;br /&gt;
|-&lt;br /&gt;
| 0405 &lt;br /&gt;
| ad_e0111_0150_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Very well. &lt;br /&gt;
|-&lt;br /&gt;
| 0406 &lt;br /&gt;
| ad_e0111_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Okay then, it&#039;s a deal! I don&#039;t think we&#039;ve been introduced. I&#039;m Rouge the Bat, but you can call me Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 0407 &lt;br /&gt;
| ad_e0111_0170_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We may be partners, but this doesn&#039;t mean I trust you. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0408 &lt;br /&gt;
| ad_e0111_0180_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Bad day or what? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0409 &lt;br /&gt;
| ad_e0111_0191_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0410 &lt;br /&gt;
| ad_e0111_0192_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0411 &lt;br /&gt;
| ad_e0112_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Having to come back isn&#039;t my idea of a vacation! How can you be sure your intelligence reports are correct? Why would the Chaos Emeralds be here on the island? Are you absolutely sure? &lt;br /&gt;
|-&lt;br /&gt;
| 0412 &lt;br /&gt;
| ad_e0112_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Well, believe what you want to believe. &lt;br /&gt;
|-&lt;br /&gt;
| 0413 &lt;br /&gt;
| ad_e0112_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hm! Very well, very well. Let&#039;s discuss how we are going to do this. I will go in first and distract the military troops, allowing you to sneak in the base without being detected. Then, Shadow will... &lt;br /&gt;
|-&lt;br /&gt;
| 0414 &lt;br /&gt;
| ad_e0112_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter the armory, where he will set the timer on these dynamite packs. Once that is in place, we will blow up the whole island and get away before anyone has the chance to know what hit them! &lt;br /&gt;
|-&lt;br /&gt;
| 0415 &lt;br /&gt;
| ad_e0112_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Meanwhile, you&#039;ll have to sneak into the cargo area and grab the Chaos Emerald. That&#039;s a challenge for such a worthy treasure hunter as yourself, isn&#039;t it, bat girl? &lt;br /&gt;
|-&lt;br /&gt;
| 0416 &lt;br /&gt;
| ad_e0112_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We only have 30 minutes to pull this mission off, and we only get one try, so don&#039;t fail me! &lt;br /&gt;
|-&lt;br /&gt;
| 0417 &lt;br /&gt;
| ad_e0113_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Okay, everyone ready? Shadow, Rouge! On with the show! &lt;br /&gt;
|-&lt;br /&gt;
| 0418 &lt;br /&gt;
| ad_e0113_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oh Sonic! I thought I&#039;d never see you again! I&#039;m so glad you made it! &lt;br /&gt;
|-&lt;br /&gt;
| 0419 &lt;br /&gt;
| ad_e0113_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re not Sonic! Who are you? &lt;br /&gt;
|-&lt;br /&gt;
| 0420 &lt;br /&gt;
| ad_e0113_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m the one who should be asking that! &lt;br /&gt;
|-&lt;br /&gt;
| 0421 &lt;br /&gt;
| ad_e0113_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Dr. Eggman? AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0422 &lt;br /&gt;
| ad_e0113_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ah! Amy, your timing is impeccable! Leave it to me! I&#039;ll take care of her. You two, go! &lt;br /&gt;
|-&lt;br /&gt;
| 0423 &lt;br /&gt;
| ad_e0113_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Give up, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0424 &lt;br /&gt;
| ad_e0113_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Boy, am I glad to see you! &lt;br /&gt;
|-&lt;br /&gt;
| 0425 &lt;br /&gt;
| ad_e0113_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Stand back, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0426 &lt;br /&gt;
| ad_e0114_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m in position, Doctor. Tell me when. &lt;br /&gt;
|-&lt;br /&gt;
| 0427 &lt;br /&gt;
| ad_e0114_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There&#039;s been an unexpected delay on my end. There&#039;s no more time to waste! Set the timer for 15 minutes! Let&#039;s go, Rouge! &lt;br /&gt;
|-&lt;br /&gt;
| 0428 &lt;br /&gt;
| ad_e0114_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Five minutes should be plenty! Here I go! &lt;br /&gt;
|-&lt;br /&gt;
| 0429 &lt;br /&gt;
| ad_e0115_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t believe I&#039;ve come this far, just to fail! &lt;br /&gt;
|-&lt;br /&gt;
| 0430 &lt;br /&gt;
| ad_e0116_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge. I&#039;ve got a small problem. I can&#039;t believe that I&#039;m trapped inside this locked safe with a Chaos Emerald! I guess I won&#039;t be able to call myself a treasure hunter anymore... &lt;br /&gt;
|-&lt;br /&gt;
| 0431 &lt;br /&gt;
| ad_e0116_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ah, shoot! &lt;br /&gt;
|-&lt;br /&gt;
| 0432 &lt;br /&gt;
| ad_e0116_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Troublemaker! &lt;br /&gt;
|-&lt;br /&gt;
| 0433 &lt;br /&gt;
| ad_e0116_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0434 &lt;br /&gt;
| ad_e0116_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0435 &lt;br /&gt;
| ad_e0117_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Phew! So far, so good. &lt;br /&gt;
|-&lt;br /&gt;
| 0436 &lt;br /&gt;
| ad_e0117_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, that&#039;s...! &lt;br /&gt;
|-&lt;br /&gt;
| 0437 &lt;br /&gt;
| ad_e0117_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That blue hedgehog again, of all places! &lt;br /&gt;
|-&lt;br /&gt;
| 0438 &lt;br /&gt;
| ad_e0117_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ve found you, faker! &lt;br /&gt;
|-&lt;br /&gt;
| 0439 &lt;br /&gt;
| ad_e0117_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Faker? I think you&#039;re the fake hedgehog around here. You&#039;re comparing yourself to me? Ha! You&#039;re not even good enough to be my fake! &lt;br /&gt;
|-&lt;br /&gt;
| 0440 &lt;br /&gt;
| ad_e0117_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll make you eat those words! &lt;br /&gt;
|-&lt;br /&gt;
| 0441 &lt;br /&gt;
| ad_e0118_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, what are you doing? Hurry and get back here right now before the island blows up with you on it! &lt;br /&gt;
|-&lt;br /&gt;
| 0442 &lt;br /&gt;
| ad_e0118_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Blows up?! &lt;br /&gt;
|-&lt;br /&gt;
| 0443 &lt;br /&gt;
| ad_e0118_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0444 &lt;br /&gt;
| ad_e0119_0010_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0445 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0445 &lt;br /&gt;
| ad_e0119_0012_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, what do you think it&#039;s like on Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0446 &lt;br /&gt;
| ad_e0119_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The professor said his life&#039;s work was dedicated to all of those who live down there. He once told that the reason for his existence was making people happy through the power of science. &lt;br /&gt;
|-&lt;br /&gt;
| 0447 &lt;br /&gt;
| ad_e0119_0030_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow... &lt;br /&gt;
|-&lt;br /&gt;
| 0448 &lt;br /&gt;
| ad_e0119_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, I just don&#039;t know anything anymore. I often wonder why I was created, what my purpose is for being here. Maybe if I go down there... I will find the answers, maybe. &lt;br /&gt;
|-&lt;br /&gt;
| 0449 &lt;br /&gt;
| ad_e0119_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria... &lt;br /&gt;
|-&lt;br /&gt;
| 0450 &lt;br /&gt;
| ad_e0119_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why so melancholy? &lt;br /&gt;
|-&lt;br /&gt;
| 0451 &lt;br /&gt;
| ad_e0119_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| That was so unexpected, so unlike you, Shadow, to come and rescue me. But your ability to use the Chaos Control certainly comes in handy! &lt;br /&gt;
|-&lt;br /&gt;
| 0452 &lt;br /&gt;
| ad_e0119_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You know, I didn&#039;t come to save you. I came back for the Chaos Emeralds &lt;br /&gt;
|-&lt;br /&gt;
| 0453 &lt;br /&gt;
| ad_e0119_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yeah, yeah, but then again, that&#039;s not the whole story, is it? &lt;br /&gt;
|-&lt;br /&gt;
| 0454 &lt;br /&gt;
| ad_e0119_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! &lt;br /&gt;
|-&lt;br /&gt;
| 0455 &lt;br /&gt;
| ad_e0119_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Everything is ready to go! &lt;br /&gt;
|-&lt;br /&gt;
| 0456 &lt;br /&gt;
| ad_e0119_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Are you sure? We only have six of the seven Chaos Emeralds, you know. &lt;br /&gt;
|-&lt;br /&gt;
| 0457 &lt;br /&gt;
| ad_e0119_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s more than enough for the demonstration. So let&#039;s get this show on the road! &lt;br /&gt;
|-&lt;br /&gt;
| 0458 &lt;br /&gt;
| ad_e0120_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Well, that was really impressive. You&#039;ve managed to create complete havoc on the whole planet! Does this now mean we control the planet and can do as we choose? &lt;br /&gt;
|-&lt;br /&gt;
| 0459 &lt;br /&gt;
| ad_e0120_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| At this rate, the cannon will take too much time to charge up. If you want to unleash its full potential, you&#039;ll need all seven Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0460 &lt;br /&gt;
| ad_e0120_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where in the world have you been? &lt;br /&gt;
|-&lt;br /&gt;
| 0461 &lt;br /&gt;
| ad_e0120_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why are you so upset? &lt;br /&gt;
|-&lt;br /&gt;
| 0462 &lt;br /&gt;
| ad_e0120_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Something happen? &lt;br /&gt;
|-&lt;br /&gt;
| 0463 &lt;br /&gt;
| ad_e0120_0060_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Our threats fell on deaf ears. &lt;br /&gt;
|-&lt;br /&gt;
| 0464 &lt;br /&gt;
| ad_e0120_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Look at you, throwing a tantrum like a little kid! How totally embarrassing! &lt;br /&gt;
|-&lt;br /&gt;
| 0465 &lt;br /&gt;
| ad_e0120_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Don&#039;t forget your end of the bargain, bat girl! What about that last Chaos Emerald? We had a deal, right? So where is my emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0466 &lt;br /&gt;
| ad_e0120_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here you go. I found this! &lt;br /&gt;
|-&lt;br /&gt;
| 0467 &lt;br /&gt;
| ad_e0120_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Why didn&#039;t you show me this before?! &lt;br /&gt;
|-&lt;br /&gt;
| 0468 &lt;br /&gt;
| ad_e0120_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s this? &amp;quot;Station Square saved from a life-threatening missile attack. The city has awarded its famed prize to the boy who saved Station Square. Miles &#039;Tails&#039; Prower was given the Chaos Emerald as a testament of his heroic deed at a ceremony held at city hall.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0469 &lt;br /&gt;
| ad_e0120_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! This makes things a whole lot easier. Hurry, go back to Earth and find them fast! I want that Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0470 &lt;br /&gt;
| ad_e0120_0122_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the last line in 0469 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0471 &lt;br /&gt;
| ad_e0120_0130_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Did you get that? &lt;br /&gt;
|-&lt;br /&gt;
| 0472 &lt;br /&gt;
| ad_e0120_0140_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Soon enough, Maria. &lt;br /&gt;
|-&lt;br /&gt;
| 0473 &lt;br /&gt;
| ad_e0120_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge reporting. Currently, I have not been able to confirm if Shadow is the Ultimate Life Form or not. I will continue my research on Project Shadow and have a follow-up report very shortly. Just a reminder. Don&#039;t forget about my jewels! &lt;br /&gt;
|-&lt;br /&gt;
| 0474 &lt;br /&gt;
| ad_e0121_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| They got away! &lt;br /&gt;
|-&lt;br /&gt;
| 0475 &lt;br /&gt;
| ad_e0121_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shadow, they&#039;re in that blue plane! Spotted at 11 o&#039; clock. &lt;br /&gt;
|-&lt;br /&gt;
| 0476 &lt;br /&gt;
| ad_e0121_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Copy that. I&#039;m in pursuit. &lt;br /&gt;
|-&lt;br /&gt;
| 0477 &lt;br /&gt;
| ad_e0122_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Doctor, they&#039;re heading directly toward us. What should we do? &lt;br /&gt;
|-&lt;br /&gt;
| 0478 &lt;br /&gt;
| ad_e0122_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Just sit tight! I&#039;ve got them on radar. There&#039;s no way they can get away! I don&#039;t know what they are planning, but I&#039;ll be sure to give them a warm welcome! &lt;br /&gt;
|-&lt;br /&gt;
| 0479 &lt;br /&gt;
| ad_e0123_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; That was pretty rough! &lt;br /&gt;
|-&lt;br /&gt;
| 0480 &lt;br /&gt;
| ad_e0123_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We did it! Let&#039;s go, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0481 &lt;br /&gt;
| ad_e0123_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You little thieves! Did you really think you could get out of here alive? &lt;br /&gt;
|-&lt;br /&gt;
| 0482 &lt;br /&gt;
| ad_e0123_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Come and get some, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0483 &lt;br /&gt;
| ad_e0123_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0484 &lt;br /&gt;
| ad_e0123_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 0485 &lt;br /&gt;
| ad_e0123_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll take your lives as well as the Chaos Emerald! I call on you to destroy these pests! Come out, my servant! &lt;br /&gt;
|-&lt;br /&gt;
| 0486 &lt;br /&gt;
| ad_e0123_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now go! And squash that blue hedgehog Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0487 &lt;br /&gt;
| ad_e0123_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ha! &lt;br /&gt;
|-&lt;br /&gt;
| 0488 &lt;br /&gt;
| ad_e0123_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| TERIAA &lt;br /&gt;
|-&lt;br /&gt;
| 0489 &lt;br /&gt;
| ad_e0123_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| NOOO &lt;br /&gt;
|-&lt;br /&gt;
| 0490 &lt;br /&gt;
| ad_e0123_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| When Sonic struck his head, he must have broken the restraining mechanism. &lt;br /&gt;
|-&lt;br /&gt;
| 0491 &lt;br /&gt;
| ad_e0123_0140_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Agh! What a piece of junk! &lt;br /&gt;
|-&lt;br /&gt;
| 0492 &lt;br /&gt;
| ad_e0123_0150_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0493 &lt;br /&gt;
| ad_e0123_0160_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh? &lt;br /&gt;
|-&lt;br /&gt;
| 0494 &lt;br /&gt;
| ad_e0123_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0495 &lt;br /&gt;
| ad_e0123_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0496 &lt;br /&gt;
| ad_e0124_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hi, Doctor. How&#039;s it going? What? What do you mean they escaped? That&#039;s okay. I will go after them myself. Can you tell me the password for the space colony control? &lt;br /&gt;
|-&lt;br /&gt;
| 0497 &lt;br /&gt;
| ad_e0124_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! Tricking that old doctor is just too easy! All right, it&#039;s time to get to work. &lt;br /&gt;
|-&lt;br /&gt;
| 0498 &lt;br /&gt;
| ad_e0124_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The password is MA-RI-A. Maria, hm? I&#039;ve heard that name somewhere before... oh well! &lt;br /&gt;
|-&lt;br /&gt;
| 0499 &lt;br /&gt;
| ad_e0124_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is it! Research Project Shadow, the Ultimate Life Form. Let&#039;s see now... &lt;br /&gt;
|-&lt;br /&gt;
| 0500 &lt;br /&gt;
| ad_e0124_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world is this? This can&#039;t be right. Just what is Shadow, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0501 &lt;br /&gt;
| ad_e0124_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! I guess I&#039;ll just have to take the last pieces of the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0502 &lt;br /&gt;
| ad_e0125_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Long time no see, treasure hunter! Did you find my emeralds? &lt;br /&gt;
|-&lt;br /&gt;
| 0503 &lt;br /&gt;
| ad_e0125_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s a good one. Your emerald? Talking to you is a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 0504 &lt;br /&gt;
| ad_e0126_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;breathing heavily&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0505 &lt;br /&gt;
| ad_e0126_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;breathing heavily&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0506 &lt;br /&gt;
| ad_e0126_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Stop fooling around and give me back my emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0507 &lt;br /&gt;
| ad_e0126_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Stop fooling around and give me back my emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0508 &lt;br /&gt;
| ad_e0126_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you babbling about? You call yourself a hunter? Attacking a lady? Shame on you! &lt;br /&gt;
|-&lt;br /&gt;
| 0509 &lt;br /&gt;
| ad_e0126_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of lady goes around stealing gems, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0510 &lt;br /&gt;
| ad_e0126_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Those belong to me... aah! &lt;br /&gt;
|-&lt;br /&gt;
| 0511 &lt;br /&gt;
| ad_e0126_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Keep your hands to yourself! Don&#039;t touch me! &lt;br /&gt;
|-&lt;br /&gt;
| 0512 &lt;br /&gt;
| ad_e0126_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is that how you say thanks to someone who just saved your life? &lt;br /&gt;
|-&lt;br /&gt;
| 0513 &lt;br /&gt;
| ad_e0126_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Saving my life. Don&#039;t think I owe you one. You just wanted to hold my hand, didn&#039;t you? That&#039;s why you saved me. You&#039;re such a creep! &lt;br /&gt;
|-&lt;br /&gt;
| 0514 &lt;br /&gt;
| ad_e0126_0110_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This isn&#039;t a joke, you know. Think what you want, bat girl. I was saving the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0515 &lt;br /&gt;
| ad_e0126_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; No matter what you say, it sounds crazy! &lt;br /&gt;
|-&lt;br /&gt;
| 0516 &lt;br /&gt;
| ad_e0126_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0517 &lt;br /&gt;
| ad_e0126_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Fine, then just take them. They stink like echidnas do! &lt;br /&gt;
|-&lt;br /&gt;
| 0518 &lt;br /&gt;
| ad_e0126_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If that&#039;s what you thought, you should have given me them in the first place! &lt;br /&gt;
|-&lt;br /&gt;
| 0519 &lt;br /&gt;
| ad_e0126_0160_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Finally! &lt;br /&gt;
|-&lt;br /&gt;
| 0520 &lt;br /&gt;
| ad_e0126_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0521 &lt;br /&gt;
| ad_e0126_0180_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m sorry... if I hurt you. &lt;br /&gt;
|-&lt;br /&gt;
| 0522 &lt;br /&gt;
| ad_e0126_0190_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We should get going. &lt;br /&gt;
|-&lt;br /&gt;
| 0523 &lt;br /&gt;
| ad_e0126_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0524 &lt;br /&gt;
| ad_e0126_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world? &lt;br /&gt;
|-&lt;br /&gt;
| 0525 &lt;br /&gt;
| ad_e0127_0011_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s Rouge up to, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0526 &lt;br /&gt;
| ad_e0127_0012_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is strange. It&#039;s showing energy readings from two seperate Chaos Emeralds! Did they really think they could trick me with that fake emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0527 &lt;br /&gt;
| ad_e0127_0021_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait, Shadow! I&#039;m the one who should be telling them the end is near, not you! &lt;br /&gt;
|-&lt;br /&gt;
| 0528 &lt;br /&gt;
| ad_e0127_0022_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now is the time to end this long, drawn-out battle, and mark myself a place in history as the ultimate genius! &lt;br /&gt;
|-&lt;br /&gt;
| 0529 &lt;br /&gt;
| ad_e0127_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If something happens to me, I&#039;m counting on you to finish the job! &lt;br /&gt;
|-&lt;br /&gt;
| 0530 &lt;br /&gt;
| ad_e0127_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurry! The moment for attack has come. It&#039;s now or never! &lt;br /&gt;
|-&lt;br /&gt;
| 0531 &lt;br /&gt;
| ad_e0128_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Darn! Why do they always leave a sweet little innocent girl like me alone? &lt;br /&gt;
|-&lt;br /&gt;
| 0532 &lt;br /&gt;
| ad_e0128_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, well, young lady. Is there something I can help you with? &lt;br /&gt;
|-&lt;br /&gt;
| 0533 &lt;br /&gt;
| ad_e0128_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Dr. Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0534 &lt;br /&gt;
| ad_e0128_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If you value your life, you will tell me where Sonic and Tails are! &lt;br /&gt;
|-&lt;br /&gt;
| 0535 &lt;br /&gt;
| ad_e0128_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take care of business first, shall we, Sonic? Hand over the Chaos Emerald, slowly, and then we&#039;ll talk about your girlfriend. That is, if you really care for her! &lt;br /&gt;
|-&lt;br /&gt;
| 0536 &lt;br /&gt;
| ad_e0128_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Handing over the fake emerald... I can kill two birds with one stone! &lt;br /&gt;
|-&lt;br /&gt;
| 0537 &lt;br /&gt;
| ad_e0128_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Put the emerald down right there and back off! &lt;br /&gt;
|-&lt;br /&gt;
| 0538 &lt;br /&gt;
| ad_e0128_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You&#039;ve turned into a big-time villain, Doctor! &lt;br /&gt;
|-&lt;br /&gt;
| 0539 &lt;br /&gt;
| ad_e0128_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You thought you could trick me with that fake emerald, didn&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0540 &lt;br /&gt;
| ad_e0128_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| So... how did you know it wasn&#039;t the real one? &lt;br /&gt;
|-&lt;br /&gt;
| 0541 &lt;br /&gt;
| ad_e0128_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0542 &lt;br /&gt;
| ad_e0128_0150_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heh, because you just told me, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 0543 &lt;br /&gt;
| ad_e0128_0171_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, for a little space ride! &lt;br /&gt;
|-&lt;br /&gt;
| 0544 &lt;br /&gt;
| ad_e0128_0172_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The capsule clears the colony, bam! &lt;br /&gt;
|-&lt;br /&gt;
| 0545 &lt;br /&gt;
| ad_e0128_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m counting on you, Tails! And Amy... take care of yourself. &lt;br /&gt;
|-&lt;br /&gt;
| 0546 &lt;br /&gt;
| ad_e0128_0190_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0547 &lt;br /&gt;
| ad_e0128_0200_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not fair, Eggman! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0548 &lt;br /&gt;
| ad_e0128_0220_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0549 &lt;br /&gt;
| ad_e0128_0230_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic, my admirable adversary... &lt;br /&gt;
|-&lt;br /&gt;
| 0550 &lt;br /&gt;
| ad_e0128_0240_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Soniiiic! &#039;&#039;crying&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0551 &lt;br /&gt;
| ad_e0128_0250_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now we have some unfinished business to take care of. If you give me the real emerald, I will release you both. You have my promise! &lt;br /&gt;
|-&lt;br /&gt;
| 0552 &lt;br /&gt;
| ad_e0128_0260_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0553 &lt;br /&gt;
| ad_e0128_0270_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0554 &lt;br /&gt;
| ad_e0128_0280_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic has asked me for the first time to do something for him. I won&#039;t let him down! I won&#039;t give up!! &lt;br /&gt;
|-&lt;br /&gt;
| 0555 &lt;br /&gt;
| ad_e0128_0290_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0556 &lt;br /&gt;
| ad_e0128_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha &lt;br /&gt;
|-&lt;br /&gt;
| 0557 &lt;br /&gt;
| ad_e0129_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I guess he was just a regular hedgehog, after all. &lt;br /&gt;
|-&lt;br /&gt;
| 0558 &lt;br /&gt;
| ad_e0129_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Legend has it, when all seven Chaos Emeralds are collected, the power creates a miracle. I have six of them! They&#039;re mine, all mine! &lt;br /&gt;
|-&lt;br /&gt;
| 0559 &lt;br /&gt;
| ad_e0129_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I don&#039;t think so! &lt;br /&gt;
|-&lt;br /&gt;
| 0560 &lt;br /&gt;
| ad_e0129_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0561 &lt;br /&gt;
| ad_e0129_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So that was your plan from the very beginning, huh? Or was it a direct order from the President? Now I know who you are. You&#039;re that government spy, Rouge the Bat, aren&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0562 &lt;br /&gt;
| ad_e0129_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So you did your homework. Is that it? I would say that&#039;s an invasion of privacy. &lt;br /&gt;
|-&lt;br /&gt;
| 0563 &lt;br /&gt;
| ad_e0129_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I could say the same thing about you. &lt;br /&gt;
|-&lt;br /&gt;
| 0564 &lt;br /&gt;
| ad_e0129_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! It looks like things aren&#039;t quite going your way, but since my job was done, I thought it was time to take what&#039;s mine and get out of this place. &lt;br /&gt;
|-&lt;br /&gt;
| 0565 &lt;br /&gt;
| ad_e0129_0090_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You are one pathetic creature! &lt;br /&gt;
|-&lt;br /&gt;
| 0566 &lt;br /&gt;
| ad_e0129_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm. Look who&#039;s talking. What about you? &lt;br /&gt;
|-&lt;br /&gt;
| 0567 &lt;br /&gt;
| ad_e0129_0110_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here are the results of the research project called the Ultimate Life Form. But if this picture is of the real Ultimate Life Form named Shadow... &lt;br /&gt;
|-&lt;br /&gt;
| 0568 &lt;br /&gt;
| ad_e0129_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Then exactly who, or what, is standing in front of me? &lt;br /&gt;
|-&lt;br /&gt;
| 0569 &lt;br /&gt;
| ad_e0129_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is Dr. Eggman. I have found all seven Chaos Emeralds! Shadow! Someone is trying to get to the Eclipse Cannon. There&#039;s not much time left before the cannon fires again. Can you get over there? &lt;br /&gt;
|-&lt;br /&gt;
| 0570 &lt;br /&gt;
| ad_e0129_0140_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| If you want to live, leave the Chaos Emeralds where they are. The fake emerald is good enough for you! &lt;br /&gt;
|-&lt;br /&gt;
| 0571 &lt;br /&gt;
| ad_e0129_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you actually believe that you&#039;re the real Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0572 &lt;br /&gt;
| ad_e0129_0160_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No doubt. &lt;br /&gt;
|-&lt;br /&gt;
| 0573 &lt;br /&gt;
| ad_e0129_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Even your memories might not be real, you know? &lt;br /&gt;
|-&lt;br /&gt;
| 0574 &lt;br /&gt;
| ad_e0129_0180_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Even if my memories are not real, it&#039;s still me, Shadow. And I will fulfill my promise to Maria. That&#039;s the only thing that matters to me now. &lt;br /&gt;
|-&lt;br /&gt;
| 0575 &lt;br /&gt;
| ad_e0130_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You never cease to surprise me, blue hedgehog. I thought that capsule you were in exploded in space. &lt;br /&gt;
|-&lt;br /&gt;
| 0576 &lt;br /&gt;
| ad_e0130_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You know, what can I say? I die hard! &lt;br /&gt;
|-&lt;br /&gt;
| 0577 &lt;br /&gt;
| ad_e0130_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So, there&#039;s more to you than just looking like me. What are you, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0578 &lt;br /&gt;
| ad_e0130_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What you see is what you get. Just a guy that loves adventure. I&#039;m Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0579 &lt;br /&gt;
| ad_e0130_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I see. But you know, I can&#039;t let you live. Your adventuring days are coming to an end! &lt;br /&gt;
|-&lt;br /&gt;
| 0580 &lt;br /&gt;
| ad_e0131_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha! This completes my plan to take over the world. Now begins the glorious era of the Empire of Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0581 &lt;br /&gt;
| ad_e0131_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| HAHAHAHAHAHA &lt;br /&gt;
|-&lt;br /&gt;
| 0582 &lt;br /&gt;
| ad_e0132_0010_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| The military&#039;s top secret weapon, Project Shadow, was stolen from the military base located on a deserted island in the southern seas. This incident increased worldwide terrorist activities. Sonic the Hedgehog was arrested. &lt;br /&gt;
| 0582 to 0584 are leftovers from the Hero Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0583 &lt;br /&gt;
| ad_e0132_0020_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| The adventure for truth leads to the incidents that shock the entire world. The story takes our hero, Sonic, from the Earth and into outer space. Sonic Adventure 2: Hero Side Story. &lt;br /&gt;
|-&lt;br /&gt;
| 0584 &lt;br /&gt;
| ad_e0132_0030_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Farewell, Sonic, forever... &lt;br /&gt;
|-&lt;br /&gt;
| 0585 &lt;br /&gt;
| ad_e0200_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Argh! What the... what&#039;s going on? Why doesn&#039;t the cannon fire? &lt;br /&gt;
|-&lt;br /&gt;
| 0586 &lt;br /&gt;
| ad_e0200_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? What&#039;s happening here? &lt;br /&gt;
|-&lt;br /&gt;
| 0587 &lt;br /&gt;
| ad_e0200_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It&#039;s... it&#039;s my grandfather. Gerald Robotnik! &lt;br /&gt;
|-&lt;br /&gt;
| 0588 &lt;br /&gt;
| ad_e0201_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that, that vibration? &lt;br /&gt;
|-&lt;br /&gt;
| 0589 &lt;br /&gt;
| ad_e0201_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, wait! Someone is coming. &lt;br /&gt;
|-&lt;br /&gt;
| 0590 &lt;br /&gt;
| ad_e0201_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You. You haven&#039;t given up yet? &lt;br /&gt;
|-&lt;br /&gt;
| 0591 &lt;br /&gt;
| ad_e0201_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s all over for us. &lt;br /&gt;
|-&lt;br /&gt;
| 0592 &lt;br /&gt;
| ad_e0201_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What do you mean? &lt;br /&gt;
|-&lt;br /&gt;
| 0593 &lt;br /&gt;
| ad_e0201_0061_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve just received a message from my boss. The Space Colony ARK is currently approaching the Earth at an incredible velocity. &lt;br /&gt;
|-&lt;br /&gt;
| 0594 &lt;br /&gt;
| ad_e0201_0062_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It... probably... &lt;br /&gt;
|-&lt;br /&gt;
| 0595 &lt;br /&gt;
| ad_e0201_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate version of 0596 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0596 &lt;br /&gt;
| ad_e0201_0072_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Will impact Earth. &lt;br /&gt;
|-&lt;br /&gt;
| 0597 &lt;br /&gt;
| ad_e0201_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that on the screen? &lt;br /&gt;
|-&lt;br /&gt;
| 0598 &lt;br /&gt;
| ad_e0202_0010_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| This is a death sentence for every human being on Earth. If my calculations are correct, the Space Colony ARK will impact the Earth in 27 minutes and 53 seconds. All of you will be destroyed, along with your beloved planet Earth! &lt;br /&gt;
| This is a leftover from the FMV sequence featuring Gerald&#039;s televised revenge declaration&lt;br /&gt;
|-&lt;br /&gt;
| 0599 &lt;br /&gt;
| ad_e0202_0012_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| &#039;&#039;copy of 0598&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0600 &lt;br /&gt;
| ad_e0203_0010_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| I plan to give you a taste of my revenge once all the seven Chaos Emeralds are collected. Once I initiate this program, it cannot be disabled. All of you ungrateful humans who took everything away from me will feel my loss and despair! &lt;br /&gt;
|-&lt;br /&gt;
| 0601 &lt;br /&gt;
| ad_e0203_0012_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0600 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0602 &lt;br /&gt;
| ad_e0203_0020_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| No. &lt;br /&gt;
|-&lt;br /&gt;
| 0603 &lt;br /&gt;
| ad_e0203_0031_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Is there anything else you want to say? &lt;br /&gt;
|-&lt;br /&gt;
| 0604 &lt;br /&gt;
| ad_e0203_0032_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Ready! &lt;br /&gt;
|-&lt;br /&gt;
| 0605 &lt;br /&gt;
| ad_e0203_0040_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| This is a death sentence for every human being on Earth. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0606 &lt;br /&gt;
| ad_e0203_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, the vibration&#039;s getting worse! &lt;br /&gt;
|-&lt;br /&gt;
| 0607 &lt;br /&gt;
| ad_e0203_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s going on here? Who is that? &lt;br /&gt;
|-&lt;br /&gt;
| 0608 &lt;br /&gt;
| ad_e0203_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Professor Gerald Robotnik, one of the greatest scientific minds in the world, and my grandfather. &lt;br /&gt;
|-&lt;br /&gt;
| 0609 &lt;br /&gt;
| ad_e0203_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? I knew you were behind all this! Stop it right now, or else...! &lt;br /&gt;
|-&lt;br /&gt;
| 0610 &lt;br /&gt;
| ad_e0203_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;d have done this a long time ago if I had the chance. &lt;br /&gt;
|-&lt;br /&gt;
| 0611 &lt;br /&gt;
| ad_e0203_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What do you mean? &lt;br /&gt;
|-&lt;br /&gt;
| 0612 &lt;br /&gt;
| ad_e0203_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re pretty persistent for a hedgehog, aren&#039;t you? You&#039;re still alive, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0613 &lt;br /&gt;
| ad_e0203_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh! Just letting Knuckles pilot the shuttle on the way over here was more dangerous than you could ever be. &lt;br /&gt;
|-&lt;br /&gt;
| 0614 &lt;br /&gt;
| ad_e0203_0122_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No worries, egghead! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0615 &lt;br /&gt;
| ad_e0203_0130_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What is this? &lt;br /&gt;
|-&lt;br /&gt;
| 0616 &lt;br /&gt;
| ad_e0203_0140_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is my grandfather&#039;s diary. &lt;br /&gt;
|-&lt;br /&gt;
| 0617 &lt;br /&gt;
| ad_e0203_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;I don&#039;t quite know what happened or what went wrong. Was it a mistake to create the Ultimate Life Form? I thought it would be something that would benefit mankind, but then the military guards landed on the colony that day. They were sent to destroy the research project that I had been working on. My colleagues at the research facility, my granddaughter, Maria, I hope you are all safe.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0618 &lt;br /&gt;
| ad_e0203_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;The colony was completely shut down, probably to keep the prototype from falling into the wrong hands.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0619 &lt;br /&gt;
| ad_e0203_0170_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| The colony was closed down, probably to keep the prototype from falling into the wrong hands. The ARK was shut down under the premise that there had been an accident. &lt;br /&gt;
|-&lt;br /&gt;
| 0620 &lt;br /&gt;
| ad_e0203_0180_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| I found Maria&#039;s name among those who died when the ARK was shut down. She meant everything to me, and I couldn&#039;t bear the thought that she died because of my research. I lost everything. I had nothing more to live for. I went insane. All I could think about was to avenge her, somehow, some way. I got scared as I no longer was able to control my thoughts. All I could think about was that I wanted it all to end. &lt;br /&gt;
|-&lt;br /&gt;
| 0621 &lt;br /&gt;
| ad_e0203_0190_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| Based on my original projections, I was able to complete my project: Shadow. I designed its mind to be perfect. Pure. I will leave everything to him. If you wish, release and awaken it to the world! &lt;br /&gt;
|-&lt;br /&gt;
| 0622 &lt;br /&gt;
| ad_e0203_0192_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0621 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0623 &lt;br /&gt;
| ad_e0203_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;If you wish to fill the world with destruction.&amp;quot; So that&#039;s why you released Shadow from the base! &lt;br /&gt;
|-&lt;br /&gt;
| 0624 &lt;br /&gt;
| ad_e0203_0210_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The core of the Eclipse Cannon is now highly reactive and explosive. This is because the energy of the Chaos Emeralds is overpowered. If the colony collides with Earth, it will shatter into pieces like my grandfather predicted. That mad scientist! &lt;br /&gt;
|-&lt;br /&gt;
| 0625 &lt;br /&gt;
| ad_e0203_0211_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of part of 0624 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0626 &lt;br /&gt;
| ad_e0203_0212_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of part of 0624 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0627 &lt;br /&gt;
| ad_e0203_0220_am &lt;br /&gt;
| Amy &lt;br /&gt;
| That should be you, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0628 &lt;br /&gt;
| ad_e0203_0230_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We have to stop the space colony now! &lt;br /&gt;
|-&lt;br /&gt;
| 0629 &lt;br /&gt;
| ad_e0203_0240_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The Space Colony ARK position may have shifted due to the amount of energy given off by the emeralds! We have to stop the energy! &lt;br /&gt;
|-&lt;br /&gt;
| 0630 &lt;br /&gt;
| ad_e0203_0250_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| But how? &lt;br /&gt;
|-&lt;br /&gt;
| 0631 &lt;br /&gt;
| ad_e0203_0260_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm. That&#039;s it! There is a way to stop the energy. We have to use your emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0632 &lt;br /&gt;
| ad_e0203_0270_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You&#039;re the one that told me that the Master Emerald has the power to stop the Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0633 &lt;br /&gt;
| ad_e0203_0280_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s right! If I use this, I just might be able to stop the Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0634 &lt;br /&gt;
| ad_e0203_0290_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The reaction of the Chaos Emeralds is moving toward the Cannon&#039;s Core! It may be too late! &lt;br /&gt;
|-&lt;br /&gt;
| 0635 &lt;br /&gt;
| ad_e0203_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There still may be some time left. If we pull together, we might be able to get to the shortcut that leads to the core! &lt;br /&gt;
|-&lt;br /&gt;
| 0636 &lt;br /&gt;
| ad_e0203_0310_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No worries! Just leave it to me. I&#039;m the world&#039;s fastest hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0637 &lt;br /&gt;
| ad_e0203_0320_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Then, let&#039;s get to work! &lt;br /&gt;
|-&lt;br /&gt;
| 0638 &lt;br /&gt;
| ad_e0204_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh, I hate it when they leave me behind! &lt;br /&gt;
|-&lt;br /&gt;
| 0639 &lt;br /&gt;
| ad_e0204_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Look. It&#039;s Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0640 &lt;br /&gt;
| ad_e0204_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;ve really got to stop whining. Everyone&#039;s trying their best to help out and so must I! &lt;br /&gt;
|-&lt;br /&gt;
| 0641 &lt;br /&gt;
| ad_e0204_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow, we need you! Please help us! &lt;br /&gt;
|-&lt;br /&gt;
| 0642 &lt;br /&gt;
| ad_e0204_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s all going according to plan. There&#039;s no reason for me to help them. Besides, there&#039;s no way to save anyone. &lt;br /&gt;
|-&lt;br /&gt;
| 0643 &lt;br /&gt;
| ad_e0204_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| There has to be! &lt;br /&gt;
|-&lt;br /&gt;
| 0644 &lt;br /&gt;
| ad_e0204_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I know that people fight over the most trivial things. Some people may be selfish, like the professor said. &lt;br /&gt;
|-&lt;br /&gt;
| 0645 &lt;br /&gt;
| ad_e0204_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| But they&#039;re basically good, if they try their best and never give up on their wishes. &lt;br /&gt;
|-&lt;br /&gt;
| 0646 &lt;br /&gt;
| ad_e0204_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| They always have a reason to be happy. That&#039;s why you should help them out. Saving them is a good thing! &lt;br /&gt;
|-&lt;br /&gt;
| 0647 &lt;br /&gt;
| ad_e0204_0100_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow, I beg you. Please do it for them. Give them a chance! &lt;br /&gt;
|-&lt;br /&gt;
| 0648 &lt;br /&gt;
| ad_e0204_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Give them a chance... &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0649 &lt;br /&gt;
| ad_e0204_0120_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, I beg of you. Please... do it for me. For a better future! &lt;br /&gt;
|-&lt;br /&gt;
| 0650 &lt;br /&gt;
| ad_e0204_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0651 &lt;br /&gt;
| ad_e0204_0140_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| For all people who live on that planet... &lt;br /&gt;
|-&lt;br /&gt;
| 0652 &lt;br /&gt;
| ad_e0204_0142_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Give them a chance to be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 0653 &lt;br /&gt;
| ad_e0204_0143_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Let them live for their dreams. Shadow, I know you can do it. That&#039;s the reason why you were brought into this world. &lt;br /&gt;
|-&lt;br /&gt;
| 0654 &lt;br /&gt;
| ad_e0204_0150_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Sayonara, Shadow... the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0655 &lt;br /&gt;
| ad_e0204_0160_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s what I&#039;ve promised her, and I must keep that promise. That&#039;s what Maria wished for. &lt;br /&gt;
|-&lt;br /&gt;
| 0656 &lt;br /&gt;
| ad_e0204_0170_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0657 &lt;br /&gt;
| ad_e0204_0180_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ve got to go now! I have to keep my promise to Maria and you! &lt;br /&gt;
|-&lt;br /&gt;
| 0658 &lt;br /&gt;
| ad_e0205_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that? It looks just like the shrine of the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0659 &lt;br /&gt;
| ad_e0205_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| They probably designed the core like the shrine to harness the power of the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0660 &lt;br /&gt;
| ad_e0205_0030_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| All of you ungrateful humans who took everything away from me will feel my loss and despair! &lt;br /&gt;
|-&lt;br /&gt;
| 0661 &lt;br /&gt;
| ad_e0205_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Knuckles, here it comes! &lt;br /&gt;
|-&lt;br /&gt;
| 0662 &lt;br /&gt;
| ad_e0205_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Could this be the prototype of the Ultimate Life Form that was supposed to be encapsulated? &lt;br /&gt;
|-&lt;br /&gt;
| 0663 &lt;br /&gt;
| ad_e0205_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time for this! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0664 &lt;br /&gt;
| ad_e0205_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Leave this one to me. &lt;br /&gt;
|-&lt;br /&gt;
| 0665 &lt;br /&gt;
| ad_e0205_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, what are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 0666 &lt;br /&gt;
| ad_e0205_0090_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll take care of this while you run to get the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0667 &lt;br /&gt;
| ad_e0205_0091_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0666 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0668 &lt;br /&gt;
| ad_e0205_0100_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0669 &lt;br /&gt;
| ad_e0206_0011_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The servers are the seven Chaos. Chaos is power. Power is enriched by the heart. &lt;br /&gt;
|-&lt;br /&gt;
| 0670 &lt;br /&gt;
| ad_e0206_0012_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The controller is the one that unifies the Chaos. Only you can do this. Stop the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0671 &lt;br /&gt;
| ad_e0206_0020_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0672 &lt;br /&gt;
| ad_e0206_0030_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0673 &lt;br /&gt;
| ad_e0206_0040_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is it gone? &lt;br /&gt;
|-&lt;br /&gt;
| 0674 &lt;br /&gt;
| ad_e0206_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Is that what Chaos Control is? &lt;br /&gt;
|-&lt;br /&gt;
| 0675 &lt;br /&gt;
| ad_e0206_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Since we&#039;ve stopped the Chaos Emeralds, why is the space colony still on a crash-course with Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0676 &lt;br /&gt;
| ad_e0206_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The prototype is still alive and he&#039;s controlling the space colony as it&#039;s falling to Earth! He&#039;s become one with the space colony and is determined to keep it on its collision course! &lt;br /&gt;
|-&lt;br /&gt;
| 0677 &lt;br /&gt;
| ad_e0206_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0678 &lt;br /&gt;
| ad_e0207_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| The space colony is still accelerating toward Earth. In five minutes, there will be no way to stop it. &lt;br /&gt;
| 0678 to 0683 are all unused&lt;br /&gt;
|-&lt;br /&gt;
| 0679 &lt;br /&gt;
| ad_e0207_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| Nothing can stop the colony now... &lt;br /&gt;
|-&lt;br /&gt;
| 0680 &lt;br /&gt;
| ad_e0207_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Mr. President, don&#039;t give up just yet! Sonic and his friends can still help us! &lt;br /&gt;
|-&lt;br /&gt;
| 0681 &lt;br /&gt;
| ad_e0207_0040_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| I&#039;ve located the two hedgehogs. They&#039;re in the lower quadrant. The space colony has entered the Earth&#039;s atmosphere and is accelerating. &lt;br /&gt;
|-&lt;br /&gt;
| 0682 &lt;br /&gt;
| ad_e0207_0050_pr &lt;br /&gt;
| President &lt;br /&gt;
| That&#039;s ridiculous! There&#039;s no way two hedgehogs can stop the colony now. &lt;br /&gt;
|-&lt;br /&gt;
| 0683 &lt;br /&gt;
| ad_e0207_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| They can! I believe in them. Together, they can do it, I just know it! &lt;br /&gt;
|-&lt;br /&gt;
| 0684 &lt;br /&gt;
| ad_e0208_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way that&#039;s getting through! &lt;br /&gt;
|-&lt;br /&gt;
| 0685 &lt;br /&gt;
| ad_e0208_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go for it, Sonic! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0686 &lt;br /&gt;
| ad_e0208_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, we&#039;re counting on you! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0687 &lt;br /&gt;
| ad_e0208_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m counting on both of you! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0688 &lt;br /&gt;
| ad_e0208_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hang in there Sonic, Shadow! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0689 &lt;br /&gt;
| ad_e0208_0061_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, I beg of you... &lt;br /&gt;
|-&lt;br /&gt;
| 0690 &lt;br /&gt;
| ad_e0208_0062_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Give them a chance to be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 0691 &lt;br /&gt;
| ad_e0208_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0692 &lt;br /&gt;
| ad_e0208_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now, Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0693 &lt;br /&gt;
| ad_e0208_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0694 &lt;br /&gt;
| ad_e0208_0100_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0695 &lt;br /&gt;
| ad_e0208_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, this is what you wanted, right? This is my promise I made to you. &lt;br /&gt;
|-&lt;br /&gt;
| 0696 &lt;br /&gt;
| ad_e0209_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s an emergency message from the space bureau. They are tracking the space colony&#039;s re-entry trajectory and it seems to have reappeared in quadrant L1. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0697 &lt;br /&gt;
| ad_e0209_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| You know, when I was a kid, I used to dream about heroes like them, and their heroic deeds. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0698 &lt;br /&gt;
| ad_e0209_0030_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, that&#039;s why you should be like them. Never give up believing in your dreams. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0699 &lt;br /&gt;
| ad_e0210_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0700 &lt;br /&gt;
| ad_e0210_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you really think that the professor created him- Shadow, to carry out the revenge on all those who live here on Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0701 &lt;br /&gt;
| ad_e0210_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He was what he was: a brave and heroic hedgehog, who gave his life to save this planet. Shadow the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0702 &lt;br /&gt;
| ad_e0210_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I guess you&#039;re right. &lt;br /&gt;
|-&lt;br /&gt;
| 0703 &lt;br /&gt;
| ad_e0210_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| As a child, I looked up to my grandfather because of all the great things he accomplished in his life. He was my hero, and I wanted to be a great scientist like him, but... did he really mean to destroy us? &lt;br /&gt;
|-&lt;br /&gt;
| 0704 &lt;br /&gt;
| ad_e0210_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I don&#039;t know, but what I do know is... &lt;br /&gt;
|-&lt;br /&gt;
| 0705 &lt;br /&gt;
| ad_e0210_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We all did it together! &lt;br /&gt;
|-&lt;br /&gt;
| 0706 &lt;br /&gt;
| ad_e0210_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re right. &lt;br /&gt;
|-&lt;br /&gt;
| 0707 &lt;br /&gt;
| ad_e0210_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Where are you going? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0708 &lt;br /&gt;
| ad_e0210_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Next time, I will pull this off without anyone&#039;s help! I will use my own power to take over the world. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0709 &lt;br /&gt;
| ad_e0210_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Next time we meet, all bets are off! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0710 &lt;br /&gt;
| ad_e0210_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Same here! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0711 &lt;br /&gt;
| ad_e0210_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| So what&#039;s next for you, Rouge? Off again to find those jewels you love so much? &lt;br /&gt;
|-&lt;br /&gt;
| 0712 &lt;br /&gt;
| ad_e0210_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Nah, I think I&#039;m going to give up this line of work. Too much work for too little pay! &lt;br /&gt;
|-&lt;br /&gt;
| 0713 &lt;br /&gt;
| ad_e0210_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Anyway, I&#039;ve got something better than jewels that I&#039;m thinking about right now... &lt;br /&gt;
|-&lt;br /&gt;
| 0714 &lt;br /&gt;
| ad_e0210_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;ll all work out, you&#039;ll see. &lt;br /&gt;
|-&lt;br /&gt;
| 0715 &lt;br /&gt;
| ad_e0210_0170_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If you say so. &lt;br /&gt;
|-&lt;br /&gt;
| 0716 &lt;br /&gt;
| ad_e0210_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Created the Ultimate Life Form... &lt;br /&gt;
|-&lt;br /&gt;
| 0717 &lt;br /&gt;
| ad_e0210_0190_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s the matter, Sonic? &lt;br /&gt;
|-&lt;br /&gt;
| 0718 &lt;br /&gt;
| ad_e0210_0200_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oh, it&#039;s nothing. Come on! Let&#039;s go home! To the planet as cool and blue as me! &lt;br /&gt;
|-&lt;br /&gt;
| 0719 &lt;br /&gt;
| ad_e0210_0210_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sayonara, Shadow the Hedgehog... &lt;br /&gt;
|-&lt;br /&gt;
| 0720 &lt;br /&gt;
| adt_ac_le_kr_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the special action for Knuckles and Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 0721 &lt;br /&gt;
| adt_ac_le_kr_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are quite a few special actions for both of them. Try mastering them all! &lt;br /&gt;
|-&lt;br /&gt;
| 0722 &lt;br /&gt;
| adt_ac_le_kr_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is attack action. &lt;br /&gt;
|-&lt;br /&gt;
| 0723 &lt;br /&gt;
| adt_ac_le_kr_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles&#039; specialty is punching, while Rouge&#039;s is kicking. &lt;br /&gt;
|-&lt;br /&gt;
| 0724 &lt;br /&gt;
| adt_ac_le_kr_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button and try it! &lt;br /&gt;
|-&lt;br /&gt;
| 0725 &lt;br /&gt;
| adt_ac_le_kr_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the different actions available when you press B button multiple times, or press it while running. &lt;br /&gt;
|-&lt;br /&gt;
| 0726 &lt;br /&gt;
| adt_ac_le_kr_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try breaking wooden containers with this! &lt;br /&gt;
|-&lt;br /&gt;
| 0727 &lt;br /&gt;
| adt_ac_le_kr_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge both have the special ability to glide. &lt;br /&gt;
|-&lt;br /&gt;
| 0728 &lt;br /&gt;
| adt_ac_le_kr_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| While in mid-jump, press and hold A button to glide. &lt;br /&gt;
|-&lt;br /&gt;
| 0729 &lt;br /&gt;
| adt_ac_le_kr_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can only glide downwards. Gliding upwards is not possible! &lt;br /&gt;
|-&lt;br /&gt;
| 0730 &lt;br /&gt;
| adt_ac_le_kr_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To stop gliding, release A button to drop. &lt;br /&gt;
|-&lt;br /&gt;
| 0731 &lt;br /&gt;
| adt_ac_le_kr_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge can scale any wall with ease. &lt;br /&gt;
|-&lt;br /&gt;
| 0732 &lt;br /&gt;
| adt_ac_le_kr_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To grab onto a wall, just glide into it or use forward and A button. &lt;br /&gt;
|-&lt;br /&gt;
| 0733 &lt;br /&gt;
| adt_ac_le_kr_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you&#039;ve grabbed onto the wall, use the analogue thumbpad to move. &lt;br /&gt;
|-&lt;br /&gt;
| 0734 &lt;br /&gt;
| adt_ac_le_kr_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If a wall or overhang is a 90 degree angle, you cannot scale it. &lt;br /&gt;
|-&lt;br /&gt;
| 0735 &lt;br /&gt;
| adt_ac_le_kr_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge are also good swimmers. &lt;br /&gt;
|-&lt;br /&gt;
| 0736 &lt;br /&gt;
| adt_ac_le_kr_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump into the water and press B button to dive underwater. &lt;br /&gt;
|-&lt;br /&gt;
| 0737 &lt;br /&gt;
| adt_ac_le_kr_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Underwater, press A button to swim up and B button to swim down. &lt;br /&gt;
|-&lt;br /&gt;
| 0738 &lt;br /&gt;
| adt_ac_le_kr_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to come up for breaths of air. You cannot stay under forever! &lt;br /&gt;
|-&lt;br /&gt;
| 0739 &lt;br /&gt;
| adt_ac_le_kr_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles digs with his hands, and Rouge digs with her feet. &lt;br /&gt;
|-&lt;br /&gt;
| 0740 &lt;br /&gt;
| adt_ac_le_kr_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is easy to master! Just press B button while jumping or gliding. &lt;br /&gt;
|-&lt;br /&gt;
| 0741 &lt;br /&gt;
| adt_ac_le_kr_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change the action window. Select &amp;quot;Dig&amp;quot; and you can burrow where you are standing. &lt;br /&gt;
|-&lt;br /&gt;
| 0742 &lt;br /&gt;
| adt_ac_le_kr_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| One more important thing. &lt;br /&gt;
|-&lt;br /&gt;
| 0743 &lt;br /&gt;
| adt_ac_le_kr_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you are scaling a wall, you can dig into it by pressing B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0744 &lt;br /&gt;
| adt_ac_le_kr_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Besides the emeralds, there are a lot of items buried undergroud. Make sure you dig to find them all! &lt;br /&gt;
|-&lt;br /&gt;
| 0745 &lt;br /&gt;
| adt_ac_le_kr_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you find the Iron Gloves or Boots, your punches and kicks are stronger! &lt;br /&gt;
|-&lt;br /&gt;
| 0746 &lt;br /&gt;
| adt_ac_le_kr_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can break the steel containers with this! &lt;br /&gt;
|-&lt;br /&gt;
| 0747 &lt;br /&gt;
| adt_ac_le_kr_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a very useful Level-Up Item! &lt;br /&gt;
|-&lt;br /&gt;
| 0748 &lt;br /&gt;
| adt_ac_le_kr_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change the action window, then press B button to use the glasses. &lt;br /&gt;
|-&lt;br /&gt;
| 0749 &lt;br /&gt;
| adt_ac_le_kr_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Sunglasses will allow you to see things you couldn&#039;t before. It may even help you locate the emeralds quicker! &lt;br /&gt;
|-&lt;br /&gt;
| 0750 &lt;br /&gt;
| adt_ac_le_kr_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you use them, you&#039;ll be able to see things you couldn&#039;t before! &lt;br /&gt;
|-&lt;br /&gt;
| 0751 &lt;br /&gt;
| adt_ac_le_kr_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using it in different places! &lt;br /&gt;
|-&lt;br /&gt;
| 0752 &lt;br /&gt;
| adt_ac_le_kr_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you want to take them off, just press A button to jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0753 &lt;br /&gt;
| adt_ac_le_kr_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You found something really cool! &lt;br /&gt;
|-&lt;br /&gt;
| 0754 &lt;br /&gt;
| adt_ac_le_kr_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using it in the water. It will let you breathe underwater. &lt;br /&gt;
|-&lt;br /&gt;
| 0755 &lt;br /&gt;
| adt_ac_le_kr_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you have nothing to be afraid of. &lt;br /&gt;
|-&lt;br /&gt;
| 0756 &lt;br /&gt;
| adt_ac_le_kr_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of special actions for Knuckles and Rouge will increase when you find more Level-Up Items. &lt;br /&gt;
|-&lt;br /&gt;
| 0757 &lt;br /&gt;
| adt_ac_le_kr_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me explain Knuckles and Rouge&#039;s 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0758 &lt;br /&gt;
| adt_ac_le_kr_38_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple. The first one to find two of the three hidden emeralds is the winner! &lt;br /&gt;
|-&lt;br /&gt;
| 0759 &lt;br /&gt;
| adt_ac_le_kr_39_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Pay close attention to your opponent&#039;s hint messages and radar, as it may help you locate the emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0760 &lt;br /&gt;
| adt_ac_le_ss_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me start by explaining the actions for Sonic and Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 0761 &lt;br /&gt;
| adt_ac_le_ss_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Homing Attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0762 &lt;br /&gt;
| adt_ac_le_ss_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to jump and again while in midair to do the Homing Attack against your enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0763 &lt;br /&gt;
| adt_ac_le_ss_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The best way to defeat the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 0764 &lt;br /&gt;
| adt_ac_le_ss_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somersault! This is a brand-new action for Sonic. Use B button to Somersault. &lt;br /&gt;
|-&lt;br /&gt;
| 0765 &lt;br /&gt;
| adt_ac_le_ss_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Somersault can be used to defeat enemies, break wooden containers, and get through tight spaces. &lt;br /&gt;
|-&lt;br /&gt;
| 0766 &lt;br /&gt;
| adt_ac_le_ss_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try Spin Dash to run at supersonic speed! &lt;br /&gt;
|-&lt;br /&gt;
| 0767 &lt;br /&gt;
| adt_ac_le_ss_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press and hold B button to charge up, then release the button to do the Spin Dash. &lt;br /&gt;
|-&lt;br /&gt;
| 0768 &lt;br /&gt;
| adt_ac_le_ss_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Spin Dash is very fast! Practice using the technique and use it wisely. &lt;br /&gt;
|-&lt;br /&gt;
| 0769 &lt;br /&gt;
| adt_ac_le_ss_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grinding! This is also a brand-new Sonic action. &lt;br /&gt;
|-&lt;br /&gt;
| 0770 &lt;br /&gt;
| adt_ac_le_ss_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grind down anything that resembles a rail. Give it a try! &lt;br /&gt;
|-&lt;br /&gt;
| 0771 &lt;br /&gt;
| adt_ac_le_ss_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find a rail and sport a grind! &lt;br /&gt;
|-&lt;br /&gt;
| 0772 &lt;br /&gt;
| adt_ac_le_ss_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to keep your character upright as possible to maintain speed and to avoid falling off the rail. &lt;br /&gt;
|-&lt;br /&gt;
| 0773 &lt;br /&gt;
| adt_ac_le_ss_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you find the Level-Up Item, then you can do the Light Dash! &lt;br /&gt;
|-&lt;br /&gt;
| 0774 &lt;br /&gt;
| adt_ac_le_ss_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Light Dash is a very useful action. It allows you to quickly move along ring paths. &lt;br /&gt;
|-&lt;br /&gt;
| 0775 &lt;br /&gt;
| adt_ac_le_ss_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| As you get close to a row of rings, the action window will open and all you do is press B button! &lt;br /&gt;
|-&lt;br /&gt;
| 0776 &lt;br /&gt;
| adt_ac_le_ss_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Light Attack to defeat many enemies quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 0777 &lt;br /&gt;
| adt_ac_le_ss_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button to charge up, then release B button once you&#039;re fully charged. &lt;br /&gt;
|-&lt;br /&gt;
| 0778 &lt;br /&gt;
| adt_ac_le_ss_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| We haven&#039;t figured out where it&#039;s best used, though. It&#039;s a very dangerous special attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0779 &lt;br /&gt;
| adt_ac_le_ss_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bounce Attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0780 &lt;br /&gt;
| adt_ac_le_ss_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| While in mid-jump, press B button and bounce like a rubber ball. &lt;br /&gt;
|-&lt;br /&gt;
| 0781 &lt;br /&gt;
| adt_ac_le_ss_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this attack for enemies below you, or to reach places too far for a regular jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0782 &lt;br /&gt;
| adt_ac_le_ss_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Power-up version of the Somersault: the Fire Somersault. Use it to break steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 0783 &lt;br /&gt;
| adt_ac_le_ss_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic is the only one who can use this special technique called the Magic Hand. It turns enemies into small balls! &lt;br /&gt;
|-&lt;br /&gt;
| 0784 &lt;br /&gt;
| adt_ac_le_ss_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to select the action window. Press B button to pull in the closest enemy. &lt;br /&gt;
|-&lt;br /&gt;
| 0785 &lt;br /&gt;
| adt_ac_le_ss_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once the enemy is turned into a ball, throw it at enemies far away. Pretty cool, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0786 &lt;br /&gt;
| adt_ac_le_ss_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try turning different kinds of enemies into balls. It&#039;s fun! &lt;br /&gt;
|-&lt;br /&gt;
| 0787 &lt;br /&gt;
| adt_ac_le_ss_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A mysterious melody indeed. Use Y button to select the action window, then press B button to play a melody. &lt;br /&gt;
|-&lt;br /&gt;
| 0788 &lt;br /&gt;
| adt_ac_le_ss_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What&#039;s it used for? &lt;br /&gt;
|-&lt;br /&gt;
| 0789 &lt;br /&gt;
| adt_ac_le_ss_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Well, that&#039;s a secret! &lt;br /&gt;
|-&lt;br /&gt;
| 0790 &lt;br /&gt;
| adt_ac_le_ss_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try playing it in front of something and watch what happens. &lt;br /&gt;
|-&lt;br /&gt;
| 0791 &lt;br /&gt;
| adt_ac_le_ss_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Actually, the number of special actions for each character will increase if you find more Level-Up Items. &lt;br /&gt;
|-&lt;br /&gt;
| 0792 &lt;br /&gt;
| adt_ac_le_ss_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You don&#039;t know what a Level-Up Item is? &lt;br /&gt;
|-&lt;br /&gt;
| 0793 &lt;br /&gt;
| adt_ac_le_ss_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somewhere in each stage are hidden Level-Up Items. There are also power-up items, as well. &lt;br /&gt;
|-&lt;br /&gt;
| 0794 &lt;br /&gt;
| adt_ac_le_ss_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the item and I will tell you more about the action. &lt;br /&gt;
|-&lt;br /&gt;
| 0795 &lt;br /&gt;
| adt_ac_le_ss_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try learning how to use them all to increase your score. &lt;br /&gt;
|-&lt;br /&gt;
| 0796 &lt;br /&gt;
| adt_ac_le_ss_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the Sonic and Shadow 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0797 &lt;br /&gt;
| adt_ac_le_ss_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple. The first one to the Goal Ring is the winner! &lt;br /&gt;
|-&lt;br /&gt;
| 0798 &lt;br /&gt;
| adt_ac_le_vs_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| One more thing. &lt;br /&gt;
|-&lt;br /&gt;
| 0799 &lt;br /&gt;
| adt_ac_le_vs_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are very special attacks used only in the Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0800 &lt;br /&gt;
| adt_ac_le_vs_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Special attacks are awarded after collecting 20, 50, and 100 rings. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0801 &lt;br /&gt;
| adt_ac_le_vs_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you have the special attack, the action window will appear onscreen. Press B button to use the attack. &lt;br /&gt;
|-&lt;br /&gt;
| 0802 &lt;br /&gt;
| adt_ac_le_vs_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The more rings you collect, the more special attacks you can use. &lt;br /&gt;
|-&lt;br /&gt;
| 0803 &lt;br /&gt;
| adt_ac_le_vs_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Special attacks are awarded after collecting 20, 40, and 60 rings. &lt;br /&gt;
|-&lt;br /&gt;
| 0804 &lt;br /&gt;
| adt_ac_le_wk_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me explain Tails and Eggman&#039;s special actions. &lt;br /&gt;
|-&lt;br /&gt;
| 0805 &lt;br /&gt;
| adt_ac_le_wk_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| By using the homing missile, you can defeat multiple enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0806 &lt;br /&gt;
| adt_ac_le_wk_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Activate the homing laser by holding down B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0807 &lt;br /&gt;
| adt_ac_le_wk_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the analogue thumbpad to lock on the enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0808 &lt;br /&gt;
| adt_ac_le_wk_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you have locked on, release B button to fire the homing missiles. &lt;br /&gt;
|-&lt;br /&gt;
| 0809 &lt;br /&gt;
| adt_ac_le_wk_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try locking onto multiple enemies with the homing laser. More the better! &lt;br /&gt;
|-&lt;br /&gt;
| 0810 &lt;br /&gt;
| adt_ac_le_wk_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Defeating multiple enemies with a single lock-on scores you technique points. &lt;br /&gt;
|-&lt;br /&gt;
| 0811 &lt;br /&gt;
| adt_ac_le_wk_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| But it&#039;s important to remember this. &lt;br /&gt;
|-&lt;br /&gt;
| 0812 &lt;br /&gt;
| adt_ac_le_wk_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The aiming laser and lock-on only last a few seconds before they disappear. Fire quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 0813 &lt;br /&gt;
| adt_ac_le_wk_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Besides the homing missile, you also have a powerful Vulcan Missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0814 &lt;br /&gt;
| adt_ac_le_wk_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Just press B button to fire it. &lt;br /&gt;
|-&lt;br /&gt;
| 0815 &lt;br /&gt;
| adt_ac_le_wk_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Vulcan Missile to destroy items that you cannot lock onto. &lt;br /&gt;
|-&lt;br /&gt;
| 0816 &lt;br /&gt;
| adt_ac_le_wk_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The most important Level-Up action is Hovering. &lt;br /&gt;
|-&lt;br /&gt;
| 0817 &lt;br /&gt;
| adt_ac_le_wk_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Holding down A button will allow you to hover over short distances. &lt;br /&gt;
|-&lt;br /&gt;
| 0818 &lt;br /&gt;
| adt_ac_le_wk_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use it to fly over short distances or to slowly descend down. &lt;br /&gt;
|-&lt;br /&gt;
| 0819 &lt;br /&gt;
| adt_ac_le_wk_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Release A button to drop. &lt;br /&gt;
|-&lt;br /&gt;
| 0820 &lt;br /&gt;
| adt_ac_le_wk_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the power-up version of the Vulcan Missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0821 &lt;br /&gt;
| adt_ac_le_wk_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This will allow you to break steel containers that you couldn&#039;t before. &lt;br /&gt;
|-&lt;br /&gt;
| 0822 &lt;br /&gt;
| adt_ac_le_wk_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the power-up item for the homing missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0823 &lt;br /&gt;
| adt_ac_le_wk_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After it hits an enemy, the missile scatters and will take out nearby items and enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0824 &lt;br /&gt;
| adt_ac_le_wk_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a special device only used to power up Eggman&#039;s plane. &lt;br /&gt;
|-&lt;br /&gt;
| 0825 &lt;br /&gt;
| adt_ac_le_wk_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The health meter is now increased two points! &lt;br /&gt;
|-&lt;br /&gt;
| 0826 &lt;br /&gt;
| adt_ac_le_wk_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Makes clearing stages a breeze! &lt;br /&gt;
|-&lt;br /&gt;
| 0827 &lt;br /&gt;
| adt_ac_le_wk_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of Tails&#039; actions will increase as you find more Level-Up Items during the action stages. &lt;br /&gt;
|-&lt;br /&gt;
| 0828 &lt;br /&gt;
| adt_ac_le_wk_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Tails and Eggman&#039;s 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0829 &lt;br /&gt;
| adt_ac_le_wk_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: Attack your opponent until his health is gone. That&#039;s it! &lt;br /&gt;
|-&lt;br /&gt;
| 0830 &lt;br /&gt;
| adt_ac_le_wk_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| But remember, your opponent will be shooting homing missiles at you! &lt;br /&gt;
|-&lt;br /&gt;
| 0831 &lt;br /&gt;
| adt_ac_le_wk_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The homing missiles will home in on you, so remember to use the walls and springs to avoid them. &lt;br /&gt;
|-&lt;br /&gt;
| 0832 &lt;br /&gt;
| adt_ac_le_wk_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try locking on to your opponent while avoid his homing missiles. &lt;br /&gt;
|-&lt;br /&gt;
| 0833 &lt;br /&gt;
| adt_bc_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s the controller configuration! &lt;br /&gt;
|-&lt;br /&gt;
| 0834 &lt;br /&gt;
| adt_bc_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Move your character using the analogue thumbpad. &lt;br /&gt;
|-&lt;br /&gt;
| 0835 &lt;br /&gt;
| adt_bc_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0836 &lt;br /&gt;
| adt_bc_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Action assigned to B button differs depending on the character you choose. Each character has their own special actions. &lt;br /&gt;
|-&lt;br /&gt;
| 0837 &lt;br /&gt;
| adt_bc_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What special actions? &lt;br /&gt;
|-&lt;br /&gt;
| 0838 &lt;br /&gt;
| adt_bc_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The action window in the upper-right corner indicates what action is performed with B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0839 &lt;br /&gt;
| adt_bc_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Actions include Whistle, Pick Up, Throw, and Look. In 2P Versus mode, B button can be used for the special attack. These will automatically appear in the action window. &lt;br /&gt;
|-&lt;br /&gt;
| 0840 &lt;br /&gt;
| adt_bc_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try different actions with different items. &lt;br /&gt;
|-&lt;br /&gt;
| 0841 &lt;br /&gt;
| adt_bc_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| And don&#039;t forget about Y button. It&#039;s important, too! &lt;br /&gt;
|-&lt;br /&gt;
| 0842 &lt;br /&gt;
| adt_bc_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Pressing Y button allows you to change the action display. &lt;br /&gt;
|-&lt;br /&gt;
| 0843 &lt;br /&gt;
| adt_bc_tu_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I almost forgot. X and B buttons are the same. Use either one you like! &lt;br /&gt;
|-&lt;br /&gt;
| 0844 &lt;br /&gt;
| adt_bc_tu_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use L/R triggers to change the camera angle. &lt;br /&gt;
|-&lt;br /&gt;
| 0845 &lt;br /&gt;
| adt_bc_tu_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let&#039;s not forget Start button! &lt;br /&gt;
|-&lt;br /&gt;
| 0846 &lt;br /&gt;
| adt_bc_tu_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press this button to pause your game. &lt;br /&gt;
|-&lt;br /&gt;
| 0847 &lt;br /&gt;
| adt_bc_tu_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| From the pause menu, you&#039;ll be able to either exit the game or restart the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0848 &lt;br /&gt;
| adt_en_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you get all of that? &lt;br /&gt;
|-&lt;br /&gt;
| 0849 &lt;br /&gt;
| adt_en_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s all! &lt;br /&gt;
|-&lt;br /&gt;
| 0850 &lt;br /&gt;
| adt_kr_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge&#039;s games are treasure hunting games. &lt;br /&gt;
|-&lt;br /&gt;
| 0851 &lt;br /&gt;
| adt_kr_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You have to find the three pieces of the Master Emerald in each stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0852 &lt;br /&gt;
| adt_kr_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the radar and hints to find them. &lt;br /&gt;
|-&lt;br /&gt;
| 0853 &lt;br /&gt;
| adt_kr_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The radar is at the bottom of the screen. When you get close to the emerald, the color of the light becomes red. &lt;br /&gt;
|-&lt;br /&gt;
| 0854 &lt;br /&gt;
| adt_kr_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hints are also useful in finding emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0855 &lt;br /&gt;
| adt_kr_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Touchscreen monitors will give you up to three hints for each emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0856 &lt;br /&gt;
| adt_kr_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you forget the hint, just pause the game and they will be displayed. &lt;br /&gt;
|-&lt;br /&gt;
| 0857 &lt;br /&gt;
| adt_kr_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of hints you use is key. &lt;br /&gt;
|-&lt;br /&gt;
| 0858 &lt;br /&gt;
| adt_kr_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Fewer hints you use in finding the emeralds, the higher the score you&#039;ll get. &lt;br /&gt;
|-&lt;br /&gt;
| 0859 &lt;br /&gt;
| adt_kr_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Quickly find the emeralds without the hints to earn rank-up points. &lt;br /&gt;
|-&lt;br /&gt;
| 0860 &lt;br /&gt;
| adt_mn_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao. Let me be your guide. Select the category that you would like to explore. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0861 &lt;br /&gt;
| adt_mn_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select! &lt;br /&gt;
|-&lt;br /&gt;
| 0862 &lt;br /&gt;
| adt_mn_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to confirm your selection. &lt;br /&gt;
|-&lt;br /&gt;
| 0863 &lt;br /&gt;
| adt_mn_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to go back to the previous screen. &lt;br /&gt;
|-&lt;br /&gt;
| 0864 &lt;br /&gt;
| adt_mn_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What happened? &lt;br /&gt;
|-&lt;br /&gt;
| 0865 &lt;br /&gt;
| adt_mn_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Sonic and Shadow&#039;s game. &lt;br /&gt;
|-&lt;br /&gt;
| 0866 &lt;br /&gt;
| adt_mn_tu_06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Sonic and Shadow&#039;s game. &lt;br /&gt;
| Alternate take of 0865, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0867 &lt;br /&gt;
| adt_mn_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Eggman and Tails&#039; game. &lt;br /&gt;
|-&lt;br /&gt;
| 0868 &lt;br /&gt;
| adt_mn_tu_07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Eggman and Tails&#039; game &lt;br /&gt;
| Alternate take of 0867, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0869 &lt;br /&gt;
| adt_mn_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Knuckles and Rouge&#039;s game. &lt;br /&gt;
|-&lt;br /&gt;
| 0870 &lt;br /&gt;
| adt_mn_tu_08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Knuckles and Rouge&#039;s game. &lt;br /&gt;
| Alternate take of 0869, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0871 &lt;br /&gt;
| adt_mn_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 0872 &lt;br /&gt;
| adt_mn_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the basic controls used for all characters. &lt;br /&gt;
|-&lt;br /&gt;
| 0873 &lt;br /&gt;
| adt_ss_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic and Shadow&#039;s games are high-speed 3D action games. &lt;br /&gt;
|-&lt;br /&gt;
| 0874 &lt;br /&gt;
| adt_ss_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: make your way to the center of the screen and the first to touch the Goal Ring clears the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0875 &lt;br /&gt;
| adt_ss_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After clearing the stage, a ranking screen will appear with time and score. &lt;br /&gt;
|-&lt;br /&gt;
| 0876 &lt;br /&gt;
| adt_ss_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your score is based on enemies destroyed, rings collected, and tricks performed. &lt;br /&gt;
|-&lt;br /&gt;
| 0877 &lt;br /&gt;
| adt_ss_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Fast, and with a little style of your own. This is how you get rank-up points! &lt;br /&gt;
|-&lt;br /&gt;
| 0878 &lt;br /&gt;
| adt_ss_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Most important are the rings! &lt;br /&gt;
|-&lt;br /&gt;
| 0879 &lt;br /&gt;
| adt_ss_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Taking damage without having any rings will end your game, but you knew that already. &lt;br /&gt;
|-&lt;br /&gt;
| 0880 &lt;br /&gt;
| adt_ss_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get as may rings as you can! Don&#039;t forget! &lt;br /&gt;
|-&lt;br /&gt;
| 0881 &lt;br /&gt;
| adt_ss_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t forget about the action link! &lt;br /&gt;
|-&lt;br /&gt;
| 0882 &lt;br /&gt;
| adt_ss_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In certain places, you can perform action combos to score technique points. &lt;br /&gt;
|-&lt;br /&gt;
| 0883 &lt;br /&gt;
| adt_thm_00_01_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Story Select. &lt;br /&gt;
|-&lt;br /&gt;
| 0884 &lt;br /&gt;
| adt_thm_00_02_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Scene select. &lt;br /&gt;
|-&lt;br /&gt;
| 0885 &lt;br /&gt;
| adt_thm_00_03_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Character select. &lt;br /&gt;
|-&lt;br /&gt;
| 0886 &lt;br /&gt;
| adt_thm_00_04_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Stage select. &lt;br /&gt;
|-&lt;br /&gt;
| 0887 &lt;br /&gt;
| adt_thm_00_05_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Type select. &lt;br /&gt;
|-&lt;br /&gt;
| 0888 &lt;br /&gt;
| adt_thm_00_06_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Records. &lt;br /&gt;
|-&lt;br /&gt;
| 0889 &lt;br /&gt;
| adt_thm_00_07_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Group select. &lt;br /&gt;
|-&lt;br /&gt;
| 0890 &lt;br /&gt;
| adt_thm_00_08_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Game select. &lt;br /&gt;
|-&lt;br /&gt;
| 0891 &lt;br /&gt;
| adt_thm_00_09_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| (Beep sound, dialogue only exists in SA2: Preview for &amp;quot;Lesson&amp;quot;) &lt;br /&gt;
| Voice data does not exist in retail releases of SA2&lt;br /&gt;
|-&lt;br /&gt;
| 0892 &lt;br /&gt;
| adt_thm_00_10_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Options. &lt;br /&gt;
|-&lt;br /&gt;
| 0893 &lt;br /&gt;
| adt_thm_00_11_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Sound Test. &lt;br /&gt;
|-&lt;br /&gt;
| 0894 &lt;br /&gt;
| adt_thm_00_12_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Access to the world. &lt;br /&gt;
|-&lt;br /&gt;
| 0895 &lt;br /&gt;
| adt_thm_00_13_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| File select. &lt;br /&gt;
|-&lt;br /&gt;
| 0896 &lt;br /&gt;
| adt_thm_00_14_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| System alert. &lt;br /&gt;
|-&lt;br /&gt;
| 0897 &lt;br /&gt;
| adt_thm_00_15_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Congratulations. &lt;br /&gt;
|-&lt;br /&gt;
| 0898 &lt;br /&gt;
| adt_thm_00_18_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| World Ranking. &lt;br /&gt;
|-&lt;br /&gt;
| 0899 &lt;br /&gt;
| adt_thm_00_19_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Emblem records. &lt;br /&gt;
|-&lt;br /&gt;
| 0900 &lt;br /&gt;
| adt_thm_00_20_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 0901 &lt;br /&gt;
| adt_thm_00_21_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Download events. &lt;br /&gt;
|-&lt;br /&gt;
| 0902 &lt;br /&gt;
| adt_thm_00_22_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Theme select. &lt;br /&gt;
|-&lt;br /&gt;
| 0903 &lt;br /&gt;
| adt_thm_00_23_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| TV setting. &lt;br /&gt;
|-&lt;br /&gt;
| 0904 &lt;br /&gt;
| adt_thm_00_24_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Access to the database. &lt;br /&gt;
|-&lt;br /&gt;
| 0905 &lt;br /&gt;
| adt_thm_00_25_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 0906 &lt;br /&gt;
| adt_thm_chr_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a story! &lt;br /&gt;
|-&lt;br /&gt;
| 0907 &lt;br /&gt;
| adt_thm_chr_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0908 &lt;br /&gt;
| adt_thm_chr_01_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0907 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0909 &lt;br /&gt;
| adt_thm_chr_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0910 &lt;br /&gt;
| adt_thm_chr_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0911 &lt;br /&gt;
| adt_thm_chr_01_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0912 &lt;br /&gt;
| adt_thm_chr_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0913 &lt;br /&gt;
| adt_thm_chr_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0914 &lt;br /&gt;
| adt_thm_chr_01_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story do you wish to try? &lt;br /&gt;
|-&lt;br /&gt;
| 0915 &lt;br /&gt;
| adt_thm_chr_01_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story do you wish to try, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0916 &lt;br /&gt;
| adt_thm_chr_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select your story! &lt;br /&gt;
|-&lt;br /&gt;
| 0917 &lt;br /&gt;
| adt_thm_chr_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0918 &lt;br /&gt;
| adt_thm_chr_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0919 &lt;br /&gt;
| adt_thm_chr_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0920 &lt;br /&gt;
| adt_thm_chr_02_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0919 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0921 &lt;br /&gt;
| adt_thm_chr_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Which scene do you want to start? &lt;br /&gt;
|-&lt;br /&gt;
| 0922 &lt;br /&gt;
| adt_thm_chr_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0923 &lt;br /&gt;
| adt_thm_chr_02_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0924 &lt;br /&gt;
| adt_thm_chr_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0925 &lt;br /&gt;
| adt_thm_chr_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Next, select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0926 &lt;br /&gt;
| adt_thm_chr_02_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0927 &lt;br /&gt;
| adt_thm_chr_02_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a scene, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0928 &lt;br /&gt;
| adt_thm_chr_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Which scene do you want to start from? &lt;br /&gt;
|-&lt;br /&gt;
| 0929 &lt;br /&gt;
| adt_thm_chr_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Where do you want to start from? &lt;br /&gt;
|-&lt;br /&gt;
| 0930 &lt;br /&gt;
| adt_thm_chr_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select your character! &lt;br /&gt;
|-&lt;br /&gt;
| 0931 &lt;br /&gt;
| adt_thm_chr_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0932 &lt;br /&gt;
| adt_thm_chr_03_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0931 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0933 &lt;br /&gt;
| adt_thm_chr_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select me! &lt;br /&gt;
|-&lt;br /&gt;
| 0934 &lt;br /&gt;
| adt_thm_chr_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0935 &lt;br /&gt;
| adt_thm_chr_03_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0936 &lt;br /&gt;
| adt_thm_chr_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Who are you going to be? &lt;br /&gt;
|-&lt;br /&gt;
| 0937 &lt;br /&gt;
| adt_thm_chr_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Who will you be? &lt;br /&gt;
|-&lt;br /&gt;
| 0938 &lt;br /&gt;
| adt_thm_chr_03_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0939 &lt;br /&gt;
| adt_thm_chr_03_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a character, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0940 &lt;br /&gt;
| adt_thm_chr_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Who do you want to be? &lt;br /&gt;
|-&lt;br /&gt;
| 0941 &lt;br /&gt;
| adt_thm_chr_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0942 &lt;br /&gt;
| adt_thm_chr_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a fun stage! &lt;br /&gt;
|-&lt;br /&gt;
| 0943 &lt;br /&gt;
| adt_thm_chr_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0944 &lt;br /&gt;
| adt_thm_chr_04_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0943 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0945 &lt;br /&gt;
| adt_thm_chr_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0946 &lt;br /&gt;
| adt_thm_chr_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0947 &lt;br /&gt;
| adt_thm_chr_04_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0948 &lt;br /&gt;
| adt_thm_chr_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Decide which stage to go to. &lt;br /&gt;
|-&lt;br /&gt;
| 0949 &lt;br /&gt;
| adt_thm_chr_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0950 &lt;br /&gt;
| adt_thm_chr_04_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this the stage you would like to go to? &lt;br /&gt;
|-&lt;br /&gt;
| 0951 &lt;br /&gt;
| adt_thm_chr_04_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this the stage you would like to go to, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0952 &lt;br /&gt;
| adt_thm_chr_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0953 &lt;br /&gt;
| adt_thm_chr_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What stage are we going to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0954 &lt;br /&gt;
| adt_thm_chr_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Which one do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 0955 &lt;br /&gt;
| adt_thm_chr_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Which one would you like? &lt;br /&gt;
|-&lt;br /&gt;
| 0956 &lt;br /&gt;
| adt_thm_chr_05_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0955 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0957 &lt;br /&gt;
| adt_thm_chr_05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Which game? &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0958 &lt;br /&gt;
| adt_thm_chr_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Which game do you want to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0959 &lt;br /&gt;
| adt_thm_chr_05_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select one from here. &lt;br /&gt;
|-&lt;br /&gt;
| 0960 &lt;br /&gt;
| adt_thm_chr_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Which story? &lt;br /&gt;
|-&lt;br /&gt;
| 0961 &lt;br /&gt;
| adt_thm_chr_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Which one? &lt;br /&gt;
|-&lt;br /&gt;
| 0962 &lt;br /&gt;
| adt_thm_chr_05_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story are you interested in? &lt;br /&gt;
|-&lt;br /&gt;
| 0963 &lt;br /&gt;
| adt_thm_chr_05_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story are you interested in, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0964 &lt;br /&gt;
| adt_thm_chr_05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Choose one. &lt;br /&gt;
|-&lt;br /&gt;
| 0965 &lt;br /&gt;
| adt_thm_chr_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose something good! &lt;br /&gt;
|-&lt;br /&gt;
| 0966 &lt;br /&gt;
| adt_thm_chr_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Want to look at your results? &lt;br /&gt;
|-&lt;br /&gt;
| 0967 &lt;br /&gt;
| adt_thm_chr_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Check on your results here. &lt;br /&gt;
|-&lt;br /&gt;
| 0968 &lt;br /&gt;
| adt_thm_chr_06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0968 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0969 &lt;br /&gt;
| adt_thm_chr_06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I saved your results so far. &lt;br /&gt;
|-&lt;br /&gt;
| 0970 &lt;br /&gt;
| adt_thm_chr_06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Check your results. &lt;br /&gt;
|-&lt;br /&gt;
| 0971 &lt;br /&gt;
| adt_thm_chr_06_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| I will tell you how to save. &lt;br /&gt;
|-&lt;br /&gt;
| 0972 &lt;br /&gt;
| adt_thm_chr_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is the database. &lt;br /&gt;
|-&lt;br /&gt;
| 0973 &lt;br /&gt;
| adt_thm_chr_06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Remember to save this. &lt;br /&gt;
|-&lt;br /&gt;
| 0974 &lt;br /&gt;
| adt_thm_chr_06_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please take a look at your past results. &lt;br /&gt;
|-&lt;br /&gt;
| 0975 &lt;br /&gt;
| adt_thm_chr_06_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please take a look at your past results, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0976 &lt;br /&gt;
| adt_thm_chr_06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You can check your results if you want. &lt;br /&gt;
|-&lt;br /&gt;
| 0977 &lt;br /&gt;
| adt_thm_chr_06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Let&#039;s peek at the results! &lt;br /&gt;
|-&lt;br /&gt;
| 0978 &lt;br /&gt;
| adt_thm_chr_07_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Good guy, or bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0979 &lt;br /&gt;
| adt_thm_chr_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Want to be the hero, or villain? &lt;br /&gt;
|-&lt;br /&gt;
| 0980 &lt;br /&gt;
| adt_thm_chr_07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0979 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0981 &lt;br /&gt;
| adt_thm_chr_07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You better choose the dark side! &lt;br /&gt;
|-&lt;br /&gt;
| 0982 &lt;br /&gt;
| adt_thm_chr_07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Are you a good guy or a bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0983 &lt;br /&gt;
| adt_thm_chr_07_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Which do you like? &lt;br /&gt;
|-&lt;br /&gt;
| 0984 &lt;br /&gt;
| adt_thm_chr_07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Which side do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 0985 &lt;br /&gt;
| adt_thm_chr_07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hero? Villain? Which one? &lt;br /&gt;
|-&lt;br /&gt;
| 0986 &lt;br /&gt;
| adt_thm_chr_07_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Consider which one you prefer. &lt;br /&gt;
|-&lt;br /&gt;
| 0987 &lt;br /&gt;
| adt_thm_chr_07_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Consider which one you prefer, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0988 &lt;br /&gt;
| adt_thm_chr_07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So who&#039;s going to be the hero? &lt;br /&gt;
|-&lt;br /&gt;
| 0989 &lt;br /&gt;
| adt_thm_chr_07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Good guy or bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0990 &lt;br /&gt;
| adt_thm_chr_08_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Who are you playing with? &lt;br /&gt;
|-&lt;br /&gt;
| 0991 &lt;br /&gt;
| adt_thm_chr_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select your battle. &lt;br /&gt;
|-&lt;br /&gt;
| 0992 &lt;br /&gt;
| adt_thm_chr_08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0991 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0993 &lt;br /&gt;
| adt_thm_chr_08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heroes are wimpy! &lt;br /&gt;
| Character Select&lt;br /&gt;
|-&lt;br /&gt;
| 0994 &lt;br /&gt;
| adt_thm_chr_08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Fight by these rules? &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0995 &lt;br /&gt;
| adt_thm_chr_08_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a game. &lt;br /&gt;
|-&lt;br /&gt;
| 0996 &lt;br /&gt;
| adt_thm_chr_08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select one from here. &lt;br /&gt;
|-&lt;br /&gt;
| 0997 &lt;br /&gt;
| adt_thm_chr_08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Decide the rules of engagement. &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0998 &lt;br /&gt;
| adt_thm_chr_08_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which game would you like to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0999 &lt;br /&gt;
| adt_thm_chr_08_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which game would you like to play, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1000 &lt;br /&gt;
| adt_thm_chr_08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Better not let the dark side win! &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 1001 &lt;br /&gt;
| adt_thm_chr_08_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Who are you going to be? Me? &lt;br /&gt;
|-&lt;br /&gt;
| 1002 &lt;br /&gt;
| adt_thm_chr_10_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1003 &lt;br /&gt;
| adt_thm_chr_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Looks like you can change things here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1004 &lt;br /&gt;
| adt_thm_chr_10_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1003 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1005 &lt;br /&gt;
| adt_thm_chr_10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Looks like you can change settings. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1006 &lt;br /&gt;
| adt_thm_chr_10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can choose various settings. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1007 &lt;br /&gt;
| adt_thm_chr_10_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1008 &lt;br /&gt;
| adt_thm_chr_10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1009 &lt;br /&gt;
| adt_thm_chr_10_sc &lt;br /&gt;
| Secretary &lt;br /&gt;
| You can change things to your liking here, Mr. President. &lt;br /&gt;
| Unused, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 1010 &lt;br /&gt;
| adt_thm_chr_10_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Set options. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1011 &lt;br /&gt;
| adt_thm_chr_10_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| You can change things to your liking here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1012 &lt;br /&gt;
| adt_thm_chr_10_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| (Beep sound, Japanese dub uses 1003 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1013 &lt;br /&gt;
| adt_thm_chr_10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Want to change the settings? &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1014 &lt;br /&gt;
| adt_thm_chr_10_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Customize your settings here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1015 &lt;br /&gt;
| adt_thm_chr_11_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Listen to some cool songs! &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1016 &lt;br /&gt;
| adt_thm_chr_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can listen to songs here. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1017 &lt;br /&gt;
| adt_thm_chr_11_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1016 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1018 &lt;br /&gt;
| adt_thm_chr_11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There&#039;s no time to be listening to music! &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1019 &lt;br /&gt;
| adt_thm_chr_11_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Listen to various sounds in the game. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1020 &lt;br /&gt;
| adt_thm_chr_11_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can listen to songs here. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1021 &lt;br /&gt;
| adt_thm_chr_11_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a song, if you like. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1022 &lt;br /&gt;
| adt_thm_chr_11_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m not interested. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1023 &lt;br /&gt;
| adt_thm_chr_11_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which music would you like to listen to? &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1024 &lt;br /&gt;
| adt_thm_chr_11_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which music would you like to listen to, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1025 &lt;br /&gt;
| adt_thm_chr_11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Want to hear something? &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1026 &lt;br /&gt;
| adt_thm_chr_11_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Listen to music, if you want. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1027 &lt;br /&gt;
| adt_thm_chr_12_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1028 &lt;br /&gt;
| adt_thm_chr_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1029 &lt;br /&gt;
| adt_thm_chr_12_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1028 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1030 &lt;br /&gt;
| adt_thm_chr_12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1031 &lt;br /&gt;
| adt_thm_chr_12_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1032 &lt;br /&gt;
| adt_thm_chr_12_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Tell me your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1033 &lt;br /&gt;
| adt_thm_chr_12_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1034 &lt;br /&gt;
| adt_thm_chr_12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1035 &lt;br /&gt;
| adt_thm_chr_12_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1036 &lt;br /&gt;
| adt_thm_chr_12_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please enter your ID and password, Mr. President &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1037 &lt;br /&gt;
| adt_thm_chr_12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1038 &lt;br /&gt;
| adt_thm_chr_12_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1039 &lt;br /&gt;
| adt_thm_chr_13_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Which file? &lt;br /&gt;
|-&lt;br /&gt;
| 1040 &lt;br /&gt;
| adt_thm_chr_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Which file? &lt;br /&gt;
|-&lt;br /&gt;
| 1041 &lt;br /&gt;
| adt_thm_chr_13_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1040 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1042 &lt;br /&gt;
| adt_thm_chr_13_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where is the file? &lt;br /&gt;
|-&lt;br /&gt;
| 1043 &lt;br /&gt;
| adt_thm_chr_13_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Choose a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1044 &lt;br /&gt;
| adt_thm_chr_13_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1045 &lt;br /&gt;
| adt_thm_chr_13_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is your file? &lt;br /&gt;
|-&lt;br /&gt;
| 1046 &lt;br /&gt;
| adt_thm_chr_13_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Find your file. &lt;br /&gt;
|-&lt;br /&gt;
| 1047 &lt;br /&gt;
| adt_thm_chr_13_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1048 &lt;br /&gt;
| adt_thm_chr_13_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a file, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1049 &lt;br /&gt;
| adt_thm_chr_13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1050 &lt;br /&gt;
| adt_thm_chr_13_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Which file do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 1051 &lt;br /&gt;
| adt_thm_chr_14_1_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You should check if you have a memory card or not. &lt;br /&gt;
|-&lt;br /&gt;
| 1052 &lt;br /&gt;
| adt_thm_chr_14_1_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Is there no memory card in your controller? &lt;br /&gt;
|-&lt;br /&gt;
| 1053 &lt;br /&gt;
| adt_thm_chr_14_1_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1052 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1054 &lt;br /&gt;
| adt_thm_chr_14_1_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There is no memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1055 &lt;br /&gt;
| adt_thm_chr_14_1_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Please check if there is a memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1056 &lt;br /&gt;
| adt_thm_chr_14_1_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Check your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 1057 &lt;br /&gt;
| adt_thm_chr_14_1_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where&#039;s your memory card? &lt;br /&gt;
|-&lt;br /&gt;
| 1058 &lt;br /&gt;
| adt_thm_chr_14_1_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There is no memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1059 &lt;br /&gt;
| adt_thm_chr_14_1_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is there a memory card in your controller? &lt;br /&gt;
|-&lt;br /&gt;
| 1060 &lt;br /&gt;
| adt_thm_chr_14_1_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is there a memory card in your controller, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1061 &lt;br /&gt;
| adt_thm_chr_14_1_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you insert a memory card? &lt;br /&gt;
|-&lt;br /&gt;
| 1062 &lt;br /&gt;
| adt_thm_chr_14_1_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Check if you have a memory card or not. &lt;br /&gt;
|-&lt;br /&gt;
| 1063 &lt;br /&gt;
| adt_thm_chr_14_2_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You don&#039;t have enough space. &lt;br /&gt;
|-&lt;br /&gt;
| 1064 &lt;br /&gt;
| adt_thm_chr_14_2_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1065 &lt;br /&gt;
| adt_thm_chr_14_2_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1064 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1066 &lt;br /&gt;
| adt_thm_chr_14_2_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1067 &lt;br /&gt;
| adt_thm_chr_14_2_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1068 &lt;br /&gt;
| adt_thm_chr_14_2_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| There is not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1069 &lt;br /&gt;
| adt_thm_chr_14_2_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hey, there&#039;s not enough free space to save! &lt;br /&gt;
|-&lt;br /&gt;
| 1070 &lt;br /&gt;
| adt_thm_chr_14_2_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Looks like there&#039;s not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1071 &lt;br /&gt;
| adt_thm_chr_14_2_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s just not enough memory to save your game. &lt;br /&gt;
|-&lt;br /&gt;
| 1072 &lt;br /&gt;
| adt_thm_chr_14_2_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s just not enough memory to save your game, Mr. President. &lt;br /&gt;
|-&lt;br /&gt;
| 1073 &lt;br /&gt;
| adt_thm_chr_14_2_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Need more memory, bud. &lt;br /&gt;
|-&lt;br /&gt;
| 1074 &lt;br /&gt;
| adt_thm_chr_14_2_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| You don&#039;t have enough space. &lt;br /&gt;
|-&lt;br /&gt;
| 1075 &lt;br /&gt;
| adt_thm_chr_15_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Awesome! &lt;br /&gt;
|-&lt;br /&gt;
| 1076 &lt;br /&gt;
| adt_thm_chr_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Great! &lt;br /&gt;
|-&lt;br /&gt;
| 1077 &lt;br /&gt;
| adt_thm_chr_15_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1076 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1078 &lt;br /&gt;
| adt_thm_chr_15_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Genius! &lt;br /&gt;
|-&lt;br /&gt;
| 1079 &lt;br /&gt;
| adt_thm_chr_15_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Great job! &lt;br /&gt;
|-&lt;br /&gt;
| 1080 &lt;br /&gt;
| adt_thm_chr_15_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You&#039;ve done well! &lt;br /&gt;
|-&lt;br /&gt;
| 1081 &lt;br /&gt;
| adt_thm_chr_15_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not bad! &lt;br /&gt;
|-&lt;br /&gt;
| 1082 &lt;br /&gt;
| adt_thm_chr_15_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That will do. &lt;br /&gt;
|-&lt;br /&gt;
| 1083 &lt;br /&gt;
| adt_thm_chr_15_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Well done. &lt;br /&gt;
|-&lt;br /&gt;
| 1084 &lt;br /&gt;
| adt_thm_chr_15_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Well done, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1085 &lt;br /&gt;
| adt_thm_chr_15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Congratulations! &lt;br /&gt;
|-&lt;br /&gt;
| 1086 &lt;br /&gt;
| adt_thm_chr_15_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Way to go! &lt;br /&gt;
|-&lt;br /&gt;
| 1087 &lt;br /&gt;
| adt_thm_chr_16_0_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this okay with you, Mr. President? &lt;br /&gt;
| Unused, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 1088 &lt;br /&gt;
| adt_thm_chr_16_am &lt;br /&gt;
| Amy &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1089 &lt;br /&gt;
| adt_thm_chr_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1090 &lt;br /&gt;
| adt_thm_chr_16_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1089 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1091 &lt;br /&gt;
| adt_thm_chr_16_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Are you sure about this? &lt;br /&gt;
|-&lt;br /&gt;
| 1092 &lt;br /&gt;
| adt_thm_chr_16_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1093 &lt;br /&gt;
| adt_thm_chr_16_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1094 &lt;br /&gt;
| adt_thm_chr_16_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1095 &lt;br /&gt;
| adt_thm_chr_16_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1096 &lt;br /&gt;
| adt_thm_chr_16_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this okay with you? &lt;br /&gt;
|-&lt;br /&gt;
| 1097 &lt;br /&gt;
| adt_thm_chr_16_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| (Beep sound, Japanese dub uses 1087 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1098 &lt;br /&gt;
| adt_thm_chr_16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Is this okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1099 &lt;br /&gt;
| adt_thm_chr_16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Is this okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1100 &lt;br /&gt;
| adt_thm_chr_17_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1101 &lt;br /&gt;
| adt_thm_chr_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1102 &lt;br /&gt;
| adt_thm_chr_17_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1101 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1103 &lt;br /&gt;
| adt_thm_chr_17_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1104 &lt;br /&gt;
| adt_thm_chr_17_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1105 &lt;br /&gt;
| adt_thm_chr_17_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1106 &lt;br /&gt;
| adt_thm_chr_17_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1107 &lt;br /&gt;
| adt_thm_chr_17_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic Team. &lt;br /&gt;
|-&lt;br /&gt;
| 1108 &lt;br /&gt;
| adt_thm_chr_17_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Sonic Team. &lt;br /&gt;
|-&lt;br /&gt;
| 1109 &lt;br /&gt;
| adt_thm_chr_17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1110 &lt;br /&gt;
| adt_thm_chr_17_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1111 &lt;br /&gt;
| adt_thm_chr_18_am &lt;br /&gt;
| Amy &lt;br /&gt;
| See how you rank with your friends around the world! &lt;br /&gt;
|-&lt;br /&gt;
| 1112 &lt;br /&gt;
| adt_thm_chr_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can compete with people around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1113 &lt;br /&gt;
| adt_thm_chr_18_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| World conquest is your goal! &lt;br /&gt;
|-&lt;br /&gt;
| 1114 &lt;br /&gt;
| adt_thm_chr_18_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Find out how you rank with those around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1115 &lt;br /&gt;
| adt_thm_chr_18_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can see the rankings of people around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1116 &lt;br /&gt;
| adt_thm_chr_18_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There&#039;s only one #1! &lt;br /&gt;
|-&lt;br /&gt;
| 1117 &lt;br /&gt;
| adt_thm_chr_18_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| World Rankings. &lt;br /&gt;
|-&lt;br /&gt;
| 1118 &lt;br /&gt;
| adt_thm_chr_18_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Check how others rank in the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1119 &lt;br /&gt;
| adt_thm_chr_18_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Check how others rank in the world, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1120 &lt;br /&gt;
| adt_thm_chr_18_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out World Rankings. &lt;br /&gt;
|-&lt;br /&gt;
| 1121 &lt;br /&gt;
| adt_thm_chr_18_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Compete with people around the world! &lt;br /&gt;
|-&lt;br /&gt;
| 1122 &lt;br /&gt;
| adt_thm_chr_19_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;ve got just about all of the Emblems, haven&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 1123 &lt;br /&gt;
| adt_thm_chr_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can see all Emblems that you have collected. &lt;br /&gt;
|-&lt;br /&gt;
| 1124 &lt;br /&gt;
| adt_thm_chr_19_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Haven&#039;t you got all the Emblems yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1125 &lt;br /&gt;
| adt_thm_chr_19_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| So how many Emblems do you have so far? &lt;br /&gt;
|-&lt;br /&gt;
| 1126 &lt;br /&gt;
| adt_thm_chr_19_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can see all the Emblems that you have collected. &lt;br /&gt;
|-&lt;br /&gt;
| 1127 &lt;br /&gt;
| adt_thm_chr_19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why haven&#039;t you collected them all yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1128 &lt;br /&gt;
| adt_thm_chr_19_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Emblem list. &lt;br /&gt;
|-&lt;br /&gt;
| 1129 &lt;br /&gt;
| adt_thm_chr_19_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the result of the Emblems collected so far. &lt;br /&gt;
|-&lt;br /&gt;
| 1130 &lt;br /&gt;
| adt_thm_chr_19_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the result of the Emblems collected so far, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1131 &lt;br /&gt;
| adt_thm_chr_19_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out how many Emblems you have. &lt;br /&gt;
|-&lt;br /&gt;
| 1132 &lt;br /&gt;
| adt_thm_chr_19_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| How many Emblems do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1133 &lt;br /&gt;
| adt_thm_chr_20_am &lt;br /&gt;
| Amy &lt;br /&gt;
| This is the Kart driving game. &lt;br /&gt;
|-&lt;br /&gt;
| 1134 &lt;br /&gt;
| adt_thm_chr_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Kart Racing! &lt;br /&gt;
|-&lt;br /&gt;
| 1135 &lt;br /&gt;
| adt_thm_chr_20_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I hate driving! &lt;br /&gt;
|-&lt;br /&gt;
| 1136 &lt;br /&gt;
| adt_thm_chr_20_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This is a racing game. &lt;br /&gt;
|-&lt;br /&gt;
| 1137 &lt;br /&gt;
| adt_thm_chr_20_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| This is a racing game, you know? &lt;br /&gt;
|-&lt;br /&gt;
| 1138 &lt;br /&gt;
| adt_thm_chr_20_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Try and catch me! &lt;br /&gt;
|-&lt;br /&gt;
| 1139 &lt;br /&gt;
| adt_thm_chr_20_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 1140 &lt;br /&gt;
| adt_thm_chr_20_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the Kart driving game. &lt;br /&gt;
|-&lt;br /&gt;
| 1141 &lt;br /&gt;
| adt_thm_chr_20_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the Kart driving game, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1142 &lt;br /&gt;
| adt_thm_chr_20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 1143 &lt;br /&gt;
| adt_thm_chr_20_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Kart Racing. My favorite! &lt;br /&gt;
|-&lt;br /&gt;
| 1144 &lt;br /&gt;
| adt_thm_chr_21_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hurry and choose an event to download! &lt;br /&gt;
|-&lt;br /&gt;
| 1145 &lt;br /&gt;
| adt_thm_chr_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Choose an event you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1146 &lt;br /&gt;
| adt_thm_chr_21_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Choose your download file. &lt;br /&gt;
|-&lt;br /&gt;
| 1147 &lt;br /&gt;
| adt_thm_chr_21_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Choose an event to download. &lt;br /&gt;
|-&lt;br /&gt;
| 1148 &lt;br /&gt;
| adt_thm_chr_21_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Choose an event you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1149 &lt;br /&gt;
| adt_thm_chr_21_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You can choose a file you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1150 &lt;br /&gt;
| adt_thm_chr_21_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Choose an event file you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1151 &lt;br /&gt;
| adt_thm_chr_21_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Here are the events downloaded so far. &lt;br /&gt;
|-&lt;br /&gt;
| 1152 &lt;br /&gt;
| adt_thm_chr_21_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Here are the events downloaded so far, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1153 &lt;br /&gt;
| adt_thm_chr_21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select Download Events. &lt;br /&gt;
|-&lt;br /&gt;
| 1154 &lt;br /&gt;
| adt_thm_chr_21_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose an event to download. &lt;br /&gt;
|-&lt;br /&gt;
| 1155 &lt;br /&gt;
| adt_thm_chr_22_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a theme for your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1156 &lt;br /&gt;
| adt_thm_chr_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can change the theme on your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1157 &lt;br /&gt;
| adt_thm_chr_22_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? You don&#039;t like me? &lt;br /&gt;
|-&lt;br /&gt;
| 1158 &lt;br /&gt;
| adt_thm_chr_22_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can change various items on your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1159 &lt;br /&gt;
| adt_thm_chr_22_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can change the menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1160 &lt;br /&gt;
| adt_thm_chr_22_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? I&#039;m not good enough for you? &lt;br /&gt;
|-&lt;br /&gt;
| 1161 &lt;br /&gt;
| adt_thm_chr_22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Customize your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1162 &lt;br /&gt;
| adt_thm_chr_22_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Would you like to customize the main menu? &lt;br /&gt;
|-&lt;br /&gt;
| 1163 &lt;br /&gt;
| adt_thm_chr_22_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Would you like to customize the main menu, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1164 &lt;br /&gt;
| adt_thm_chr_22_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Customize your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1165 &lt;br /&gt;
| adt_thm_chr_22_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Menu screen customization. Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1166 &lt;br /&gt;
| adt_thm_chr_23_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1167 &lt;br /&gt;
| adt_thm_chr_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you know what type of TV you are using? &lt;br /&gt;
|-&lt;br /&gt;
| 1168 &lt;br /&gt;
| adt_thm_chr_23_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You don&#039;t know what kind of TV you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1169 &lt;br /&gt;
| adt_thm_chr_23_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1170 &lt;br /&gt;
| adt_thm_chr_23_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1171 &lt;br /&gt;
| adt_thm_chr_23_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1172 &lt;br /&gt;
| adt_thm_chr_23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select TV type. &lt;br /&gt;
|-&lt;br /&gt;
| 1173 &lt;br /&gt;
| adt_thm_chr_23_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please make your selection carefully. &lt;br /&gt;
|-&lt;br /&gt;
| 1174 &lt;br /&gt;
| adt_thm_chr_23_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please make your selection carefully, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1175 &lt;br /&gt;
| adt_thm_chr_23_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Set your TV. &lt;br /&gt;
|-&lt;br /&gt;
| 1176 &lt;br /&gt;
| adt_thm_chr_23_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Set your TV. &lt;br /&gt;
|-&lt;br /&gt;
| 1177 &lt;br /&gt;
| adt_thm_chr_24_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Updating the database! &lt;br /&gt;
|-&lt;br /&gt;
| 1178 &lt;br /&gt;
| adt_thm_chr_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1179 &lt;br /&gt;
| adt_thm_chr_24_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1180 &lt;br /&gt;
| adt_thm_chr_24_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Connecting to the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1181 &lt;br /&gt;
| adt_thm_chr_24_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1182 &lt;br /&gt;
| adt_thm_chr_24_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Accessing the server. &lt;br /&gt;
|-&lt;br /&gt;
| 1183 &lt;br /&gt;
| adt_thm_chr_24_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Update the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1184 &lt;br /&gt;
| adt_thm_chr_24_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Accessing the central computer. &lt;br /&gt;
|-&lt;br /&gt;
| 1185 &lt;br /&gt;
| adt_thm_chr_24_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Accessing the central computer, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1186 &lt;br /&gt;
| adt_thm_chr_24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Updating database. &lt;br /&gt;
|-&lt;br /&gt;
| 1187 &lt;br /&gt;
| adt_thm_chr_24_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Connecting to the Internet. &lt;br /&gt;
|-&lt;br /&gt;
| 1188 &lt;br /&gt;
| adt_thm_chr_25_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Just wait a minute! &lt;br /&gt;
|-&lt;br /&gt;
| 1189 &lt;br /&gt;
| adt_thm_chr_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Just one moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1190 &lt;br /&gt;
| adt_thm_chr_25_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1191 &lt;br /&gt;
| adt_thm_chr_25_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1192 &lt;br /&gt;
| adt_thm_chr_25_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Please wait a moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1193 &lt;br /&gt;
| adt_thm_chr_25_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1194 &lt;br /&gt;
| adt_thm_chr_25_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Better wait for me. &lt;br /&gt;
|-&lt;br /&gt;
| 1195 &lt;br /&gt;
| adt_thm_chr_25_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please wait a moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1196 &lt;br /&gt;
| adt_thm_chr_25_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please wait a moment, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1197 &lt;br /&gt;
| adt_thm_chr_25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hold on. &lt;br /&gt;
|-&lt;br /&gt;
| 1198 &lt;br /&gt;
| adt_thm_chr_25_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait a second. &lt;br /&gt;
|-&lt;br /&gt;
| 1199 &lt;br /&gt;
| adt_wk_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails and Eggman&#039;s games are 3D lock-on shooting games. &lt;br /&gt;
|-&lt;br /&gt;
| 1200 &lt;br /&gt;
| adt_wk_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: shoot and destroy as many enemies as possible, then find the Goal Ring to clear the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 1201 &lt;br /&gt;
| adt_wk_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Locking on is the key to leveling up. &lt;br /&gt;
|-&lt;br /&gt;
| 1202 &lt;br /&gt;
| adt_wk_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get more technique points by locking onto multiple enemies at the same time. &lt;br /&gt;
|-&lt;br /&gt;
| 1203 &lt;br /&gt;
| adt_wk_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The other key is maintaining health. &lt;br /&gt;
|-&lt;br /&gt;
| 1204 &lt;br /&gt;
| adt_wk_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the health gauge at the bottom of the screen becomes zero, you die! &lt;br /&gt;
|-&lt;br /&gt;
| 1205 &lt;br /&gt;
| adt_wk_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| By collecting rings, your health will slowly recover. Get rings! &lt;br /&gt;
|-&lt;br /&gt;
| 1206 &lt;br /&gt;
| adt_wk_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the health gauge at the top of the screen becomes zero, you die! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1207 &lt;br /&gt;
| b_act_kr_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button while in midair to glide, but you already knew that. &lt;br /&gt;
|-&lt;br /&gt;
| 1208 &lt;br /&gt;
| b_act_kr_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When scaling the walls, use B button to dig into the side of the wall. &lt;br /&gt;
|-&lt;br /&gt;
| 1209 &lt;br /&gt;
| b_act_kr_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you get the Shovel Claw? In mid-jump, press B button to dig into the ground. &lt;br /&gt;
|-&lt;br /&gt;
| 1210 &lt;br /&gt;
| b_act_kr_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When gliding, press B button to dive into the ground below. &lt;br /&gt;
|-&lt;br /&gt;
| 1211 &lt;br /&gt;
| b_act_kr_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Spiral Upper technique: full circle on the analogue thumbpad plus B button. &lt;br /&gt;
|-&lt;br /&gt;
| 1212 &lt;br /&gt;
| b_act_kr_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To dive underwater, press B button, but remember, you have to come up for a breath sometime. &lt;br /&gt;
|-&lt;br /&gt;
| 1213 &lt;br /&gt;
| b_act_kr_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are three Master Emeralds hidden in this stage. Use your radar and hints to find them all. &lt;br /&gt;
|-&lt;br /&gt;
| 1214 &lt;br /&gt;
| b_act_kr_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine will give you three hints for each hidden emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 1215 &lt;br /&gt;
| b_act_kr_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that if you find the emeralds without hints, you get more points? &lt;br /&gt;
|-&lt;br /&gt;
| 1216 &lt;br /&gt;
| b_act_kr_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you forget your hints, just press the Start button. &lt;br /&gt;
|-&lt;br /&gt;
| 1217 &lt;br /&gt;
| b_act_kr_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the radar flashes red, that means you&#039;re close. &lt;br /&gt;
|-&lt;br /&gt;
| 1218 &lt;br /&gt;
| b_act_kr_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select &amp;quot;Sunglasses&amp;quot; with Y button, then put them on using B button. Now you can see hidden items! &lt;br /&gt;
|-&lt;br /&gt;
| 1219 &lt;br /&gt;
| b_act_kr_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There may be some treasure here. &lt;br /&gt;
|-&lt;br /&gt;
| 1220 &lt;br /&gt;
| b_act_kr_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the Hammer Gloves and use them to break open the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1221 &lt;br /&gt;
| b_act_kr_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Some places are too tough to dig. &lt;br /&gt;
|-&lt;br /&gt;
| 1222 &lt;br /&gt;
| b_act_kr_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your punch to break it. &lt;br /&gt;
|-&lt;br /&gt;
| 1223 &lt;br /&gt;
| b_act_kr_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Got the Pick Nails yet? While in mid-jump, press B button to dig into the ground below. &lt;br /&gt;
|-&lt;br /&gt;
| 1224 &lt;br /&gt;
| b_act_kr_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Screw Kick technique: full circle on the analogue thumbpad plus B button. &lt;br /&gt;
|-&lt;br /&gt;
| 1225 &lt;br /&gt;
| b_act_kr_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select the Treasure Scope using Y button, then press B button to see items that are hidden. &lt;br /&gt;
|-&lt;br /&gt;
| 1226 &lt;br /&gt;
| b_act_kr_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the Iron Boots and use them to kick open the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1227 &lt;br /&gt;
| b_act_kr_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your kick to break it. &lt;br /&gt;
|-&lt;br /&gt;
| 1228 &lt;br /&gt;
| b_act_kr_s00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1229 &lt;br /&gt;
| b_act_kr_s00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1230 &lt;br /&gt;
| b_act_kr_s01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1231 &lt;br /&gt;
| b_act_kr_s01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1232 &lt;br /&gt;
| b_act_kr_s02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oops. &lt;br /&gt;
|-&lt;br /&gt;
| 1233 &lt;br /&gt;
| b_act_kr_s02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oops. &lt;br /&gt;
|-&lt;br /&gt;
| 1234 &lt;br /&gt;
| b_act_kr_s03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1235 &lt;br /&gt;
| b_act_kr_s03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1236 &lt;br /&gt;
| b_act_kr_s04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;pick up&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1237 &lt;br /&gt;
| b_act_kr_s04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yusho &#039;&#039;pick up&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1238 &lt;br /&gt;
| b_act_kr_s05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1239 &lt;br /&gt;
| b_act_kr_s05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1240 &lt;br /&gt;
| b_act_kr_s06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1241 &lt;br /&gt;
| b_act_kr_s06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1242 &lt;br /&gt;
| b_act_kr_s07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now there. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1243 &lt;br /&gt;
| b_act_kr_s07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So cute. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1244 &lt;br /&gt;
| b_act_kr_s08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| No time for games! &lt;br /&gt;
| 2P Ability Charge-up&lt;br /&gt;
|-&lt;br /&gt;
| 1245 &lt;br /&gt;
| b_act_kr_s08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! &lt;br /&gt;
| 2P Ability Charge-up&lt;br /&gt;
|-&lt;br /&gt;
| 1246 &lt;br /&gt;
| b_act_kr_s09_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Get down! &lt;br /&gt;
| Hammer Punch&lt;br /&gt;
|-&lt;br /&gt;
| 1247 &lt;br /&gt;
| b_act_kr_s09_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hip Drop! &lt;br /&gt;
| Hip Drop&lt;br /&gt;
|-&lt;br /&gt;
| 1248 &lt;br /&gt;
| b_act_kr_s10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Take this! &lt;br /&gt;
| Thunder Arrow&lt;br /&gt;
|-&lt;br /&gt;
| 1249 &lt;br /&gt;
| b_act_kr_s10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Black Wave! &lt;br /&gt;
| 2P Black Wave Ability&lt;br /&gt;
|-&lt;br /&gt;
| 1250 &lt;br /&gt;
| b_act_kr_s11_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Take that! &lt;br /&gt;
|-&lt;br /&gt;
| 1251 &lt;br /&gt;
| b_act_kr_s11_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Charm Ray! &lt;br /&gt;
|-&lt;br /&gt;
| 1252 &lt;br /&gt;
| b_act_kr_s12_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I am one with the Master Emerald. &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1253 &lt;br /&gt;
| b_act_kr_s12_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I won&#039;t lose to the likes of you! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1254 &lt;br /&gt;
| b_act_kr_s13_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hm, not as strong as you thought you were! &lt;br /&gt;
| 2P Victory&lt;br /&gt;
|-&lt;br /&gt;
| 1255 &lt;br /&gt;
| b_act_kr_s13_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| All the world&#039;s jewels will be mine! &lt;br /&gt;
| 2P Victory&lt;br /&gt;
|-&lt;br /&gt;
| 1256 &lt;br /&gt;
| b_act_kr_s14_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You need more practice. &lt;br /&gt;
| 2P Victory (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1257 &lt;br /&gt;
| b_act_kr_s14_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Haha, I&#039;m better than you are! &lt;br /&gt;
| 2P Victory (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1258 &lt;br /&gt;
| b_act_kr_s15_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You have no chance against me! &lt;br /&gt;
| 2P Intro (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1259 &lt;br /&gt;
| b_act_kr_s15_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I won&#039;t give you a chance! &lt;br /&gt;
| 2P Intro (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1260 &lt;br /&gt;
| b_act_kr_s16_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You won&#039;t be so lucky this time. &lt;br /&gt;
| 2P Intro (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1261 &lt;br /&gt;
| b_act_kr_s16_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This time, I&#039;m serious! &lt;br /&gt;
| 2P Intro (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1262 &lt;br /&gt;
| b_act_kr_s17_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| My emerald, my destiny. &lt;br /&gt;
| 2P Get 1st Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 1263 &lt;br /&gt;
| b_act_kr_s17_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like I&#039;m winning, as usual. &lt;br /&gt;
| 2P Get 1st Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 1264 &lt;br /&gt;
| b_act_kr_s18_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| We&#039;re tied now. &lt;br /&gt;
| 2P tied&lt;br /&gt;
|-&lt;br /&gt;
| 1265 &lt;br /&gt;
| b_act_kr_s18_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ll get the last piece, too! &lt;br /&gt;
| 2P tied&lt;br /&gt;
|-&lt;br /&gt;
| 1266 &lt;br /&gt;
| b_act_kr_s19_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Two more left. &lt;br /&gt;
| Collected the first treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1267 &lt;br /&gt;
| b_act_kr_s19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Only two more! &lt;br /&gt;
| Collected the first treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1268 &lt;br /&gt;
| b_act_kr_s20_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| One more left! &lt;br /&gt;
| Collected two treasure items&lt;br /&gt;
|-&lt;br /&gt;
| 1269 &lt;br /&gt;
| b_act_kr_s20_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Only one more left. &lt;br /&gt;
| Collected two treasure items&lt;br /&gt;
|-&lt;br /&gt;
| 1270 &lt;br /&gt;
| b_act_kr_s21_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ORAORAORA &lt;br /&gt;
| &#039;&#039;digging&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1271 &lt;br /&gt;
| b_act_kr_s21_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Egh &lt;br /&gt;
| &#039;&#039;digging&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1272 &lt;br /&gt;
| b_act_kr_s22_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I can&#039;t! &lt;br /&gt;
| Can&#039;t dig&lt;br /&gt;
|-&lt;br /&gt;
| 1273 &lt;br /&gt;
| b_act_kr_s22_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t. &lt;br /&gt;
| Can&#039;t dig&lt;br /&gt;
|-&lt;br /&gt;
| 1274 &lt;br /&gt;
| b_act_kr_s23_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Rats. &lt;br /&gt;
| Get nothing when digging&lt;br /&gt;
|-&lt;br /&gt;
| 1275 &lt;br /&gt;
| b_act_kr_s23_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shoot! &lt;br /&gt;
| Get nothing when digging&lt;br /&gt;
|-&lt;br /&gt;
| 1276 &lt;br /&gt;
| b_act_kr_s24_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hm! &lt;br /&gt;
| Dig up item&lt;br /&gt;
|-&lt;br /&gt;
| 1277 &lt;br /&gt;
| b_act_kr_s24_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| All right. &lt;br /&gt;
| Dig up item&lt;br /&gt;
|-&lt;br /&gt;
| 1278 &lt;br /&gt;
| b_act_kr_s25_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right. &lt;br /&gt;
| Acquire barrier item&lt;br /&gt;
|-&lt;br /&gt;
| 1279 &lt;br /&gt;
| b_act_kr_s25_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Lucky! &lt;br /&gt;
| Acquire barrier item&lt;br /&gt;
|-&lt;br /&gt;
| 1280 &lt;br /&gt;
| b_act_kr_s26_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ORA &lt;br /&gt;
|-&lt;br /&gt;
| 1281 &lt;br /&gt;
| b_act_kr_s26_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;third kick&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1282 &lt;br /&gt;
| b_act_kr_s27_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Spiral Upper&lt;br /&gt;
|-&lt;br /&gt;
| 1283 &lt;br /&gt;
| b_act_kr_s27_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Screw Kick&lt;br /&gt;
|-&lt;br /&gt;
| 1284 &lt;br /&gt;
| b_act_kr_s28_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Coming up for air&lt;br /&gt;
|-&lt;br /&gt;
| 1285 &lt;br /&gt;
| b_act_kr_s28_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Coming up for air&lt;br /&gt;
|-&lt;br /&gt;
| 1286 &lt;br /&gt;
| b_act_kr_s29_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s closer! &lt;br /&gt;
| Approaching a detected treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1287 &lt;br /&gt;
| b_act_kr_s29_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s got to be close! &lt;br /&gt;
| Approaching a detected treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1288 &lt;br /&gt;
| b_act_kr_s30_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here I come. &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1289 &lt;br /&gt;
| b_act_kr_s30_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1290 &lt;br /&gt;
| b_act_kr_s31_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ooo &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1291 &lt;br /&gt;
| b_act_kr_s31_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ow! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1292 &lt;br /&gt;
| b_act_kr_s32_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oof &lt;br /&gt;
| Unused scared clip?&lt;br /&gt;
|-&lt;br /&gt;
| 1293 &lt;br /&gt;
| b_act_kr_s32_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Aaaah &lt;br /&gt;
| Unused scared clip?&lt;br /&gt;
|-&lt;br /&gt;
| 1294 &lt;br /&gt;
| b_act_kr_s33_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Shoot! &lt;br /&gt;
| Knocked down&lt;br /&gt;
|-&lt;br /&gt;
| 1295 &lt;br /&gt;
| b_act_kr_s33_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Knocked down&lt;br /&gt;
|-&lt;br /&gt;
| 1296 &lt;br /&gt;
| b_act_kr_s34_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ...drats! &lt;br /&gt;
| Captured/stunned from 2P Level 1 Special Attack&lt;br /&gt;
|-&lt;br /&gt;
| 1297 &lt;br /&gt;
| b_act_kr_s34_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Quit it! &lt;br /&gt;
| Captured/stunned from 2P Level 1 Special Attack&lt;br /&gt;
|-&lt;br /&gt;
| 1298 &lt;br /&gt;
| b_act_kr_s35_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, get off me! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1299 &lt;br /&gt;
| b_act_kr_s35_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hands off me! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1300 &lt;br /&gt;
| b_act_kr_s36_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s over... &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1301 &lt;br /&gt;
| b_act_kr_s36_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I thought I could do it... &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1302 &lt;br /&gt;
| b_act_kr_s37_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;muffled&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1303 &lt;br /&gt;
| b_act_kr_s37_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;muffled&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1304 &lt;br /&gt;
| b_act_kr_s38_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ugh! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1305 &lt;br /&gt;
| b_act_kr_s38_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1306 &lt;br /&gt;
| b_act_kr_s39_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1307 &lt;br /&gt;
| b_act_kr_s39_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAH &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1308 &lt;br /&gt;
| b_act_kr_s40_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey! &lt;br /&gt;
| While this is the voice sample used for ramp jumps in Kart Racing, the game uses the version stored in the sound effect files&lt;br /&gt;
|-&lt;br /&gt;
| 1309 &lt;br /&gt;
| b_act_kr_s40_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yeah!&lt;br /&gt;
| While this is the voice sample used for ramp jumps in Kart Racing, the game uses the version stored in the sound effect files&lt;br /&gt;
|-&lt;br /&gt;
| 1310 &lt;br /&gt;
| b_act_kr_s41_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here we go! &lt;br /&gt;
| 2P Alternate Costume Intro. While this is the voice sample used for boosting in Kart Racing, the game uses the version stored in the sound effect files for that case&lt;br /&gt;
|-&lt;br /&gt;
| 1311 &lt;br /&gt;
| b_act_kr_s41_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Let&#039;s go! &lt;br /&gt;
| While this is the voice sample used for boosting in Kart Racing, the game uses the version stored in the sound effect files&lt;br /&gt;
|-&lt;br /&gt;
| 1312 &lt;br /&gt;
| b_act_kr_s42_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah!&lt;br /&gt;
| Finish Kart race&lt;br /&gt;
|-&lt;br /&gt;
| 1313 &lt;br /&gt;
| b_act_kr_s42_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Goal!&lt;br /&gt;
| Finish Kart race&lt;br /&gt;
|-&lt;br /&gt;
| 1314 &lt;br /&gt;
| b_act_kr_s43_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| See you later! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1315 &lt;br /&gt;
| b_act_kr_s43_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1316 &lt;br /&gt;
| b_act_kr_s44_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey! &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1317 &lt;br /&gt;
| b_act_kr_s44_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wait a minute! &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1318 &lt;br /&gt;
| b_act_kr_s45_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1319 &lt;br /&gt;
| b_act_kr_s45_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1320 &lt;br /&gt;
| b_act_kr_s46_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ah, shoot! &lt;br /&gt;
| Spinning out on Kart&lt;br /&gt;
|-&lt;br /&gt;
| 1321 &lt;br /&gt;
| b_act_kr_s46_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oww! &lt;br /&gt;
| Spinning out on Kart&lt;br /&gt;
|-&lt;br /&gt;
| 1322 &lt;br /&gt;
| b_act_kr_s47_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I will protect the Master Emerald! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1323 &lt;br /&gt;
| b_act_kr_s47_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve never failed my mission! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1324 &lt;br /&gt;
| b_act_kr_s48_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now it&#039;s time to get serious. &lt;br /&gt;
|-&lt;br /&gt;
| 1325 &lt;br /&gt;
| b_act_kr_s48_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This time for sure. Leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 1326 &lt;br /&gt;
| b_act_kr_s49_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s not much time left. &lt;br /&gt;
|-&lt;br /&gt;
| 1327 &lt;br /&gt;
| b_act_kr_s49_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| No! Almost no time left! &lt;br /&gt;
|-&lt;br /&gt;
| 1328 &lt;br /&gt;
| b_act_kr_s50_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s only a few left. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1329 &lt;br /&gt;
| b_act_kr_s50_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where are the rest of those rings? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1330 &lt;br /&gt;
| b_act_kr_s51_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I found them! &lt;br /&gt;
| Clear Stage&lt;br /&gt;
|-&lt;br /&gt;
| 1331 &lt;br /&gt;
| b_act_kr_s51_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve got it! &lt;br /&gt;
| Clear Stage&lt;br /&gt;
|-&lt;br /&gt;
| 1332 &lt;br /&gt;
| b_act_kr_s52_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, this is perfect! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1333 &lt;br /&gt;
| b_act_kr_s52_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| How was that? Perfect, like me? &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1334 &lt;br /&gt;
| b_act_kr_s53_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, I feel good! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1335 &lt;br /&gt;
| b_act_kr_s53_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s all too easy for me! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1336 &lt;br /&gt;
| b_act_kr_s54_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not too bad. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1337 &lt;br /&gt;
| b_act_kr_s54_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not too bad, I guess. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1338 &lt;br /&gt;
| b_act_kr_s55_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Phew! That was tough. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1339 &lt;br /&gt;
| b_act_kr_s55_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I guess I took a little too much time. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1340 &lt;br /&gt;
| b_act_kr_s56_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to try harder. &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1341 &lt;br /&gt;
| b_act_kr_s56_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m ashamed to call myself a hunter! &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1342 &lt;br /&gt;
| b_act_kr_s57_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Huh. What a hassle! &lt;br /&gt;
| Defeat King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| 1343 &lt;br /&gt;
| b_act_kr_s57_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not bad, huh? I&#039;m pretty strong, all right! &lt;br /&gt;
| Defeat Flying Dog&lt;br /&gt;
|-&lt;br /&gt;
| 1344 &lt;br /&gt;
| b_act_kr_s58_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Get away from my emerald! &lt;br /&gt;
| Defeat Rouge&lt;br /&gt;
|-&lt;br /&gt;
| 1345 &lt;br /&gt;
| b_act_kr_s58_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now give me back those jewels! &lt;br /&gt;
| Defeat Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 1346 &lt;br /&gt;
| b_act_kr_s59_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here I come! &lt;br /&gt;
|-&lt;br /&gt;
| 1347 &lt;br /&gt;
| b_act_kr_s59_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Get ready for this! &lt;br /&gt;
|-&lt;br /&gt;
| 1348 &lt;br /&gt;
| b_act_kr_s60_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is it! &lt;br /&gt;
|-&lt;br /&gt;
| 1349 &lt;br /&gt;
| b_act_msg_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! &lt;br /&gt;
|-&lt;br /&gt;
| 1350 &lt;br /&gt;
| b_act_msg_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Oh! &lt;br /&gt;
|-&lt;br /&gt;
| 1351 &lt;br /&gt;
| b_act_msg_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey! &lt;br /&gt;
|-&lt;br /&gt;
| 1352 &lt;br /&gt;
| b_act_msg_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ugh! &lt;br /&gt;
|-&lt;br /&gt;
| 1353 &lt;br /&gt;
| b_act_msg_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! Why are you being such a bully? I didn&#039;t do anything wrong. I&#039;m leaving! &lt;br /&gt;
|-&lt;br /&gt;
| 1354 &lt;br /&gt;
| b_act_msg_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ow! That hurts! I&#039;m mad at you. I&#039;m not going to help you anymore. Hm! &lt;br /&gt;
|-&lt;br /&gt;
| 1355 &lt;br /&gt;
| b_act_msg_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Owie! I can&#039;t believe you did that to me! Why would you do something like that? &lt;br /&gt;
|-&lt;br /&gt;
| 1356 &lt;br /&gt;
| b_act_msg_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| W-what? What happened? Who am I? Where am I? &lt;br /&gt;
|-&lt;br /&gt;
| 1357 &lt;br /&gt;
| b_act_msg_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Agh! Stop it! Let me go! &lt;br /&gt;
|-&lt;br /&gt;
| 1358 &lt;br /&gt;
| b_act_msg_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, stop it! &lt;br /&gt;
|-&lt;br /&gt;
| 1359 &lt;br /&gt;
| b_act_msg_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Please, let go of me. &lt;br /&gt;
|-&lt;br /&gt;
| 1360 &lt;br /&gt;
| b_act_msg_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What are you doing? Why don&#039;t you get yourself a teddy bear? &lt;br /&gt;
|-&lt;br /&gt;
| 1361 &lt;br /&gt;
| b_act_msg_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ah, ah! Help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1362 &lt;br /&gt;
| b_act_msg_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, I&#039;m on your side, you know. I can give you hints to help you! &lt;br /&gt;
|-&lt;br /&gt;
| 1363 &lt;br /&gt;
| b_act_msg_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m sorry. I understand. I will eat all my carrots. &lt;br /&gt;
|-&lt;br /&gt;
| 1364 &lt;br /&gt;
| b_act_msg_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m not a weapon to throw at enemies, you know! &lt;br /&gt;
|-&lt;br /&gt;
| 1365 &lt;br /&gt;
| b_act_msg_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somebody help me! It&#039;s getting worse! &lt;br /&gt;
|-&lt;br /&gt;
| 1366 &lt;br /&gt;
| b_act_msg_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you don&#039;t stop it, I&#039;ll get mad. I&#039;m going to tell my mom on you! &lt;br /&gt;
|-&lt;br /&gt;
| 1367 &lt;br /&gt;
| b_act_msg_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Thanks for saving me. I was scared! &lt;br /&gt;
|-&lt;br /&gt;
| 1368 &lt;br /&gt;
| b_act_msg_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stop it! What are you doing? You&#039;re making me mad! &lt;br /&gt;
|-&lt;br /&gt;
| 1369 &lt;br /&gt;
| b_act_msg_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I was so scared... what hint? &lt;br /&gt;
|-&lt;br /&gt;
| 1370 &lt;br /&gt;
| b_act_msg_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Thank you for holding me, but you were kind of rough. &lt;br /&gt;
|-&lt;br /&gt;
| 1371 &lt;br /&gt;
| b_act_msg_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stop it! &lt;br /&gt;
|-&lt;br /&gt;
| 1372 &lt;br /&gt;
| b_act_msg_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| WAAA &lt;br /&gt;
|-&lt;br /&gt;
| 1373 &lt;br /&gt;
| b_act_msg_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1374 &lt;br /&gt;
| b_act_msg_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
|-&lt;br /&gt;
| 1375 &lt;br /&gt;
| b_act_mst_00_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Looks like some old ruins... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1376 &lt;br /&gt;
| b_act_mst_00_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There may be a secret spot around here... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1377 &lt;br /&gt;
| b_act_mst_00_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place looks familiar... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1378 &lt;br /&gt;
| b_act_mst_00_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It&#039;s just a piece of junk! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1379 &lt;br /&gt;
| b_act_mst_00_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Heh, no thanks! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1380 &lt;br /&gt;
| b_act_mst_00_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It looks like there&#039;s no treasure here... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1381 &lt;br /&gt;
| b_act_mst_01_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nothing&#039;s happening. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1382 &lt;br /&gt;
| b_act_mst_01_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There&#039;s nothing more to do here. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1383 &lt;br /&gt;
| b_act_mst_01_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I think it&#039;s finished. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1384 &lt;br /&gt;
| b_act_mst_01_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It may be finished. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1385 &lt;br /&gt;
| b_act_mst_01_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I think it&#039;s a waste of time! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1386 &lt;br /&gt;
| b_act_mst_01_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? Is that all? &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1387 &lt;br /&gt;
| b_act_msu_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey there... what are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1388 &lt;br /&gt;
| b_act_msu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m not bad. You got the wrong idea! &lt;br /&gt;
|-&lt;br /&gt;
| 1389 &lt;br /&gt;
| b_act_msu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too high here. I&#039;m scared of heights! &lt;br /&gt;
|-&lt;br /&gt;
| 1390 &lt;br /&gt;
| b_act_msu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;shudder&#039;&#039; I was a little scared. &lt;br /&gt;
|-&lt;br /&gt;
| 1391 &lt;br /&gt;
| b_act_msu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow! I&#039;m flying! &lt;br /&gt;
|-&lt;br /&gt;
| 1392 &lt;br /&gt;
| b_act_msu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Woohoo! It&#039;s like a trampoline! &lt;br /&gt;
|-&lt;br /&gt;
| 1393 &lt;br /&gt;
| b_act_msu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey you! Where are you taking me? &lt;br /&gt;
|-&lt;br /&gt;
| 1394 &lt;br /&gt;
| b_act_msu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Shoot. Where am I? &lt;br /&gt;
|-&lt;br /&gt;
| 1395 &lt;br /&gt;
| b_act_msu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to go home... &lt;br /&gt;
|-&lt;br /&gt;
| 1396 &lt;br /&gt;
| b_act_msu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I can&#039;t believe you cleared the stage holding me. &lt;br /&gt;
|-&lt;br /&gt;
| 1397 &lt;br /&gt;
| b_act_msu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ow! Hey, that hurts! &lt;br /&gt;
|-&lt;br /&gt;
| 1398 &lt;br /&gt;
| b_act_msu_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Owie! Why do I have to go through this? &lt;br /&gt;
|-&lt;br /&gt;
| 1399 &lt;br /&gt;
| b_act_msu_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| They&#039;re not after me, are they? You&#039;re terrible! &lt;br /&gt;
|-&lt;br /&gt;
| 1400 &lt;br /&gt;
| b_act_msu_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! Chao Doctor, help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1401 &lt;br /&gt;
| b_act_msu_clr_00_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Phew! That big truck scared me. &lt;br /&gt;
| Clear City Escape while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1402 &lt;br /&gt;
| b_act_msu_clr_00_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What are you thinking, trying to finish this stage with me? &lt;br /&gt;
| Clear Wild Canyon while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1403 &lt;br /&gt;
| b_act_msu_clr_00_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All I can see is water. Where is my home? &lt;br /&gt;
| Clear Metal Harbor while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1404 &lt;br /&gt;
| b_act_msu_clr_00_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I got to get out of here, before the island blows up! &lt;br /&gt;
| Clear Green Forest while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1405 &lt;br /&gt;
| b_act_msu_clr_00_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A pumpkin ghost! I&#039;m afraid... &lt;br /&gt;
| Clear Pumpkin Hill while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1406 &lt;br /&gt;
| b_act_msu_clr_00_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Maybe it rusted because of the water. &lt;br /&gt;
| Clear Aquatic Mine while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1407 &lt;br /&gt;
| b_act_msu_clr_00_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow, that was scary! I&#039;m going home to watch TV. &lt;br /&gt;
| Clear Pyramid Cave while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1408 &lt;br /&gt;
| b_act_msu_clr_00_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Where am I? Somebody help me! &lt;br /&gt;
| Clear Death Chamber while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1409 &lt;br /&gt;
| b_act_msu_clr_00_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How&#039;d I get into outer space? Oh well! &lt;br /&gt;
| Clear Meteor Herd while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1410 &lt;br /&gt;
| b_act_msu_clr_00_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hm, this looks like a game I&#039;ve seen before. &lt;br /&gt;
| Clear Crazy Gadget while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1411 &lt;br /&gt;
| b_act_msu_clr_00_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll find my own way home. Bye-bye! &lt;br /&gt;
| Clear Final Rush while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1412 &lt;br /&gt;
| b_act_msu_clr_01_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m going to play with the turtle now. &lt;br /&gt;
| Clear Dry Lagoon while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1413 &lt;br /&gt;
| b_act_msu_clr_01_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I feel dizzy. &lt;br /&gt;
| Clear Radical Highway while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1414 &lt;br /&gt;
| b_act_msu_clr_01_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m out of here before the robot gets me! &lt;br /&gt;
| Clear Egg Quarters while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1415 &lt;br /&gt;
| b_act_msu_clr_01_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me out of this safe! &lt;br /&gt;
| Clear Security Hall while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1416 &lt;br /&gt;
| b_act_msu_clr_01_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This fog reminds me of San Francisco. &lt;br /&gt;
| Clear White Jungle while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1417 &lt;br /&gt;
| b_act_msu_clr_01_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow, it&#039;s getting late. I got to go to kindergarten. &lt;br /&gt;
| Clear Sky Rail while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1418 &lt;br /&gt;
| b_act_msu_clr_01_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You should always tell the truth. &lt;br /&gt;
| Clear Mad Space while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1419 &lt;br /&gt;
| b_act_msu_clr_01_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll use my propeller to fly in space. Why is that? &lt;br /&gt;
| Clear Final Chase while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1420 &lt;br /&gt;
| b_act_msu_clr_02_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ve never been here before. I&#039;m going sightseeing! &lt;br /&gt;
| Clear Cannon&#039;s Core while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1421 &lt;br /&gt;
| b_act_msu_z_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m almost out of energy. I need to be wound back up. &lt;br /&gt;
|-&lt;br /&gt;
| 1422 &lt;br /&gt;
| b_act_msu_z_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All right. Whatever! &lt;br /&gt;
|-&lt;br /&gt;
| 1423 &lt;br /&gt;
| b_act_msu_z_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you don&#039;t stop that, I will tell the principal on you! &lt;br /&gt;
|-&lt;br /&gt;
| 1424 &lt;br /&gt;
| b_act_msu_z_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you let me go, I&#039;ll tell you how many Omochao there are! &lt;br /&gt;
|-&lt;br /&gt;
| 1425 &lt;br /&gt;
| b_act_msu_z_03_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1424 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1426 &lt;br /&gt;
| b_act_obj_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Break it with a missile! There should be a missile around here. &lt;br /&gt;
|-&lt;br /&gt;
| 1427 &lt;br /&gt;
| b_act_obj_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bombs also work for breaking things. Get a bomb from the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 1428 &lt;br /&gt;
| b_act_obj_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a missile. Use it to break items. &lt;br /&gt;
|-&lt;br /&gt;
| 1429 &lt;br /&gt;
| b_act_obj_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the switch to fire the rocket. Find the switch! &lt;br /&gt;
|-&lt;br /&gt;
| 1430 &lt;br /&gt;
| b_act_obj_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above! Don&#039;t land on the shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 1431 &lt;br /&gt;
| b_act_obj_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1432 &lt;br /&gt;
| b_act_obj_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above. Find a switch to deactivate it. &lt;br /&gt;
|-&lt;br /&gt;
| 1433 &lt;br /&gt;
| b_act_obj_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can pick this up. &lt;br /&gt;
|-&lt;br /&gt;
| 1434 &lt;br /&gt;
| b_act_obj_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can push this. &lt;br /&gt;
|-&lt;br /&gt;
| 1435 &lt;br /&gt;
| b_act_obj_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can pull this. &lt;br /&gt;
|-&lt;br /&gt;
| 1436 &lt;br /&gt;
| b_act_obj_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is an animal in the pipe. Try whistling! &lt;br /&gt;
|-&lt;br /&gt;
| 1437 &lt;br /&gt;
| b_act_obj_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using lock-on to break it! &lt;br /&gt;
|-&lt;br /&gt;
| 1438 &lt;br /&gt;
| b_act_obj_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use B button to grab it, then use the analogue thumbpad to swing. &lt;br /&gt;
|-&lt;br /&gt;
| 1439 &lt;br /&gt;
| b_act_obj_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bring the animals into Chao Garden, and all Chao will be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 1440 &lt;br /&gt;
| b_act_obj_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try whistling here. There must be someone here! &lt;br /&gt;
|-&lt;br /&gt;
| 1441 &lt;br /&gt;
| b_act_obj_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Key is in this container. If you keep it, you can go to the Chao Garden when you finish the stage! &lt;br /&gt;
|-&lt;br /&gt;
| 1442 &lt;br /&gt;
| b_act_obj_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are three Chao Containers per stage. You should open all three containers to find out what&#039;s inside! &lt;br /&gt;
|-&lt;br /&gt;
| 1443 &lt;br /&gt;
| b_act_obj_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use L and R triggers to look around, but you knew this already. &lt;br /&gt;
|-&lt;br /&gt;
| 1444 &lt;br /&gt;
| b_act_obj_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change your action. &lt;br /&gt;
|-&lt;br /&gt;
| 1445 &lt;br /&gt;
| b_act_obj_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| As long as you have one ring, you&#039;ll be okay. You knew that, right? &lt;br /&gt;
|-&lt;br /&gt;
| 1446 &lt;br /&gt;
| b_act_obj_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use B button to grab it, then use the analogue thumbpad to swing. &lt;br /&gt;
| Alternate take of 1438&lt;br /&gt;
|-&lt;br /&gt;
| 1447 &lt;br /&gt;
| b_act_obj_h21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After picking up an item, hold B button to shake it. &lt;br /&gt;
|-&lt;br /&gt;
| 1448 &lt;br /&gt;
| b_act_obj_h22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried whistling? Use Y button to select &amp;quot;Whistle&amp;quot;. &lt;br /&gt;
|-&lt;br /&gt;
| 1449 &lt;br /&gt;
| b_act_obj_h23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you pet your Chao today? Use Y button to select &amp;quot;Pet&amp;quot; and make your Chao happy! &lt;br /&gt;
|-&lt;br /&gt;
| 1450 &lt;br /&gt;
| b_act_obj_h24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collect 20 rings to get the special attack. Collect 40 or 60 rings to upgrade the special attack. &lt;br /&gt;
|-&lt;br /&gt;
| 1451 &lt;br /&gt;
| b_act_obj_h25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can use parts that come from the robots to raise Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 1452 &lt;br /&gt;
| b_act_obj_h26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you find all of the animals? Did you know that there are 20 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1453 &lt;br /&gt;
| b_act_obj_h26_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1452 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1454 &lt;br /&gt;
| b_act_obj_h27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that there are 15 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1455 &lt;br /&gt;
| b_act_obj_h27_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1454 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1456 &lt;br /&gt;
| b_act_obj_h28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that there are 10 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1457 &lt;br /&gt;
| b_act_obj_h28_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1456 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1458 &lt;br /&gt;
| b_act_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;grumble&#039;&#039; How irritating. Nothing but wimps! &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1459 &lt;br /&gt;
| b_act_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hu, hu, hu! (Punching in place) &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1460 &lt;br /&gt;
| b_act_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; Shall we get going? &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1461 &lt;br /&gt;
| b_act_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So who&#039;s next? &lt;br /&gt;
| Neutral Idle Quote 1/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1462 &lt;br /&gt;
| b_act_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Well, better get going. &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1463 &lt;br /&gt;
| b_act_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hm, which way should I go? &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1464 &lt;br /&gt;
| b_act_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I&#039;m really getting tired of operating this machine. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1465 &lt;br /&gt;
| b_act_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right, let&#039;s find the next emerald! &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1466 &lt;br /&gt;
| b_act_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where can my emerald be? &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1467 &lt;br /&gt;
| b_act_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I feel danger all around me. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1468 &lt;br /&gt;
| b_act_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Anytime now. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1469 &lt;br /&gt;
| b_act_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;sleeping&#039;&#039; &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1470 &lt;br /&gt;
| b_stg_aqm_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you throw the switch, the water level might change. Try it! &lt;br /&gt;
|-&lt;br /&gt;
| 1471 &lt;br /&gt;
| b_stg_aqm_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, wood floats on water. Use the water levels wisely! &lt;br /&gt;
|-&lt;br /&gt;
| 1472 &lt;br /&gt;
| b_stg_aqm_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Punch to break the overturned minecarts! &lt;br /&gt;
|-&lt;br /&gt;
| 1473 &lt;br /&gt;
| b_stg_aqm_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Different areas are accessible depending on the water levels. &lt;br /&gt;
|-&lt;br /&gt;
| 1474 &lt;br /&gt;
| b_stg_aqm_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Water-powered lift is located in the middle. Its vertical position varies on the water level. &lt;br /&gt;
|-&lt;br /&gt;
| 1475 &lt;br /&gt;
| b_stg_aqm_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Lantern Room. Aren&#039;t the blue flames pretty? &lt;br /&gt;
|-&lt;br /&gt;
| 1476 &lt;br /&gt;
| b_stg_aqm_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Through the tunnel below, there is the Brick Shaft. &lt;br /&gt;
|-&lt;br /&gt;
| 1477 &lt;br /&gt;
| b_stg_aqm_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Ghost Room. There are a lot of spirits here! &lt;br /&gt;
|-&lt;br /&gt;
| 1478 &lt;br /&gt;
| b_stg_aqm_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1477 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1479 &lt;br /&gt;
| b_stg_aqm_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Bottomless Shaft is over there. It&#039;s deep and there&#039;s no air in there! &lt;br /&gt;
|-&lt;br /&gt;
| 1480 &lt;br /&gt;
| b_stg_aqm_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What is a piece of the Master Emerald doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 1481 &lt;br /&gt;
| b_stg_aqm_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ll use the water level to my advantage! &lt;br /&gt;
|-&lt;br /&gt;
| 1482 &lt;br /&gt;
| b_stg_cch_ss_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried using the Light Dash to collect all the rings suspended in the air? &lt;br /&gt;
|-&lt;br /&gt;
| 1483 &lt;br /&gt;
| b_stg_cch_ss_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button down when you approach the rings to collect them. &lt;br /&gt;
|-&lt;br /&gt;
| 1484 &lt;br /&gt;
| b_stg_cch_ss_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to do a Somersault. This comes in handy when you want to break the wooden containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1485 &lt;br /&gt;
| b_stg_cch_ss_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to do a Somersault. Somersaults are important to get you through those tight spaces. &lt;br /&gt;
|-&lt;br /&gt;
| 1486 &lt;br /&gt;
| b_stg_cch_ss_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using Somersaults to get through tight spaces! &lt;br /&gt;
|-&lt;br /&gt;
| 1487 &lt;br /&gt;
| b_stg_cch_ss_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies can also be destroyed using your Somersaults! &lt;br /&gt;
|-&lt;br /&gt;
| 1488 &lt;br /&gt;
| b_stg_cch_ss_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Perform the Fire Somersault to break the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1489 &lt;br /&gt;
| b_stg_cch_ss_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using the Light Attack allows you to destroy multiple enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1490 &lt;br /&gt;
| b_stg_cch_ss_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Simultaneously destroy multiple enemies using the Light Attack. Just hold down B button until fully charged, then release. &lt;br /&gt;
|-&lt;br /&gt;
| 1491 &lt;br /&gt;
| b_stg_cch_ss_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using the Light Attack allows you to destroy electrified enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1492 &lt;br /&gt;
| b_stg_cch_ss_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To use Bounce Attack, jump and then press B button. Try it! You can use it to defeat enemies as well as getting to high places. &lt;br /&gt;
|-&lt;br /&gt;
| 1493 &lt;br /&gt;
| b_stg_cch_ss_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Bounce Attack to break containers that are below you. &lt;br /&gt;
|-&lt;br /&gt;
| 1494 &lt;br /&gt;
| b_stg_cch_ss_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In the middle of a jump, press A button to perform the Homing Attack. Remember to aim toward the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 1495 &lt;br /&gt;
| b_stg_cch_ss_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In the middle of a jump, press A button to perform the Homing Attack. You can use it to get over there! &lt;br /&gt;
|-&lt;br /&gt;
| 1496 &lt;br /&gt;
| b_stg_cch_ss_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump on the rail and get ready to grind your way down! &lt;br /&gt;
|-&lt;br /&gt;
| 1497 &lt;br /&gt;
| b_stg_cch_ss_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, balance is important to maintain your speed while grinding. &lt;br /&gt;
|-&lt;br /&gt;
| 1498 &lt;br /&gt;
| b_stg_cch_ss_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To bust a trick on the rail, press A button at the right time to perform cool tricks! &lt;br /&gt;
|-&lt;br /&gt;
| 1499 &lt;br /&gt;
| b_stg_cch_ss_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Magic Hand technique. It turns enemies into balls! Use these balls to defeat other enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1500 &lt;br /&gt;
| b_stg_cch_ss_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to use Y button to access the Magic Hand technique. &lt;br /&gt;
|-&lt;br /&gt;
| 1501 &lt;br /&gt;
| b_stg_cch_ss_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump on the rail and you&#039;ll be grinding your way down! &lt;br /&gt;
|-&lt;br /&gt;
| 1502 &lt;br /&gt;
| b_stg_cch_ss_s00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for starting a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1503 &lt;br /&gt;
| b_stg_cch_ss_s00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for starting a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1504 &lt;br /&gt;
| b_stg_cch_ss_s01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1505 &lt;br /&gt;
| b_stg_cch_ss_s01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1506 &lt;br /&gt;
| b_stg_cch_ss_s02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oops. &lt;br /&gt;
| Unused. While this is the sound used for ledge balancing, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1507 &lt;br /&gt;
| b_stg_cch_ss_s02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops. &lt;br /&gt;
| Unused. While this is the sound used for ledge balancing, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1508 &lt;br /&gt;
| b_stg_cch_ss_s03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1509 &lt;br /&gt;
| b_stg_cch_ss_s03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1510 &lt;br /&gt;
| b_stg_cch_ss_s04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for picking up objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1511 &lt;br /&gt;
| b_stg_cch_ss_s04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for picking up objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1512 &lt;br /&gt;
| b_stg_cch_ss_s05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for throwing objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1513 &lt;br /&gt;
| b_stg_cch_ss_s05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for throwing objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1514 &lt;br /&gt;
| b_stg_cch_ss_s06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1515 &lt;br /&gt;
| b_stg_cch_ss_s06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1516 &lt;br /&gt;
| b_stg_cch_ss_s07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1517 &lt;br /&gt;
| b_stg_cch_ss_s07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t worry, buddy. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1518 &lt;br /&gt;
| b_stg_cch_ss_s08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Playtime is over! &lt;br /&gt;
| 2P Powerup Charged&lt;br /&gt;
|-&lt;br /&gt;
| 1519 &lt;br /&gt;
| b_stg_cch_ss_s08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Here I go! &lt;br /&gt;
| 2P Powerup Charged&lt;br /&gt;
|-&lt;br /&gt;
| 1520 &lt;br /&gt;
| b_stg_cch_ss_s09_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here I come! &lt;br /&gt;
| 2P Use Speedup Powerup&lt;br /&gt;
|-&lt;br /&gt;
| 1521 &lt;br /&gt;
| b_stg_cch_ss_s09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Speed Up! &lt;br /&gt;
| 2P Use Speedup Powerup&lt;br /&gt;
|-&lt;br /&gt;
| 1522 &lt;br /&gt;
| b_stg_cch_ss_s10_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Disappear! &lt;br /&gt;
| Use Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
| 1523 &lt;br /&gt;
| b_stg_cch_ss_s10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sonic Wind! &lt;br /&gt;
| 2P Use Sonic Wind&lt;br /&gt;
|-&lt;br /&gt;
| 1524 &lt;br /&gt;
| b_stg_cch_ss_s11_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
| 2P Freeze Time&lt;br /&gt;
|-&lt;br /&gt;
| 1525 &lt;br /&gt;
| b_stg_cch_ss_s11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Time Stop! &lt;br /&gt;
| 2P Freeze Time&lt;br /&gt;
|-&lt;br /&gt;
| 1526 &lt;br /&gt;
| b_stg_cch_ss_s12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Let me show you my real power! &lt;br /&gt;
| 2P Intro 1&lt;br /&gt;
|-&lt;br /&gt;
| 1527 &lt;br /&gt;
| b_stg_cch_ss_s12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s do this! &lt;br /&gt;
| 2P Intro 1&lt;br /&gt;
|-&lt;br /&gt;
| 1528 &lt;br /&gt;
| b_stg_cch_ss_s13_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Faker! No chance to win against me! &lt;br /&gt;
| 2P Win Against Sonic&lt;br /&gt;
|-&lt;br /&gt;
| 1529 &lt;br /&gt;
| b_stg_cch_ss_s13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey guy, let&#039;s play again! &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1530 &lt;br /&gt;
| b_stg_cch_ss_s14_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. You disappoint me. &lt;br /&gt;
| 2P Win (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1531 &lt;br /&gt;
| b_stg_cch_ss_s14_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up, faker? Give up? &lt;br /&gt;
| 2P Win Against Shadow (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1532 &lt;br /&gt;
| b_stg_cch_ss_s15_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No matter what, you&#039;ll still lose. &lt;br /&gt;
| 2P Intro Round 2 (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1533 &lt;br /&gt;
| b_stg_cch_ss_s15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay, c&#039;mon! &lt;br /&gt;
| 2P Intro Round 2 (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1534 &lt;br /&gt;
| b_stg_cch_ss_s16_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Soon enough, I&#039;ll show you my true power. &lt;br /&gt;
| 2P Intro Round 2 (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1535 &lt;br /&gt;
| b_stg_cch_ss_s16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This time, I won&#039;t lose! &lt;br /&gt;
| 2P Intro Round 2 (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1536 &lt;br /&gt;
| b_stg_cch_ss_s17_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to play games! &lt;br /&gt;
| Unused. While this is the sound used for charging up the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1537 &lt;br /&gt;
| b_stg_cch_ss_s17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ready! &lt;br /&gt;
| Unused. While this is the sound used for charging up the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1538 &lt;br /&gt;
| b_stg_cch_ss_s18_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Vanish! &lt;br /&gt;
| Unused. While this is the sound used for the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1539 &lt;br /&gt;
| b_stg_cch_ss_s18_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Go! &lt;br /&gt;
| Unused. While this is the sound used for the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1540 &lt;br /&gt;
| b_stg_cch_ss_s19_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Nice! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1541 &lt;br /&gt;
| b_stg_cch_ss_s19_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Nice! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1542 &lt;br /&gt;
| b_stg_cch_ss_s20_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Cool! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1543 &lt;br /&gt;
| b_stg_cch_ss_s20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Cool! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1544 &lt;br /&gt;
| b_stg_cch_ss_s21_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Awesome! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1545 &lt;br /&gt;
| b_stg_cch_ss_s21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yahoo! &lt;br /&gt;
| Awesome! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1546 &lt;br /&gt;
| b_stg_cch_ss_s22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1547 &lt;br /&gt;
| b_stg_cch_ss_s22_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1548 &lt;br /&gt;
| b_stg_cch_ss_s23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for finishing a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1549 &lt;br /&gt;
| b_stg_cch_ss_s23_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ha! &lt;br /&gt;
| Unused. While this is the sound used for finishing a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1550 &lt;br /&gt;
| b_stg_cch_ss_s24_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. &lt;br /&gt;
|-&lt;br /&gt;
| 1551 &lt;br /&gt;
| b_stg_cch_ss_s24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| C&#039;mon! &lt;br /&gt;
|-&lt;br /&gt;
| 1552 &lt;br /&gt;
| b_stg_cch_ss_s25_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Round Clear, Speed Shoes &amp;amp; Invincible&lt;br /&gt;
|-&lt;br /&gt;
| 1553 &lt;br /&gt;
| b_stg_cch_ss_s25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Round Clear&lt;br /&gt;
|-&lt;br /&gt;
| 1554 &lt;br /&gt;
| b_stg_cch_ss_s26_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oh! &lt;br /&gt;
| Unused. While this is the sound used for taking damage, the game uses the version stored in the sound effect packs&lt;br /&gt;
|-&lt;br /&gt;
| 1555 &lt;br /&gt;
| b_stg_cch_ss_s26_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1556 &lt;br /&gt;
| b_stg_cch_ss_s27_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ooo &lt;br /&gt;
|-&lt;br /&gt;
| 1557 &lt;br /&gt;
| b_stg_cch_ss_s27_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Unused. While this is the sound used for taking damage, the game uses the version stored in the sound effect packs&lt;br /&gt;
|-&lt;br /&gt;
| 1558 &lt;br /&gt;
| b_stg_cch_ss_s28_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Tch! &lt;br /&gt;
| Unused. While this is the sound used for hitting a wall, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1559 &lt;br /&gt;
| b_stg_cch_ss_s28_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1560 &lt;br /&gt;
| b_stg_cch_ss_s29_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You think you can hold me?! &lt;br /&gt;
| Captured by ghost/slime&lt;br /&gt;
|-&lt;br /&gt;
| 1561 &lt;br /&gt;
| b_stg_cch_ss_s29_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops! &lt;br /&gt;
| Unused. While this is the sound used for hitting a wall, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1562 &lt;br /&gt;
| b_stg_cch_ss_s30_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Get off me! &lt;br /&gt;
|-&lt;br /&gt;
| 1563 &lt;br /&gt;
| b_stg_cch_ss_s30_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;struggle&#039;&#039; &lt;br /&gt;
| Captured by ghost/slime&lt;br /&gt;
|-&lt;br /&gt;
| 1564 &lt;br /&gt;
| b_stg_cch_ss_s31_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Maria... &lt;br /&gt;
| Death by damage&lt;br /&gt;
|-&lt;br /&gt;
| 1565 &lt;br /&gt;
| b_stg_cch_ss_s31_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1566 &lt;br /&gt;
| b_stg_cch_ss_s32_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Not like this...! &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1567 &lt;br /&gt;
| b_stg_cch_ss_s32_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No...! &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1568 &lt;br /&gt;
| b_stg_cch_ss_s33_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ugh! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1569 &lt;br /&gt;
| b_stg_cch_ss_s33_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1570 &lt;br /&gt;
| b_stg_cch_ss_s34_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1571 &lt;br /&gt;
| b_stg_cch_ss_s34_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1572 &lt;br /&gt;
| b_stg_cch_ss_s35_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Just a rookie! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1573 &lt;br /&gt;
| b_stg_cch_ss_s35_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
| Unused. While this is the sound used for being scared, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1574 &lt;br /&gt;
| b_stg_cch_ss_s36_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s it! &lt;br /&gt;
|-&lt;br /&gt;
| 1575 &lt;br /&gt;
| b_stg_cch_ss_s36_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Unused. While this is the sound used for Kart jumps/boost panels, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1576 &lt;br /&gt;
| b_stg_cch_ss_s37_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I promise you... revenge! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1577 &lt;br /&gt;
| b_stg_cch_ss_s37_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s go! &lt;br /&gt;
| Unused. While this is the sound used for Kart boosts, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1578 &lt;br /&gt;
| b_stg_cch_ss_s38_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Wait for me, Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 1579 &lt;br /&gt;
| b_stg_cch_ss_s38_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Later! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1580 &lt;br /&gt;
| b_stg_cch_ss_s39_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m out of time! &lt;br /&gt;
|-&lt;br /&gt;
| 1581 &lt;br /&gt;
| b_stg_cch_ss_s39_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops. &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1582 &lt;br /&gt;
| b_stg_cch_ss_s40_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Just a few more! &lt;br /&gt;
|-&lt;br /&gt;
| 1583 &lt;br /&gt;
| b_stg_cch_ss_s40_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What do you think you&#039;re doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1584 &lt;br /&gt;
| b_stg_cch_ss_s41_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ultimate victory! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1585 &lt;br /&gt;
| b_stg_cch_ss_s41_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s rock! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1586 &lt;br /&gt;
| b_stg_cch_ss_s42_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Too easy for me! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1587 &lt;br /&gt;
| b_stg_cch_ss_s42_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Bring it on! &lt;br /&gt;
| 2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1588 &lt;br /&gt;
| b_stg_cch_ss_s43_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That wasn&#039;t so hard. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1589 &lt;br /&gt;
| b_stg_cch_ss_s43_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I don&#039;t have much time! &lt;br /&gt;
|-&lt;br /&gt;
| 1590 &lt;br /&gt;
| b_stg_cch_ss_s44_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maybe I didn&#039;t try hard enough. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1591 &lt;br /&gt;
| b_stg_cch_ss_s44_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just a few more! &lt;br /&gt;
|-&lt;br /&gt;
| 1592 &lt;br /&gt;
| b_stg_cch_ss_s45_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I guess I&#039;m not at full power here... &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1593 &lt;br /&gt;
| b_stg_cch_ss_s45_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Stage clear&lt;br /&gt;
|-&lt;br /&gt;
| 1594 &lt;br /&gt;
| b_stg_cch_ss_s46_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Pathetic humans! &lt;br /&gt;
| Defeat Hot Shot&lt;br /&gt;
|-&lt;br /&gt;
| 1595 &lt;br /&gt;
| b_stg_cch_ss_s46_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;whistle&#039;&#039; That was cool! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1596 &lt;br /&gt;
| b_stg_cch_ss_s47_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No time to hang out with the likes of you! &lt;br /&gt;
| Defeat Sonic 1&lt;br /&gt;
|-&lt;br /&gt;
| 1597 &lt;br /&gt;
| b_stg_cch_ss_s47_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Too easy! Piece of cake! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1598 &lt;br /&gt;
| b_stg_cch_ss_s48_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I told you, I&#039;m the ultimate! &lt;br /&gt;
| Defeat Sonic 2&lt;br /&gt;
|-&lt;br /&gt;
| 1599 &lt;br /&gt;
| b_stg_cch_ss_s48_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just made it. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1600 &lt;br /&gt;
| b_stg_cch_ss_s49_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Get out, you ugly prototype! &lt;br /&gt;
| Defeat Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| 1601 &lt;br /&gt;
| b_stg_cch_ss_s49_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh. No problem. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1602 &lt;br /&gt;
| b_stg_cch_ss_s50_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I must destroy all the evil the professor has created! &lt;br /&gt;
| Defeat FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 1603 &lt;br /&gt;
| b_stg_cch_ss_s50_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Barely made it. &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1604 &lt;br /&gt;
| b_stg_cch_ss_s51_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You&#039;re not as strong as I thought. &lt;br /&gt;
| 2P Win (Default)&lt;br /&gt;
|-&lt;br /&gt;
| 1605 &lt;br /&gt;
| b_stg_cch_ss_s51_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey guy, take care! &lt;br /&gt;
| Defeat Big Foot&lt;br /&gt;
|-&lt;br /&gt;
| 1606 &lt;br /&gt;
| b_stg_cch_ss_s52_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Do you know who I am? &lt;br /&gt;
| Defeat Shadow (1)&lt;br /&gt;
|-&lt;br /&gt;
| 1607 &lt;br /&gt;
| b_stg_cch_ss_s53_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nice try, rocky! &lt;br /&gt;
| Defeat the Egg Golem&lt;br /&gt;
|-&lt;br /&gt;
| 1608 &lt;br /&gt;
| b_stg_cch_ss_s54_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Game over, Shadow! &lt;br /&gt;
| Defeat Shadow (2)&lt;br /&gt;
|-&lt;br /&gt;
| 1609 &lt;br /&gt;
| b_stg_cch_ss_s54_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1608 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1610 &lt;br /&gt;
| b_stg_cch_ss_s55_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you really think you had a chance? &lt;br /&gt;
| Defeat FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 1611 &lt;br /&gt;
| b_stg_cch_ss_s55_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1610 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1612 &lt;br /&gt;
| b_stg_cch_ss_s56_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1613 &lt;br /&gt;
| b_stg_cch_ss_s57_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nobody&#039;s faster than me! &lt;br /&gt;
|-&lt;br /&gt;
| 1614 &lt;br /&gt;
| b_stg_cch_wk_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button down to lock-on. Release it to fire a homing missile. &lt;br /&gt;
|-&lt;br /&gt;
| 1615 &lt;br /&gt;
| b_stg_cch_wk_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| More enemies that are locked on at one time means more bonus points! &lt;br /&gt;
|-&lt;br /&gt;
| 1616 &lt;br /&gt;
| b_stg_cch_wk_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep your health meter above zero. Collecting rings will slowly help you recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 1617 &lt;br /&gt;
| b_stg_cch_wk_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies are defeated by lock-on. Use the Vulcan Cannon to destroy containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1618 &lt;br /&gt;
| b_stg_cch_wk_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Vulcan Cannon to destroy wooden containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1619 &lt;br /&gt;
| b_stg_cch_wk_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Large Cannon to destroy steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1620 &lt;br /&gt;
| b_stg_cch_wk_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too far to jump across. Did you find the Jet Engine yet? Without it, you&#039;re stuck! &lt;br /&gt;
|-&lt;br /&gt;
| 1621 &lt;br /&gt;
| b_stg_cch_wk_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold A button down to hover. Use it to fly distances. &lt;br /&gt;
|-&lt;br /&gt;
| 1622 &lt;br /&gt;
| b_stg_cch_wk_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried slow descents using hovering? &lt;br /&gt;
|-&lt;br /&gt;
| 1623 &lt;br /&gt;
| b_stg_cch_wk_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collecting rings will slowly help you recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 1624 &lt;br /&gt;
| b_stg_cch_wk_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Large Bazooka to destroy steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1625 &lt;br /&gt;
| b_stg_cch_wk_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too far to jump across. Did you find the Booster yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1626 &lt;br /&gt;
| b_stg_cch_wk_s00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yo! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1627 &lt;br /&gt;
| b_stg_cch_wk_s00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hu! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1628 &lt;br /&gt;
| b_stg_cch_wk_s01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ho! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1629 &lt;br /&gt;
| b_stg_cch_wk_s01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hu. &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1630 &lt;br /&gt;
| b_stg_cch_wk_s02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; That was a close one! &lt;br /&gt;
| Balancing on edge&lt;br /&gt;
|-&lt;br /&gt;
| 1631 &lt;br /&gt;
| b_stg_cch_wk_s02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oops. &lt;br /&gt;
| Balancing on edge&lt;br /&gt;
|-&lt;br /&gt;
| 1632 &lt;br /&gt;
| b_stg_cch_wk_s03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| On guard, Tails! &lt;br /&gt;
| 2P Special Attack ready, Tails is the opponent&lt;br /&gt;
|-&lt;br /&gt;
| 1633 &lt;br /&gt;
| b_stg_cch_wk_s03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Recharged! &lt;br /&gt;
| 2P Special Attack ready&lt;br /&gt;
|-&lt;br /&gt;
| 1634 &lt;br /&gt;
| b_stg_cch_wk_s04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
| 2P Fire Laser Missle&lt;br /&gt;
|-&lt;br /&gt;
| 1635 &lt;br /&gt;
| b_stg_cch_wk_s04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire laser! &lt;br /&gt;
|-&lt;br /&gt;
| 1636 &lt;br /&gt;
| b_stg_cch_wk_s05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| How&#039;s this?! &lt;br /&gt;
| 2P Fire Rocket Missles&lt;br /&gt;
|-&lt;br /&gt;
| 1637 &lt;br /&gt;
| b_stg_cch_wk_s05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire Rocket Launcher! &lt;br /&gt;
|-&lt;br /&gt;
| 1638 &lt;br /&gt;
| b_stg_cch_wk_s06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re no match for me! &lt;br /&gt;
|-&lt;br /&gt;
| 1639 &lt;br /&gt;
| b_stg_cch_wk_s06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire Power Laser! &lt;br /&gt;
|-&lt;br /&gt;
| 1640 &lt;br /&gt;
| b_stg_cch_wk_s07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Do you think you can beat me? &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1641 &lt;br /&gt;
| b_stg_cch_wk_s07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll beat you! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1642 &lt;br /&gt;
| b_stg_cch_wk_s08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Better luck next time, fox boy! &lt;br /&gt;
| 2P Win against Tails/Clear Tails vs. Eggman 1&lt;br /&gt;
|-&lt;br /&gt;
| 1643 &lt;br /&gt;
| b_stg_cch_wk_s08_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! I won! &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1644 &lt;br /&gt;
| b_stg_cch_wk_s09_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! How&#039;s that? &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1645 &lt;br /&gt;
| b_stg_cch_wk_s09_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman, you&#039;re no challenge! &lt;br /&gt;
| 2P Win against Eggman&lt;br /&gt;
|-&lt;br /&gt;
| 1646 &lt;br /&gt;
| b_stg_cch_wk_s10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| At least make it challenging! &lt;br /&gt;
| 2P Intro (Best of 3, winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1647 &lt;br /&gt;
| b_stg_cch_wk_s10_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Let&#039;s do it one more time! &lt;br /&gt;
| 2P Intro (Best of 3, winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1648 &lt;br /&gt;
| b_stg_cch_wk_s11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I will show you my power! &lt;br /&gt;
| 2P Intro (Best of 3, losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1649 &lt;br /&gt;
| b_stg_cch_wk_s11_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll win this time! &lt;br /&gt;
| 2P Intro (Best of 3, losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1650 &lt;br /&gt;
| b_stg_cch_wk_s12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh! &lt;br /&gt;
| Good!-Jammin&#039;! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1651 &lt;br /&gt;
| b_stg_cch_wk_s12_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay! &lt;br /&gt;
| Good!-Jammin&#039;! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1652 &lt;br /&gt;
| b_stg_cch_wk_s13_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
| Cool!-Awesome! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1653 &lt;br /&gt;
| b_stg_cch_wk_s13_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Cool!-Awesome! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1654 &lt;br /&gt;
| b_stg_cch_wk_s14_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now you know my real power! &lt;br /&gt;
| Extreme!/Perfect! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1655 &lt;br /&gt;
| b_stg_cch_wk_s14_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| All right! &lt;br /&gt;
| Extreme!/Perfect! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1656 &lt;br /&gt;
| b_stg_cch_wk_s15_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurehurehure! &lt;br /&gt;
|-&lt;br /&gt;
| 1657 &lt;br /&gt;
| b_stg_cch_wk_s15_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go go! &lt;br /&gt;
|-&lt;br /&gt;
| 1658 &lt;br /&gt;
| b_stg_cch_wk_s16_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| HORAY &lt;br /&gt;
| Boxing Glove&lt;br /&gt;
|-&lt;br /&gt;
| 1659 &lt;br /&gt;
| b_stg_cch_wk_s16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go! &lt;br /&gt;
| Propeller Punch&lt;br /&gt;
|-&lt;br /&gt;
| 1660 &lt;br /&gt;
| b_stg_cch_wk_s17_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You! I&#039;ll make you pay for this! &lt;br /&gt;
| Major damage&lt;br /&gt;
|-&lt;br /&gt;
| 1661 &lt;br /&gt;
| b_stg_cch_wk_s17_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My power&#039;s failing! &lt;br /&gt;
| Major damage&lt;br /&gt;
|-&lt;br /&gt;
| 1662 &lt;br /&gt;
| b_stg_cch_wk_s18_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh no! My power is going down! &lt;br /&gt;
| Critical damage&lt;br /&gt;
|-&lt;br /&gt;
| 1663 &lt;br /&gt;
| b_stg_cch_wk_s18_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My machine has reached its limit...! &lt;br /&gt;
| Critical damage&lt;br /&gt;
|-&lt;br /&gt;
| 1664 &lt;br /&gt;
| b_stg_cch_wk_s19_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I got it! &lt;br /&gt;
| Acquired shield&lt;br /&gt;
|-&lt;br /&gt;
| 1665 &lt;br /&gt;
| b_stg_cch_wk_s19_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it! &lt;br /&gt;
| Acquired shield&lt;br /&gt;
|-&lt;br /&gt;
| 1666 &lt;br /&gt;
| b_stg_cch_wk_s20_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Power-up! &lt;br /&gt;
| Acquired Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1667 &lt;br /&gt;
| b_stg_cch_wk_s20_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here I come! &lt;br /&gt;
| Acquired Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1668 &lt;br /&gt;
| b_stg_cch_wk_s21_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Full power! &lt;br /&gt;
|-&lt;br /&gt;
| 1669 &lt;br /&gt;
| b_stg_cch_wk_s21_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Lucky me! &lt;br /&gt;
|-&lt;br /&gt;
| 1670 &lt;br /&gt;
| b_stg_cch_wk_s22_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1671 &lt;br /&gt;
| b_stg_cch_wk_s22_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1672 &lt;br /&gt;
| b_stg_cch_wk_s23_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 1673 &lt;br /&gt;
| b_stg_cch_wk_s23_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 1674 &lt;br /&gt;
| b_stg_cch_wk_s24_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re better than I expected. &lt;br /&gt;
|-&lt;br /&gt;
| 1675 &lt;br /&gt;
| b_stg_cch_wk_s24_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ouch. &lt;br /&gt;
|-&lt;br /&gt;
| 1676 &lt;br /&gt;
| b_stg_cch_wk_s25_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Is this it...? &lt;br /&gt;
| Death by enemy&lt;br /&gt;
|-&lt;br /&gt;
| 1677 &lt;br /&gt;
| b_stg_cch_wk_s25_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
| Death by enemy&lt;br /&gt;
|-&lt;br /&gt;
| 1678 &lt;br /&gt;
| b_stg_cch_wk_s26_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No...! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1679 &lt;br /&gt;
| b_stg_cch_wk_s26_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic...! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1680 &lt;br /&gt;
| b_stg_cch_wk_s27_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1681 &lt;br /&gt;
| b_stg_cch_wk_s27_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ah! &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1682 &lt;br /&gt;
| b_stg_cch_wk_s28_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1683 &lt;br /&gt;
| b_stg_cch_wk_s28_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yahoo! &lt;br /&gt;
|-&lt;br /&gt;
| 1684 &lt;br /&gt;
| b_stg_cch_wk_s29_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hohohoho! &lt;br /&gt;
| Win Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1685 &lt;br /&gt;
| b_stg_cch_wk_s29_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Power boost! &lt;br /&gt;
|-&lt;br /&gt;
| 1686 &lt;br /&gt;
| b_stg_cch_wk_s30_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell! &lt;br /&gt;
| 1st place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1687 &lt;br /&gt;
| b_stg_cch_wk_s30_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| You can&#039;t catch me! &lt;br /&gt;
| 1st Place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1688 &lt;br /&gt;
| b_stg_cch_wk_s31_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hey! &lt;br /&gt;
| Last place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1689 &lt;br /&gt;
| b_stg_cch_wk_s31_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait up! &lt;br /&gt;
| Last place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1690 &lt;br /&gt;
| b_stg_cch_wk_s32_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Doh! &lt;br /&gt;
|-&lt;br /&gt;
| 1691 &lt;br /&gt;
| b_stg_cch_wk_s32_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Not fair! &lt;br /&gt;
|-&lt;br /&gt;
| 1692 &lt;br /&gt;
| b_stg_cch_wk_s33_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The world is mine! &lt;br /&gt;
| 2P Battle screen selection&lt;br /&gt;
|-&lt;br /&gt;
| 1693 &lt;br /&gt;
| b_stg_cch_wk_s33_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oh no! &lt;br /&gt;
|-&lt;br /&gt;
| 1694 &lt;br /&gt;
| b_stg_cch_wk_s34_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll make you pay for this! &lt;br /&gt;
|-&lt;br /&gt;
| 1695 &lt;br /&gt;
| b_stg_cch_wk_s34_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Cyclone engage! &lt;br /&gt;
| 2P Battle screen selection&lt;br /&gt;
|-&lt;br /&gt;
| 1696 &lt;br /&gt;
| b_stg_cch_wk_s35_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I got to go! &lt;br /&gt;
|-&lt;br /&gt;
| 1697 &lt;br /&gt;
| b_stg_cch_wk_s35_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here we go again! &lt;br /&gt;
|-&lt;br /&gt;
| 1698 &lt;br /&gt;
| b_stg_cch_wk_s36_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where are the rest of the rings? &lt;br /&gt;
|-&lt;br /&gt;
| 1699 &lt;br /&gt;
| b_stg_cch_wk_s36_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to hurry up! &lt;br /&gt;
|-&lt;br /&gt;
| 1700 &lt;br /&gt;
| b_stg_cch_wk_s37_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh! &lt;br /&gt;
| Stage clear&lt;br /&gt;
|-&lt;br /&gt;
| 1701 &lt;br /&gt;
| b_stg_cch_wk_s37_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m almost there! &lt;br /&gt;
|-&lt;br /&gt;
| 1702 &lt;br /&gt;
| b_stg_cch_wk_s38_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now you know why I am the best! &lt;br /&gt;
| A Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1703 &lt;br /&gt;
| b_stg_cch_wk_s38_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it! &lt;br /&gt;
| Stage Clear&lt;br /&gt;
|-&lt;br /&gt;
| 1704 &lt;br /&gt;
| b_stg_cch_wk_s39_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Piece of cake. &lt;br /&gt;
| B Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1705 &lt;br /&gt;
| b_stg_cch_wk_s39_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it, Sonic! &lt;br /&gt;
| A Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1706 &lt;br /&gt;
| b_stg_cch_wk_s40_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm, that wasn&#039;t so difficult. &lt;br /&gt;
| C Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1707 &lt;br /&gt;
| b_stg_cch_wk_s40_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Very good! &lt;br /&gt;
| B Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1708 &lt;br /&gt;
| b_stg_cch_wk_s41_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I should have tried a little harder. &lt;br /&gt;
| D Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1709 &lt;br /&gt;
| b_stg_cch_wk_s41_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| That was easy! &lt;br /&gt;
| C Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1710 &lt;br /&gt;
| b_stg_cch_wk_s42_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| That was too close. &lt;br /&gt;
| E Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1711 &lt;br /&gt;
| b_stg_cch_wk_s42_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| That was a little tough. &lt;br /&gt;
| D Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1712 &lt;br /&gt;
| b_stg_cch_wk_s43_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now no one stands in my way! &lt;br /&gt;
|-&lt;br /&gt;
| 1713 &lt;br /&gt;
| b_stg_cch_wk_s43_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I got to do better next time. &lt;br /&gt;
| E Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1714 &lt;br /&gt;
| b_stg_cch_wk_s44_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Anytime you&#039;re ready to battle! &lt;br /&gt;
|-&lt;br /&gt;
| 1715 &lt;br /&gt;
| b_stg_cch_wk_s44_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, how&#039;s that?! &lt;br /&gt;
| Clear Tails vs. Eggman 1&lt;br /&gt;
|-&lt;br /&gt;
| 1716 &lt;br /&gt;
| b_stg_cch_wk_s45_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oto! &lt;br /&gt;
| Ledge grab, which is normally impossible&lt;br /&gt;
|-&lt;br /&gt;
| 1717 &lt;br /&gt;
| b_stg_cch_wk_s45_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Like Sonic, I won&#039;t give up! &lt;br /&gt;
|-&lt;br /&gt;
| 1718 &lt;br /&gt;
| b_stg_cch_wk_s46_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| YUSHO &lt;br /&gt;
| Pick up item&lt;br /&gt;
|-&lt;br /&gt;
| 1719 &lt;br /&gt;
| b_stg_cch_wk_s46_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yo. &lt;br /&gt;
| Ledge grab&lt;br /&gt;
|-&lt;br /&gt;
| 1720 &lt;br /&gt;
| b_stg_cch_wk_s47_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horey. &lt;br /&gt;
| Putting object down&lt;br /&gt;
|-&lt;br /&gt;
| 1721 &lt;br /&gt;
| b_stg_cch_wk_s47_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Isho &lt;br /&gt;
| Picking up object&lt;br /&gt;
|-&lt;br /&gt;
| 1722 &lt;br /&gt;
| b_stg_cch_wk_s48_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horey. &lt;br /&gt;
| Throwing object in midair&lt;br /&gt;
|-&lt;br /&gt;
| 1723 &lt;br /&gt;
| b_stg_cch_wk_s48_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here. &lt;br /&gt;
| Putting object down&lt;br /&gt;
|-&lt;br /&gt;
| 1724 &lt;br /&gt;
| b_stg_cch_wk_s49_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1725 &lt;br /&gt;
| b_stg_cch_wk_s49_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Throwing object in midair&lt;br /&gt;
|-&lt;br /&gt;
| 1726 &lt;br /&gt;
| b_stg_cch_wk_s50_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh... &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1727 &lt;br /&gt;
| b_stg_cch_wk_s50_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1728 &lt;br /&gt;
| b_stg_cch_wk_s51_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horeyhorey &lt;br /&gt;
| Shaking object&lt;br /&gt;
|-&lt;br /&gt;
| 1729 &lt;br /&gt;
| b_stg_cch_wk_s51_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Everything will be okay. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1730 &lt;br /&gt;
| b_stg_cch_wk_s52_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| YU &lt;br /&gt;
| Slap/kick&lt;br /&gt;
|-&lt;br /&gt;
| 1731 &lt;br /&gt;
| b_stg_cch_wk_s52_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yusho. &lt;br /&gt;
| Shaking object&lt;br /&gt;
|-&lt;br /&gt;
| 1732 &lt;br /&gt;
| b_stg_cch_wk_s53_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yes! Recharged! &lt;br /&gt;
| 2P Special Attack ready&lt;br /&gt;
|-&lt;br /&gt;
| 1733 &lt;br /&gt;
| b_stg_cch_wk_s53_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Tail attack&lt;br /&gt;
|-&lt;br /&gt;
| 1734 &lt;br /&gt;
| b_stg_cch_wk_s54_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1735 &lt;br /&gt;
| b_stg_cga_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Sonic! Come here if you want to save her life! &lt;br /&gt;
| Crazy Gadget intro (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1736 &lt;br /&gt;
| b_stg_cga_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you doing?! Sonic! There&#039;s no time for games! &lt;br /&gt;
| Plays 2 minutes into Crazy Gadget if the player hasn&#039;t reached the gravity maze (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1737 &lt;br /&gt;
| b_stg_cga_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re too slow! Sonic, if you don&#039;t come here, she will die! &lt;br /&gt;
| Plays 4 minutes into Crazy Gadget and every 2 minutes afterwards until the player reaches the gravity maze (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1738 &lt;br /&gt;
| b_stg_cga_e03_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Emergency! Emergency! &lt;br /&gt;
| Reaching the hallway before the gravity maze in Crazy Gadget (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1739 &lt;br /&gt;
| b_stg_cga_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well done, Sonic, but you&#039;ll never leave this room alive! Haha! &lt;br /&gt;
| Entering the gravity maze in Crazy Gadget (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1740 &lt;br /&gt;
| b_stg_cga_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails and Amy are in danger! Hurry, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 1741 &lt;br /&gt;
| b_stg_cga_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The gravity control switch has messed up the forces of gravity! Use the switch to get out. &lt;br /&gt;
|-&lt;br /&gt;
| 1742 &lt;br /&gt;
| b_stg_cga_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can change the gravitational force using the gravity control switch. &lt;br /&gt;
|-&lt;br /&gt;
| 1743 &lt;br /&gt;
| b_stg_cga_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When stuck, use the switch to reverse the force of gravity. &lt;br /&gt;
|-&lt;br /&gt;
| 1744 &lt;br /&gt;
| b_stg_cga_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Homing Attack when the electrical shield is off. &lt;br /&gt;
|-&lt;br /&gt;
| 1745 &lt;br /&gt;
| b_stg_cga_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the high-speed warp tube. Break the glass and jump in! &lt;br /&gt;
|-&lt;br /&gt;
| 1746 &lt;br /&gt;
| b_stg_cga_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grinding is easier using Light Dash. &lt;br /&gt;
|-&lt;br /&gt;
| 1747 &lt;br /&gt;
| b_stg_cga_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Homing Attack to get to the next block. &lt;br /&gt;
|-&lt;br /&gt;
| 1748 &lt;br /&gt;
| b_stg_cga_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| See the item box over there? Jump and get it. Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1749 &lt;br /&gt;
| b_stg_cga_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to throw the switch to activate the missile. If the missile is not there, you have to go back using the spring. &lt;br /&gt;
|-&lt;br /&gt;
| 1750 &lt;br /&gt;
| b_stg_cga_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Amy, Tails, I&#039;m on my way! &lt;br /&gt;
| Crazy Gadget Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1751 &lt;br /&gt;
| b_stg_cga_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This place is a real pain in the butt. &lt;br /&gt;
| Crazy Gadget Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1752 &lt;br /&gt;
| b_stg_cor_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right, Tails! Now, destroy the security door leading to the Cannon&#039;s Core! &lt;br /&gt;
| Reaching the first turn in Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
| 1753 &lt;br /&gt;
| b_stg_cor_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right! Now it&#039;s my turn! &lt;br /&gt;
| Cannon&#039;s Core (Eggman) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1754 &lt;br /&gt;
| b_stg_cor_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! There should be an emergency switch in the dome to drain the liquid out of the core. See if you can find it! &lt;br /&gt;
| Cannon&#039;s Core (Rouge) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1755 &lt;br /&gt;
| b_stg_cor_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Knuckles, can you hear me? The last security door to the core should be in front of you. Find the switch that opens the door. &lt;br /&gt;
| Cannon&#039;s Core (Knuckles) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1756 &lt;br /&gt;
| b_stg_cor_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! Get past the energy field to get to the core! You&#039;re our last chance. We&#039;re depending on you! &lt;br /&gt;
| Cannon&#039;s Core (Sonic) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1757 &lt;br /&gt;
| b_stg_cor_e05_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. The intruder has breached the system area. Initiate debug program. &lt;br /&gt;
| Cannon&#039;s Core (Tails) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1758 &lt;br /&gt;
| b_stg_cor_e06_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. Energy core safe program terminated. Self-repair program initializing. &lt;br /&gt;
| Pressing the emergency switch in Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 1759 &lt;br /&gt;
| b_stg_cor_e07_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. Primary security lock system terminated. Initiate final defense systems. &lt;br /&gt;
| Opening the main security door in Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
| 1760 &lt;br /&gt;
| b_stg_cor_e08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Okay, Tails. There should be a security door somewhere in the room. You need to destroy it! &lt;br /&gt;
| Entering the final room in Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
| 1761 &lt;br /&gt;
| b_stg_cor_e09_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Great, Eggman! There should be a security door somewhere in this room. &lt;br /&gt;
| Entering the final room in Cannon&#039;s Core (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
| 1762 &lt;br /&gt;
| b_stg_cor_e10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Good job, Rouge! Hurry! Throw the switch and drain the liquid! &lt;br /&gt;
| Opening the capsule containing the emergency switch in Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 1763 &lt;br /&gt;
| b_stg_cor_e11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Knuckles, I found the switch on radar. The security door control switch is accessible from the waterway... over there! &lt;br /&gt;
| Passing through the first underwater current in Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
| 1764 &lt;br /&gt;
| b_stg_cor_e12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! You should have cleared the electrical disturbance. It&#039;s all up to you now! &lt;br /&gt;
| Approaching the fluid slide in Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
| 1765 &lt;br /&gt;
| b_stg_cor_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine suspends time. Use the switch to stop time for a while. &lt;br /&gt;
|-&lt;br /&gt;
| 1766 &lt;br /&gt;
| b_stg_cor_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You should be able to stop the laser using that switch. &lt;br /&gt;
|-&lt;br /&gt;
| 1767 &lt;br /&gt;
| b_stg_cor_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Activate the time control switch by using the lock-on. &lt;br /&gt;
|-&lt;br /&gt;
| 1768 &lt;br /&gt;
| b_stg_cor_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Break through the floor here! &lt;br /&gt;
|-&lt;br /&gt;
| 1769 &lt;br /&gt;
| b_stg_cor_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There must be a secret passage somewhere in this room. &lt;br /&gt;
|-&lt;br /&gt;
| 1770 &lt;br /&gt;
| b_stg_cor_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You&#039;re running out of air! Did you find the Air Necklace yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1771 &lt;br /&gt;
| b_stg_cor_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If those blocks were not there, you could get through. &lt;br /&gt;
|-&lt;br /&gt;
| 1772 &lt;br /&gt;
| b_stg_cor_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stopping time might stop the water flow. &lt;br /&gt;
|-&lt;br /&gt;
| 1773 &lt;br /&gt;
| b_stg_cor_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The switch to the security lock is located somewhere down there. &lt;br /&gt;
|-&lt;br /&gt;
| 1774 &lt;br /&gt;
| b_stg_cor_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t get through because of the rushing water. &lt;br /&gt;
|-&lt;br /&gt;
| 1775 &lt;br /&gt;
| b_stg_cor_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This switch suspends time. You will be able to stop time for a while. &lt;br /&gt;
|-&lt;br /&gt;
| 1776 &lt;br /&gt;
| b_stg_cor_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can get to the other side if you use the blocks wisely. &lt;br /&gt;
|-&lt;br /&gt;
| 1777 &lt;br /&gt;
| b_stg_cor_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for the laser as you go through here. &lt;br /&gt;
|-&lt;br /&gt;
| 1778 &lt;br /&gt;
| b_stg_cor_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This must be the switch to drain the water, but first, you have to open this capsule. &lt;br /&gt;
|-&lt;br /&gt;
| 1779 &lt;br /&gt;
| b_stg_cor_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The walls in the storage area are too slippery to scale. &lt;br /&gt;
|-&lt;br /&gt;
| 1780 &lt;br /&gt;
| b_stg_cor_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the Sunglasses and use them to find hidden items. &lt;br /&gt;
|-&lt;br /&gt;
| 1781 &lt;br /&gt;
| b_stg_cor_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The area below the enemies has no floor. Be careful not to fall! &lt;br /&gt;
|-&lt;br /&gt;
| 1782 &lt;br /&gt;
| b_stg_cor_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Once you get out of here, it will be up to them! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1783 &lt;br /&gt;
| b_stg_cor_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s no way I can leave without that emerald over there... &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1784 &lt;br /&gt;
| b_stg_cor_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Are we cutting it kind of close? No time! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1785 &lt;br /&gt;
| b_stg_cor_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m unstoppable now! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1786 &lt;br /&gt;
| b_stg_cor_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll give it my best shot! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1787 &lt;br /&gt;
| b_stg_cor_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The central dome must be over there. &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1788 &lt;br /&gt;
| b_stg_cor_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Where is that switch Eggman was talking about? &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1789 &lt;br /&gt;
| b_stg_cor_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is that switch? &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1790 &lt;br /&gt;
| b_stg_cor_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The Cannon&#039;s Core is over there. &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1791 &lt;br /&gt;
| b_stg_cor_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I should get over there, now! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1792 &lt;br /&gt;
| b_stg_cs_101_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The President must be over there! Let&#039;s go! &lt;br /&gt;
| Route 101 intro&lt;br /&gt;
|-&lt;br /&gt;
| 1793 &lt;br /&gt;
| b_stg_cs_101_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah, I found the President! &lt;br /&gt;
| Clear Route 101&lt;br /&gt;
|-&lt;br /&gt;
| 1794 &lt;br /&gt;
| b_stg_cs_101_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m getting closer! &lt;br /&gt;
| Route 101 Checkpoint 1&lt;br /&gt;
|-&lt;br /&gt;
| 1795 &lt;br /&gt;
| b_stg_cs_101_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! Did you find the President? &lt;br /&gt;
| Route 101 half-way&lt;br /&gt;
|-&lt;br /&gt;
| 1796 &lt;br /&gt;
| b_stg_cs_101_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Almost, Sonic! Just a few more minutes. &lt;br /&gt;
| Route 101 half-way&lt;br /&gt;
|-&lt;br /&gt;
| 1797 &lt;br /&gt;
| b_stg_cs_101_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Something&#039;s on the radar. We are very close! &lt;br /&gt;
| Route 101 (unused)&lt;br /&gt;
|-&lt;br /&gt;
| 1798 &lt;br /&gt;
| b_stg_cs_101_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oh no! I lost him! &lt;br /&gt;
| Route 101 failure by time out&lt;br /&gt;
|-&lt;br /&gt;
| 1799 &lt;br /&gt;
| b_stg_cs_280_e00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m picking up the signal from the emerald. Fox boy, wait for me! &lt;br /&gt;
| Route 280 intro&lt;br /&gt;
|-&lt;br /&gt;
| 1800 &lt;br /&gt;
| b_stg_cs_280_e01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I found it, fox boy! &lt;br /&gt;
| Clear Route 280&lt;br /&gt;
|-&lt;br /&gt;
| 1801 &lt;br /&gt;
| b_stg_cs_280_e02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I must be getting closer! &lt;br /&gt;
| Route 280 first checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1802 &lt;br /&gt;
| b_stg_cs_280_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! Did you find Tails? &lt;br /&gt;
| Route 280 second checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1803 &lt;br /&gt;
| b_stg_cs_280_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wait a minute. Be quiet! Just leave it to me! &lt;br /&gt;
| Route 280 second checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1804 &lt;br /&gt;
| b_stg_cs_280_e05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The signal is strong; the emerald&#039;s close. Yes, I&#039;ve got it! &lt;br /&gt;
|-&lt;br /&gt;
| 1805 &lt;br /&gt;
| b_stg_cs_280_e06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What a time to run out of gas... &lt;br /&gt;
| Route 280 failure by time out&lt;br /&gt;
|-&lt;br /&gt;
| 1806 &lt;br /&gt;
| b_stg_cty_e00_ot &lt;br /&gt;
| Radio &lt;br /&gt;
| Attention all units! Suspect seen heading south. Block all major roads and capture the suspect. &lt;br /&gt;
| City Escape intro&lt;br /&gt;
|-&lt;br /&gt;
| 1807 &lt;br /&gt;
| b_stg_cty_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao! I&#039;m here to help you! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1808 &lt;br /&gt;
| b_stg_cty_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of military robots around here. Be careful! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1809 &lt;br /&gt;
| b_stg_cty_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button on the ramp and you&#039;ll be able to do a trick! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1810 &lt;br /&gt;
| b_stg_cty_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What did I do? &lt;br /&gt;
| City Escape Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1811 &lt;br /&gt;
| b_stg_cty_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This city sure has some steep hills. &lt;br /&gt;
| City Escape Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1812 &lt;br /&gt;
| b_stg_cyn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the three pieces of the Master Emerald hidden somewhere around here. Use the radar at the bottom of the screen and hints to help you find them all. &lt;br /&gt;
|-&lt;br /&gt;
| 1813 &lt;br /&gt;
| b_stg_cyn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There may be something useful in that box the statue is holding. Find the digging tool in another stage, and then come back. &lt;br /&gt;
|-&lt;br /&gt;
| 1814 &lt;br /&gt;
| b_stg_cyn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This car is very tough! You can&#039;t destroy it, but you can move it with a punch attack. &lt;br /&gt;
|-&lt;br /&gt;
| 1815 &lt;br /&gt;
| b_stg_cyn_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press and hold A button while jumping and you&#039;ll be able to fly short distances. This is called gliding, but you knew that already, right? &lt;br /&gt;
|-&lt;br /&gt;
| 1816 &lt;br /&gt;
| b_stg_cyn_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Super strong wind! Riding the wind is the easiest way to get to high places. &lt;br /&gt;
|-&lt;br /&gt;
| 1817 &lt;br /&gt;
| b_stg_cyn_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Lonely Statue area. He looks lonely! &lt;br /&gt;
|-&lt;br /&gt;
| 1818 &lt;br /&gt;
| b_stg_cyn_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Sphynx Head is buried here. &lt;br /&gt;
|-&lt;br /&gt;
| 1819 &lt;br /&gt;
| b_stg_cyn_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Stone Dance Hall. The wind is very strong in here! &lt;br /&gt;
|-&lt;br /&gt;
| 1820 &lt;br /&gt;
| b_stg_cyn_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Chamber of Wind. Do you see the Wind Altar? &lt;br /&gt;
|-&lt;br /&gt;
| 1821 &lt;br /&gt;
| b_stg_cyn_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this passage to get to the Chamber of Wind. &lt;br /&gt;
|-&lt;br /&gt;
| 1822 &lt;br /&gt;
| b_stg_cyn_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If I don&#039;t hurry it up, that bat girl will find it first! &lt;br /&gt;
| Wild Canyon Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1823 &lt;br /&gt;
| b_stg_cyn_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s some serious wind. &lt;br /&gt;
| Wild Canyon Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1824 &lt;br /&gt;
| b_stg_dlg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Oasis Prison. There are no air pockets! &lt;br /&gt;
|-&lt;br /&gt;
| 1825 &lt;br /&gt;
| b_stg_dlg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to the desert. It&#039;s hot! I saw something in the oasis. Do you want to go there? &lt;br /&gt;
|-&lt;br /&gt;
| 1826 &lt;br /&gt;
| b_stg_dlg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Three pieces of the emerald are hidden somewhere around here. Watch the radar at the bottom of the screen and use hints. It&#039;s the best way to find them all! &lt;br /&gt;
|-&lt;br /&gt;
| 1827 &lt;br /&gt;
| b_stg_dlg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button while jumping to fly, or should I say glide! Isn&#039;t this cool? &lt;br /&gt;
|-&lt;br /&gt;
| 1828 &lt;br /&gt;
| b_stg_dlg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stand on the floating turtle to travel from this oasis to the other. &lt;br /&gt;
|-&lt;br /&gt;
| 1829 &lt;br /&gt;
| b_stg_dlg_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold onto the swimming turtle to travel through the underwater passage. &lt;br /&gt;
|-&lt;br /&gt;
| 1830 &lt;br /&gt;
| b_stg_dlg_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Oasis. &lt;br /&gt;
|-&lt;br /&gt;
| 1831 &lt;br /&gt;
| b_stg_dlg_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Small Oasis. &lt;br /&gt;
|-&lt;br /&gt;
| 1832 &lt;br /&gt;
| b_stg_dlg_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Three Head Wall. &lt;br /&gt;
|-&lt;br /&gt;
| 1833 &lt;br /&gt;
| b_stg_dlg_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Statue&#039;s Pool. &lt;br /&gt;
|-&lt;br /&gt;
| 1834 &lt;br /&gt;
| b_stg_dlg_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Even if I collect all the pieces, can he really put it back together? &lt;br /&gt;
| Dry Lagoon Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1835 &lt;br /&gt;
| b_stg_dlg_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I hate places like this! &lt;br /&gt;
|-&lt;br /&gt;
| 1836 &lt;br /&gt;
| b_stg_dtc_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can&#039;t break the steel containers? Find a special pair of gloves, then you can break them and get on your way. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1837 &lt;br /&gt;
| b_stg_dtc_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try digging through parts of walls to get to the other side. Try it on odd-looking walls. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1838 &lt;br /&gt;
| b_stg_dtc_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Red Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1839 &lt;br /&gt;
| b_stg_dtc_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Blue Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1840 &lt;br /&gt;
| b_stg_dtc_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Green Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1841 &lt;br /&gt;
| b_stg_dtc_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Pyramid Core. A huge, complex machine is working! &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1842 &lt;br /&gt;
| b_stg_dtc_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the hourglass to open the door. There must be one somewhere. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1843 &lt;br /&gt;
| b_stg_dtc_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Where is the key hidden? Think! &lt;br /&gt;
| Death Chamber Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1844 &lt;br /&gt;
| b_stg_dtc_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sheesh! It&#039;s like a maze. &lt;br /&gt;
| Death Chamber Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1845 &lt;br /&gt;
| b_stg_egq_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The key may be buried. Did you find a digging tool? &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1846 &lt;br /&gt;
| b_stg_egq_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try digging into walls that look odd. You might find a secret passageway! &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1847 &lt;br /&gt;
| b_stg_egq_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the beetle robots! Take cover in the shadows, or else it will shoot a laser at you! &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1848 &lt;br /&gt;
| b_stg_egq_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch the enemy detector which is next to the emerald radar. If the detector lights up, be careful. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1849 &lt;br /&gt;
| b_stg_egq_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Scorpion Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1850 &lt;br /&gt;
| b_stg_egq_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Fish Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1851 &lt;br /&gt;
| b_stg_egq_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Snake Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1852 &lt;br /&gt;
| b_stg_egq_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Snake Altar. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1853 &lt;br /&gt;
| b_stg_egq_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The key&#039;s got to be somewhere around here. &lt;br /&gt;
| Egg Quarters Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1854 &lt;br /&gt;
| b_stg_egq_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There sure are a lot of weird robots around here. &lt;br /&gt;
| Egg Quarters Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1855 &lt;br /&gt;
| b_stg_enm_e00_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a creepy laugh here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1856 &lt;br /&gt;
| b_stg_enm_e01_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a creepy laugh here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1857 &lt;br /&gt;
| b_stg_enm_e02_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a yell here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1858 &lt;br /&gt;
| b_stg_enm_e03_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a growl here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1859 &lt;br /&gt;
| b_stg_enm_e04_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a cackle similar to King Boom Boo here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1860 &lt;br /&gt;
| b_stg_enm_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of Eggman&#039;s robots around here! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1861 &lt;br /&gt;
| b_stg_enm_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of electric shields. They hurt! Attack once the shield is down. &lt;br /&gt;
| Spark Beetle GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1862 &lt;br /&gt;
| b_stg_enm_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use enemies to get to higher places. &lt;br /&gt;
|-&lt;br /&gt;
| 1863 &lt;br /&gt;
| b_stg_enm_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Move the analogue thumbpad back and forth to escape the enemy ball trap. &lt;br /&gt;
|-&lt;br /&gt;
| 1864 &lt;br /&gt;
| b_stg_enm_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your punch attack to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1865 &lt;br /&gt;
| b_stg_enm_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your kick attack to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1866 &lt;br /&gt;
| b_stg_enm_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Somersault to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1867 &lt;br /&gt;
| b_stg_enm_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Square cars are invincible! Knock them off their tracks. &lt;br /&gt;
| Rhino Metal GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1868 &lt;br /&gt;
| b_stg_enm_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the shield robots, attack their feet. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1869 &lt;br /&gt;
| b_stg_enm_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the shield robots, use your punch attack. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1870 &lt;br /&gt;
| b_stg_enm_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using your kick attack to defeat the shield robots. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1871 &lt;br /&gt;
| b_stg_enm_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Homing Attacks are useless against the shield robots. Try punching them when they get close. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1872 &lt;br /&gt;
| b_stg_enm_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing bullets from the robots. They will follow you! &lt;br /&gt;
|-&lt;br /&gt;
| 1873 &lt;br /&gt;
| b_stg_enm_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the bomb robots, try locking on to the bombs and robots. &lt;br /&gt;
| Hornet-type GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1874 &lt;br /&gt;
| b_stg_enm_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| These ghosts sure like teasing you! Kind of scary, though. &lt;br /&gt;
|-&lt;br /&gt;
| 1875 &lt;br /&gt;
| b_stg_enm_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If a ghost grabs you, move the analogue thumbpad back and forth to escape. &lt;br /&gt;
|-&lt;br /&gt;
| 1876 &lt;br /&gt;
| b_stg_enm_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack the big ghost and make him shrink. &lt;br /&gt;
|-&lt;br /&gt;
| 1877 &lt;br /&gt;
| b_stg_enm_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are some robots that look like research projects. &lt;br /&gt;
| Artificial Chaos hint&lt;br /&gt;
|-&lt;br /&gt;
| 1878 &lt;br /&gt;
| b_stg_enm_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful of the Artificial Chaos&#039; sting! It hurts! &lt;br /&gt;
|-&lt;br /&gt;
| 1879 &lt;br /&gt;
| b_stg_enm_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aim for its head! That&#039;s its weak point. &lt;br /&gt;
| Artificial Chaos hint&lt;br /&gt;
|-&lt;br /&gt;
| 1880 &lt;br /&gt;
| b_stg_enm_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that you can pick up the bombs and throw them? &lt;br /&gt;
|-&lt;br /&gt;
| 1881 &lt;br /&gt;
| b_stg_enm_h21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the Vulcan Fighter! Its cannon is very powerful. If you see it, run! &lt;br /&gt;
|-&lt;br /&gt;
| 1882 &lt;br /&gt;
| b_stg_ete_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m scared of high places! Use hovering to slow down. &lt;br /&gt;
|-&lt;br /&gt;
| 1883 &lt;br /&gt;
| b_stg_ete_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If the dynamite packs explode, the colony will be damaged. You will be sucked out into space! Remember, explosives are very bad! &lt;br /&gt;
|-&lt;br /&gt;
| 1884 &lt;br /&gt;
| b_stg_ete_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lots of dynamite packs around here! Be very careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1885 &lt;br /&gt;
| b_stg_ete_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Dynamite packs on the floor, too! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1886 &lt;br /&gt;
| b_stg_ete_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, to release the lock-on, hold B button down. &lt;br /&gt;
|-&lt;br /&gt;
| 1887 &lt;br /&gt;
| b_stg_ete_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s the colony&#039;s power generator. You have to destroy it! &lt;br /&gt;
|-&lt;br /&gt;
| 1888 &lt;br /&gt;
| b_stg_ete_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The landing area is down there. Try landing over there! Are you okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1889 &lt;br /&gt;
| b_stg_ete_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This door is locked! The switch to unlock the door should be around here somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 1890 &lt;br /&gt;
| b_stg_ete_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To break the steel container, you need a stronger weapon. &lt;br /&gt;
|-&lt;br /&gt;
| 1891 &lt;br /&gt;
| b_stg_ete_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Over there is the main tower where the power generator is located. Let&#039;s go! Don&#039;t be afraid. &lt;br /&gt;
|-&lt;br /&gt;
| 1892 &lt;br /&gt;
| b_stg_ete_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to find the power supply and destroy it! &lt;br /&gt;
| Eternal Engine Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1893 &lt;br /&gt;
| b_stg_ete_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s getting hard to breathe in here. &lt;br /&gt;
| Eternal Engine Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1894 &lt;br /&gt;
| b_stg_fal_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful not to fall! &lt;br /&gt;
|-&lt;br /&gt;
| 1895 &lt;br /&gt;
| b_stg_fal_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, there is no air from this point on. Careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1896 &lt;br /&gt;
| b_stg_fal_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go up! &lt;br /&gt;
|-&lt;br /&gt;
| 1897 &lt;br /&gt;
| b_stg_fch_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stay away from the spinning drum or you will be sucked in. Try running! &lt;br /&gt;
|-&lt;br /&gt;
| 1898 &lt;br /&gt;
| b_stg_fch_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I don&#039;t know who you are, but I will destroy you. &lt;br /&gt;
| Final Chase Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1899 &lt;br /&gt;
| b_stg_fch_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| This place hasn&#039;t changed a bit. &lt;br /&gt;
| Final Chase Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1900 &lt;br /&gt;
| b_stg_for_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left. This island is about to explode! &lt;br /&gt;
| Green Forest Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1901 &lt;br /&gt;
| b_stg_for_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There are even military robots here, too. &lt;br /&gt;
| Green Forest Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1902 &lt;br /&gt;
| b_stg_fru_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Artificial Chaos! They are different than the ones you&#039;ve seen before. &lt;br /&gt;
|-&lt;br /&gt;
| 1903 &lt;br /&gt;
| b_stg_fru_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try jumping on the rail. Try grinding from here! &lt;br /&gt;
|-&lt;br /&gt;
| 1904 &lt;br /&gt;
| b_stg_fru_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get more speed using Jump Dash! Try grinding up the steep incline. It&#039;s fun! &lt;br /&gt;
|-&lt;br /&gt;
| 1905 &lt;br /&gt;
| b_stg_fru_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The pipes are like a maze! Use the light-colored pipes to find your way out. &lt;br /&gt;
|-&lt;br /&gt;
| 1906 &lt;br /&gt;
| b_stg_fru_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time to waste. It&#039;s about to fire! &lt;br /&gt;
| Final Rush Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1907 &lt;br /&gt;
| b_stg_fru_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1908 &lt;br /&gt;
| b_stg_fru_w02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s nothing that can stop me, even when I&#039;m in outer space. &lt;br /&gt;
| Final Rush Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1909 &lt;br /&gt;
| b_stg_gat_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Intruder alert! Assume Level 1 defense formation. &lt;br /&gt;
| Iron Gate intro&lt;br /&gt;
|-&lt;br /&gt;
| 1910 &lt;br /&gt;
| b_stg_gat_e01_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 1 security door breach. Emergency formation. Intercept intruder! &lt;br /&gt;
| Destroying the first security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1911 &lt;br /&gt;
| b_stg_gat_e02_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 2 security door breach! Level 2 security door breach! &lt;br /&gt;
| Destroying the first Level 2 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1912 &lt;br /&gt;
| b_stg_gat_e03_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 3 security door breach! Intruder has breached section 3-8. Get him! &lt;br /&gt;
| Destroying the first Level 3 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1913 &lt;br /&gt;
| b_stg_gat_e04_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 4 security door breach! &lt;br /&gt;
| Destroying the first Level 4 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1914 &lt;br /&gt;
| b_stg_gat_e05_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 5 security door breach! Switch to emergency defense mode! Lock down final security door! &lt;br /&gt;
| Destroying the first Level 5 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1915 &lt;br /&gt;
| b_stg_gat_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Eggman&#039;s weapon the destroy the security door. &lt;br /&gt;
|-&lt;br /&gt;
| 1916 &lt;br /&gt;
| b_stg_gat_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The door is locked in four places! Lock-on to all four to destroy it. &lt;br /&gt;
|-&lt;br /&gt;
| 1917 &lt;br /&gt;
| b_stg_gat_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This security door cannot be destroyed with your weapon. Look for the missile! &lt;br /&gt;
|-&lt;br /&gt;
| 1918 &lt;br /&gt;
| b_stg_gat_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No matter what you do, it&#039;s mine! &lt;br /&gt;
| Iron Gate Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1919 &lt;br /&gt;
| b_stg_gat_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Do you think that pile of junk is going to stop me? &lt;br /&gt;
| Iron Gate Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1920 &lt;br /&gt;
| b_stg_har_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Missile launch in 15 seconds. &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1921 &lt;br /&gt;
| b_stg_har_e01_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| 10, 9, 8, 7, 6, 5, 4, 3, 2, 1... &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1922 &lt;br /&gt;
| b_stg_har_e02_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Fire. &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1923 &lt;br /&gt;
| b_stg_har_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The missile is about to be fired! Grab hold of the handle and you should be able to make it. Hurry! There&#039;s no time left! &lt;br /&gt;
| Metal Harbour Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1924 &lt;br /&gt;
| b_stg_har_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to use the Light Shoes. Use them when you get near a path of rings. &lt;br /&gt;
| Metal Harbour Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1925 &lt;br /&gt;
| b_stg_har_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t let go of the analogue thumbpad while doing the loop-de-loop! &lt;br /&gt;
|-&lt;br /&gt;
| 1926 &lt;br /&gt;
| b_stg_har_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m out of here! &lt;br /&gt;
| Metal Harbour Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1927 &lt;br /&gt;
| b_stg_har_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m impressed. &lt;br /&gt;
| Metal Harbour Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1928 &lt;br /&gt;
| b_stg_hbs_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s quicksand and very dangerous! Avoid falling into the sand. &lt;br /&gt;
|-&lt;br /&gt;
| 1929 &lt;br /&gt;
| b_stg_hbs_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try shooting strange-looking walls. You can find your way out. &lt;br /&gt;
|-&lt;br /&gt;
| 1930 &lt;br /&gt;
| b_stg_hbs_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Blow up the dynamite packs on the pillars and the platforms will collapse. &lt;br /&gt;
|-&lt;br /&gt;
| 1931 &lt;br /&gt;
| b_stg_hbs_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There must be a way to get in there. &lt;br /&gt;
| Hidden Base Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1932 &lt;br /&gt;
| b_stg_hbs_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Can I break this? &lt;br /&gt;
| Hidden Base Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1933 &lt;br /&gt;
| b_stg_hwy_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Slide across the suspension cable on the bridge. &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1934 &lt;br /&gt;
| b_stg_hwy_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Slide across the suspension cable on the bridge. Press A button at the end and jump even farther! &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1935 &lt;br /&gt;
| b_stg_hwy_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button at the right time when swinging on the bar and see what happens! &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1936 &lt;br /&gt;
| b_stg_hwy_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Let&#039;s ditch these guys and blow this city. &lt;br /&gt;
| Radical Highway Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1937 &lt;br /&gt;
| b_stg_hwy_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Foolish humans... &lt;br /&gt;
| Radical Highway Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1938 &lt;br /&gt;
| b_stg_jng_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lots of vines around here. Grab on and take it for a ride! If you find one, give it a try! &lt;br /&gt;
|-&lt;br /&gt;
| 1939 &lt;br /&gt;
| b_stg_jng_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try Somersaulting to get through really tight spaces! &lt;br /&gt;
|-&lt;br /&gt;
| 1940 &lt;br /&gt;
| b_stg_jng_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to waste. It&#039;s about to explode! &lt;br /&gt;
| White Jungle Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1941 &lt;br /&gt;
| b_stg_jng_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Fog... it doesn&#039;t bother me. &lt;br /&gt;
| White Jungle Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1942 &lt;br /&gt;
| b_stg_lco_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The colony was shut down 50 years ago. The only thing left are the guard robots! &lt;br /&gt;
| Lost Colony information&lt;br /&gt;
|-&lt;br /&gt;
| 1943 &lt;br /&gt;
| b_stg_lco_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies may be hiding in the dark, so be careful as you proceed. &lt;br /&gt;
|-&lt;br /&gt;
| 1944 &lt;br /&gt;
| b_stg_lco_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are many holes in the floor. Be careful not to fall in! &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1945 &lt;br /&gt;
| b_stg_lco_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you fall into the hole, that&#039;s the end. Try hovering over them. &lt;br /&gt;
|-&lt;br /&gt;
| 1946 &lt;br /&gt;
| b_stg_lco_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Defeating the enemies brightens the room, so you can see better. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1947 &lt;br /&gt;
| b_stg_lco_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s useless to run around in circles! Find a way out of the maze. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1948 &lt;br /&gt;
| b_stg_lco_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Are you stuck? Try going up and down. I know you will find a way out! &lt;br /&gt;
|-&lt;br /&gt;
| 1949 &lt;br /&gt;
| b_stg_lco_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try hovering to fly over it. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1950 &lt;br /&gt;
| b_stg_lco_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can you see the step below you? Try hovering to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 1951 &lt;br /&gt;
| b_stg_lco_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I thought the central control room was this way! &lt;br /&gt;
| Lost Colony Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1952 &lt;br /&gt;
| b_stg_lco_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Could this be the place my grandfather wrote of? &lt;br /&gt;
| Lost Colony Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1953 &lt;br /&gt;
| b_stg_mds_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It feels good floating! Bet jumping higher would be a breeze here. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1954 &lt;br /&gt;
| b_stg_mds_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I sense an electrical disturbance here. The detector is not working right! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1955 &lt;br /&gt;
| b_stg_mds_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The electrical disturbance is affecting all the machines! Don&#039;t trust them. Don&#039;t be fooled by the hints from them! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1956 &lt;br /&gt;
| b_stg_mds_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Detector readings are reversed! Be very careful. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1957 &lt;br /&gt;
| b_stg_mds_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are planets here that affect the gravity. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1958 &lt;br /&gt;
| b_stg_mds_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try finding something that will get you to the other planets. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1959 &lt;br /&gt;
| b_stg_mds_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Bumpy Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1960 &lt;br /&gt;
| b_stg_mds_h06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1959 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1961 &lt;br /&gt;
| b_stg_mds_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Capsule Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1962 &lt;br /&gt;
| b_stg_mds_h07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1961 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1963 &lt;br /&gt;
| b_stg_mds_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Holy Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1964 &lt;br /&gt;
| b_stg_mds_h08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1963 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1965 &lt;br /&gt;
| b_stg_mds_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Spherical Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1966 &lt;br /&gt;
| b_stg_mds_h09_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1965 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1967 &lt;br /&gt;
| b_stg_mds_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like we&#039;ll have all the pieces shortly. &lt;br /&gt;
| Mad Space Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1968 &lt;br /&gt;
| b_stg_mds_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm... these hints make no sense. &lt;br /&gt;
| Mad Space Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1969 &lt;br /&gt;
| b_stg_meh_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There&#039;s nowhere to land in space. Don&#039;t go too far away, and be careful! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1970 &lt;br /&gt;
| b_stg_meh_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Gravity is very weak here. You can jump higher and move huge boulders with ease. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1971 &lt;br /&gt;
| b_stg_meh_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Meteorites can be broken and you may find items buried deep inside! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1972 &lt;br /&gt;
| b_stg_meh_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful! Falling meteorites! If you get hit, it&#039;ll hurt! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1973 &lt;br /&gt;
| b_stg_meh_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Dimpled Meteorite. Looks like you can&#039;t go up! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1974 &lt;br /&gt;
| b_stg_meh_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Meteorite. Beware of falling meteorites! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1975 &lt;br /&gt;
| b_stg_meh_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Small Meteorite. Watch for dangerous traps! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1976 &lt;br /&gt;
| b_stg_meh_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Holy Meteorite. If you fall in, you die! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1977 &lt;br /&gt;
| b_stg_meh_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Cracked Meteorite. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1978 &lt;br /&gt;
| b_stg_meh_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Meteorite. Beware of falling meteorites! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1979 &lt;br /&gt;
| b_stg_meh_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the meteorite with a huge wall. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1980 &lt;br /&gt;
| b_stg_meh_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Tunnel Meteorite. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1981 &lt;br /&gt;
| b_stg_meh_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This just doesn&#039;t make any sense. What are the emeralds doing in space? &lt;br /&gt;
| Meteor Herd Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1982 &lt;br /&gt;
| b_stg_meh_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Something&#039;s affecting the gravity here. &lt;br /&gt;
| Meteor Herd Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1983 &lt;br /&gt;
| b_stg_meh_w02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;copy of 1982&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1984 &lt;br /&gt;
| b_stg_mis_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The earth shakes a lot here. Be careful! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1985 &lt;br /&gt;
| b_stg_mis_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Earthquake! Earthquake! Hurry and run! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1986 &lt;br /&gt;
| b_stg_mis_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of falling objects! Be very careful! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1987 &lt;br /&gt;
| b_stg_mis_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When a robot is hiding behind something, it&#039;s easier to aim from far away, and then lock-on. &lt;br /&gt;
|-&lt;br /&gt;
| 1988 &lt;br /&gt;
| b_stg_mis_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lock-on to as many dynamite packs as possible. It&#039;s a chance to get more points! &lt;br /&gt;
|-&lt;br /&gt;
| 1989 &lt;br /&gt;
| b_stg_mis_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to lose &#039;em. There must be a place to hide! &lt;br /&gt;
| Mission Street Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1990 &lt;br /&gt;
| b_stg_mis_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I hate earthquakes! &lt;br /&gt;
| Mission Street Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1991 &lt;br /&gt;
| b_stg_mis_w01_tl_1 &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1990 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1992 &lt;br /&gt;
| b_stg_pca_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Flip the hourglass to open the door. Watch the hourglass; doors close when time is up. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1993 &lt;br /&gt;
| b_stg_pca_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can&#039;t get through the door before it closes? Try a Somersault! &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1994 &lt;br /&gt;
| b_stg_pca_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Throw the switch. There might be a surprise waiting! &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1995 &lt;br /&gt;
| b_stg_pca_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This door looks different from others. It may open if you put something here. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1996 &lt;br /&gt;
| b_stg_pca_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I found the key to the door at the dead-end over there. Bring it here to open the door. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1997 &lt;br /&gt;
| b_stg_pca_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s got to be a way I can get out of this place. &lt;br /&gt;
| Pyramid Cave Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1998 &lt;br /&gt;
| b_stg_pca_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So this is what the inside of a pyramid looks like. &lt;br /&gt;
| Pyramid Cave Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1999 &lt;br /&gt;
| b_stg_phl_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the ghost train turntable. Look for a switch that changes the train&#039;s direction. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2000 &lt;br /&gt;
| b_stg_phl_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The emerald may be buried underground. Did you find a digging tool? &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2001 &lt;br /&gt;
| b_stg_phl_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Ghost Train Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2002 &lt;br /&gt;
| b_stg_phl_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Church Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2003 &lt;br /&gt;
| b_stg_phl_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Pumpkin Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2004 &lt;br /&gt;
| b_stg_phl_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Ghost Train Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2005 &lt;br /&gt;
| b_stg_phl_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Church Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2006 &lt;br /&gt;
| b_stg_phl_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Pumpkin Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2007 &lt;br /&gt;
| b_stg_phl_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Pumpkin Field. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2008 &lt;br /&gt;
| b_stg_phl_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the ghost train turntable. Move the switch in the direction you want the train to go. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2009 &lt;br /&gt;
| b_stg_phl_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this rocket to get to the top of the mountain fast. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2010 &lt;br /&gt;
| b_stg_phl_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using this rocket makes scaling mountains a breeze! &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2011 &lt;br /&gt;
| b_stg_phl_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I can sense a piece of the emerald is nearby. &lt;br /&gt;
| Pumpkin Hill Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2012 &lt;br /&gt;
| b_stg_phl_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What a weird place. &lt;br /&gt;
| Pumpkin Hill Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2013 &lt;br /&gt;
| b_stg_prl_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2014 &lt;br /&gt;
| b_stg_prl_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If the prison doors are shut, don&#039;t worry. Defeat all enemies around here and the doors open automatically. &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2015 &lt;br /&gt;
| b_stg_prl_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the mini-lift. Jump on it to go up. &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2016 &lt;br /&gt;
| b_stg_prl_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The prison door is shut because there are some enemies to defeat. Find them all! &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2017 &lt;br /&gt;
| b_stg_prl_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to find Sonic. He&#039;s in jail! &lt;br /&gt;
| Prison Lane Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2018 &lt;br /&gt;
| b_stg_prl_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| This place is huge. &lt;br /&gt;
| Prison Lane Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2019 &lt;br /&gt;
| b_stg_sch_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! Get the Chaos Emeralds before the military finds you! &lt;br /&gt;
| Security Hall intro (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2020 &lt;br /&gt;
| b_stg_sch_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurry up, Rouge! The island is set to blow up! &lt;br /&gt;
| One minute into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2021 &lt;br /&gt;
| b_stg_sch_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you doing? Get going! Bring me the Chaos Emeralds NOW. &lt;br /&gt;
| Two minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2022 &lt;br /&gt;
| b_stg_sch_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What in the world are you doing? You took longer than you were supposed to! &lt;br /&gt;
| Three minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2023 &lt;br /&gt;
| b_stg_sch_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! It&#039;s going to explode! Hurry up! Get going! &lt;br /&gt;
| Four minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2024 &lt;br /&gt;
| b_stg_sch_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No! That&#039;s no good! You&#039;ve spoiled my plans! &lt;br /&gt;
| Five seconds from failing Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2025 &lt;br /&gt;
| b_stg_sch_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look out for the red laser! It&#039;s really hot, so don&#039;t touch it! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2026 &lt;br /&gt;
| b_stg_sch_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To open the safe, grab hold of the wall and dig into the center. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2027 &lt;br /&gt;
| b_stg_sch_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All safes are locked! There may be a switch to unlock them in the room upstairs. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2028 &lt;br /&gt;
| b_stg_sch_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Check every floor to unlock each safe. Each floor has a color-coded switch that matches the safe you want to unlock. Find them all! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2029 &lt;br /&gt;
| b_stg_sch_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you remember which floor the safes are on that you want to open? &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2030 &lt;br /&gt;
| b_stg_sch_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| First floor is red, second floor is yellow, and the third floor is blue. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2031 &lt;br /&gt;
| b_stg_sch_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is A Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2032 &lt;br /&gt;
| b_stg_sch_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is B Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2033 &lt;br /&gt;
| b_stg_sch_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is C Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2034 &lt;br /&gt;
| b_stg_sch_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get to the upstairs room from here. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2035 &lt;br /&gt;
| b_stg_sch_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch the laser patterns. It&#039;s hot, so don&#039;t let it hit you! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2036 &lt;br /&gt;
| b_stg_sch_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t dig through the floor or walls because they are too strong! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2037 &lt;br /&gt;
| b_stg_sch_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ll check on that data on Shadow later. &lt;br /&gt;
| Security Hall Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2038 &lt;br /&gt;
| b_stg_sch_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You must be kidding. The security here is a joke! &lt;br /&gt;
| Security Hall Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2039 &lt;br /&gt;
| b_stg_sky_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The more you jump on this gizmo, the higher it will take you. Keep jumping until you reach the top! &lt;br /&gt;
| Sky Rail Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2040 &lt;br /&gt;
| b_stg_sky_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button and use the analogue thumbpad while grinding to jump from rail to rail. &lt;br /&gt;
| Sky Rail Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2041 &lt;br /&gt;
| b_stg_sky_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The last Chaos Emerald will be within my reach soon. &lt;br /&gt;
| Sky Rail Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2042 &lt;br /&gt;
| b_stg_sky_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That rail sure came in handy. &lt;br /&gt;
| Sky Rail Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2043 &lt;br /&gt;
| b_stg_soc_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for the quicksand below! If you fall in, there&#039;s no way out! &lt;br /&gt;
| Hidden Base Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2044 &lt;br /&gt;
| b_stg_soc_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can knock over the pillar by using the dynamite packs below. Be careful not to get squashed! &lt;br /&gt;
| Hidden Base Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2045 &lt;br /&gt;
| b_stg_soc_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now I&#039;ve got to start over from the base! &lt;br /&gt;
| Sand Ocean Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2046 &lt;br /&gt;
| b_stg_soc_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| My machines hate the sand! I&#039;ve got to get out of here. &lt;br /&gt;
| Sand Ocean Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2047 &lt;br /&gt;
| b_stg_sog_sn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The weak point is the head. Find a way to the top! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2048 &lt;br /&gt;
| b_stg_sog_sn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try to stay behind it. That&#039;s the way to get on top! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2049 &lt;br /&gt;
| b_stg_sog_sn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using your Bounce Attack. It&#039;s the easiest way up! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2050 &lt;br /&gt;
| b_stg_sog_wk_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| His weak point is in his body! First, break the outside. &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2051 &lt;br /&gt;
| b_stg_sog_wk_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep shooting the cannon! His weak point will appear. &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2052 &lt;br /&gt;
| b_stg_sog_wk_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack his weak point. It&#039;s underneath his exterior! &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2053 &lt;br /&gt;
| b_stg_stn_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1114 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2054 &lt;br /&gt;
| b_stg_stn_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1125 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2055 &lt;br /&gt;
| b_stg_stn_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1136 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2056 &lt;br /&gt;
| b_stg_stn_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1147 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2057 &lt;br /&gt;
| b_stg_stn_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1158 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2058 &lt;br /&gt;
| b_stg_stn_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1169 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2059 &lt;br /&gt;
| b_stg_stn_06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1180 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2060 &lt;br /&gt;
| b_stg_stn_07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1191 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2061 &lt;br /&gt;
| b_stg_wal_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The gravity is very weak, so try to go up by hovering. Get to high places with ease! &lt;br /&gt;
|-&lt;br /&gt;
| 2062 &lt;br /&gt;
| b_stg_wal_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic, this time I can&#039;t lose! &lt;br /&gt;
| Cosmic Wall Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2063 &lt;br /&gt;
| b_stg_wal_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Boy! This walker design is perfectly suited for space. &lt;br /&gt;
| Cosmic Wall Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2064 &lt;br /&gt;
| b_stg_wpb_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you find the cannon? Use it on the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 2065 &lt;br /&gt;
| b_stg_wpb_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s see if I can have some fun now! &lt;br /&gt;
| Weapons Bed Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2066 &lt;br /&gt;
| b_stg_wpb_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Those fools are no match for me! &lt;br /&gt;
| Weapons Bed Idle Quote 2/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2067 &lt;br /&gt;
| bos_eg1_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! You&#039;re just a kid! You couldn&#039;t beat me in a hundred years! Stupid little fox. &lt;br /&gt;
| vs Tails 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2068 &lt;br /&gt;
| bos_eg1_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
| vs Tails 1 Hurt 1&lt;br /&gt;
|-&lt;br /&gt;
| 2069 &lt;br /&gt;
| bos_eg1_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ouch! That&#039;s it! I&#039;m going to destroy you! &lt;br /&gt;
| vs Tails 1 Hurt 2&lt;br /&gt;
|-&lt;br /&gt;
| 2070 &lt;br /&gt;
| bos_eg1_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2071 &lt;br /&gt;
| bos_eg1_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You won&#039;t escape me this time! &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2072 &lt;br /&gt;
| bos_eg1_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! Now you&#039;ve made me mad. &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2073 &lt;br /&gt;
| bos_eg1_e06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Darn! I let my guard down... &lt;br /&gt;
| vs Tails 1 Defeated&lt;br /&gt;
|-&lt;br /&gt;
| 2074 &lt;br /&gt;
| bos_eg1_e07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! What&#039;s wrong? Ready to surrender? &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2075 &lt;br /&gt;
| bos_eg1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s Vulcan Cannon. Lock-on to defeat him! &lt;br /&gt;
|-&lt;br /&gt;
| 2076 &lt;br /&gt;
| bos_eg1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lock-on to Eggman when you get next to him or behind him. &lt;br /&gt;
|-&lt;br /&gt;
| 2077 &lt;br /&gt;
| bos_eg1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You will slowly recover your health by collecting rings. &lt;br /&gt;
|-&lt;br /&gt;
| 2078 &lt;br /&gt;
| bos_eg1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t just run around! Stay alert and keep shooting. &lt;br /&gt;
|-&lt;br /&gt;
| 2079 &lt;br /&gt;
| bos_eg2_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re no match for me, you weak little fox! &lt;br /&gt;
| Tails vs. Eggman 2 boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2080 &lt;br /&gt;
| bos_eg2_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ah! Don&#039;t think you&#039;ve won yet! &lt;br /&gt;
|-&lt;br /&gt;
| 2081 &lt;br /&gt;
| bos_eg2_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! Now you&#039;ve done it, Tails! &lt;br /&gt;
| Reduced to critical health (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2082 &lt;br /&gt;
| bos_eg2_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No! I can&#039;t lose to Tails...! &lt;br /&gt;
| Defeated (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2083 &lt;br /&gt;
| bos_eg2_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right! No more games, Tails! &lt;br /&gt;
| Preparing special attack (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2084 &lt;br /&gt;
| bos_eg2_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
|-&lt;br /&gt;
| 2085 &lt;br /&gt;
| bos_eg2_e06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Now, give me the emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2086 &lt;br /&gt;
| bos_eg2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! Take cover behind the wall or use lock-on to destroy it. &lt;br /&gt;
|-&lt;br /&gt;
| 2087 &lt;br /&gt;
| bos_eg2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s special attack! It&#039;s strong and inflicts lots of damage. Learn his moves, then dodge him! &lt;br /&gt;
|-&lt;br /&gt;
| 2088 &lt;br /&gt;
| bos_eg2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! Hide behind the wall to avoid damage. &lt;br /&gt;
|-&lt;br /&gt;
| 2089 &lt;br /&gt;
| bos_eg2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! When it gets close, use something to smash it. &lt;br /&gt;
|-&lt;br /&gt;
| 2090 &lt;br /&gt;
| bos_eg2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s special attack! It&#039;s very painful. Move quickly to avoid it! &lt;br /&gt;
|-&lt;br /&gt;
| 2091 &lt;br /&gt;
| bos_grb_bf_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Spider Troop Big Foot reporting to headquarters. Intruder has been located. &lt;br /&gt;
| City Escape Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2092 &lt;br /&gt;
| bos_grb_bf_e01_ot &lt;br /&gt;
| Radio &lt;br /&gt;
| Copy that. &lt;br /&gt;
| City Escape Boss 1 Responder&lt;br /&gt;
|-&lt;br /&gt;
| 2093 &lt;br /&gt;
| bos_grb_bf_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Spider Troop Big Foot. Big Foot to headquarters, over! We&#039;ve engaged the enemy and request backup! &lt;br /&gt;
| City Escape Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2094 &lt;br /&gt;
| bos_grb_bf_e03_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| What?! For just one hedgehog?! &lt;br /&gt;
| City Escape Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2095 &lt;br /&gt;
| bos_grb_bf_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aim for the cockpit! That&#039;s its weak point. &lt;br /&gt;
|-&lt;br /&gt;
| 2096 &lt;br /&gt;
| bos_grb_bf_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You won&#039;t be able to attack it while it&#039;s airborne. Wait until it lands, then attack the fighter&#039;s cockpit. &lt;br /&gt;
|-&lt;br /&gt;
| 2097 &lt;br /&gt;
| bos_grb_bf_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your rings wisely. Pick up one at a time as needed. &lt;br /&gt;
|-&lt;br /&gt;
| 2098 &lt;br /&gt;
| bos_grb_fd_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Flying Dog to headquarters. Intruder found entering Security Hall. Preparing to attack. &lt;br /&gt;
| Security Hall Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2099 &lt;br /&gt;
| bos_grb_fd_e01_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Flying Dog to headquarters. We&#039;re taking heavy damage! Close the Security Hall. &lt;br /&gt;
| Security Hall Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2100 &lt;br /&gt;
| bos_grb_fd_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| It&#039;s just not possible! This Flying Dog can&#039;t be destroyed...! &lt;br /&gt;
| Security Hall Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2101 &lt;br /&gt;
| bos_grb_fd_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This fighter never lands! Climb to the top and then use your glide attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2102 &lt;br /&gt;
| bos_grb_fd_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack when it stops! You can also attack it when it&#039;s charging up or firing a missile. &lt;br /&gt;
|-&lt;br /&gt;
| 2103 &lt;br /&gt;
| bos_grb_g0_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Scorpion Troop&#039;s Hot Shot. Enemy movement has been detected. En route to intercept and destroy. &lt;br /&gt;
| Iron Gate Shadow Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2104 &lt;br /&gt;
| bos_grb_g0_e01_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Scorpion Troop&#039;s Hot Shot. The enemy is stronger than expected. Request additional support! &lt;br /&gt;
| Iron Gate Shadow Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2105 &lt;br /&gt;
| bos_grb_g0_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| He is too strong! &lt;br /&gt;
| Iron Gate Shadow Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2106 &lt;br /&gt;
| bos_grb_g0_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try to attack using a wooden container while flying. &lt;br /&gt;
|-&lt;br /&gt;
| 2107 &lt;br /&gt;
| bos_kn_e00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hand over those Master Emeralds. Give them to me! &lt;br /&gt;
| Knuckles vs. Rouge boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2108 &lt;br /&gt;
| bos_kn_e01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oo &lt;br /&gt;
| Taking damage (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2109 &lt;br /&gt;
| bos_kn_e02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I have no choice but to fight now! &lt;br /&gt;
| Reduced to two units of health (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2110 &lt;br /&gt;
| bos_kn_e03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; You&#039;re no ordinary thief. &lt;br /&gt;
| Reduced to last unit of health (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2111 &lt;br /&gt;
| bos_kn_e04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I must... protect... the Master Emerald... &lt;br /&gt;
| Defeated (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2112 &lt;br /&gt;
| bos_kn_e05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Don&#039;t make me do this! &lt;br /&gt;
|-&lt;br /&gt;
| 2113 &lt;br /&gt;
| bos_kn_e06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now witness my powers! &lt;br /&gt;
| Preparing special attack (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2114 &lt;br /&gt;
| bos_kn_e07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2115 &lt;br /&gt;
| bos_kn_e08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Wha? &lt;br /&gt;
|-&lt;br /&gt;
| 2116 &lt;br /&gt;
| bos_kn_e09_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ow! &lt;br /&gt;
|-&lt;br /&gt;
| 2117 &lt;br /&gt;
| bos_kn_e10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hand &#039;em over now! &lt;br /&gt;
|-&lt;br /&gt;
| 2118 &lt;br /&gt;
| bos_kn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knock Knuckles off by hitting the pillar. When he&#039;s on the ground, attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2119 &lt;br /&gt;
| bos_kn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Knuckles&#039; special attack! Make sure you&#039;re in midair when he lands after throwing the Hammer Punch. &lt;br /&gt;
|-&lt;br /&gt;
| 2120 &lt;br /&gt;
| bos_kn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Knuckles&#039; special attack! Be sure to get out of the way when he uses his Thunder Arrow attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2121 &lt;br /&gt;
| bos_kn_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Memorize Knuckles&#039; patterns. When he stops, that&#039;s the time to attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2122 &lt;br /&gt;
| bos_lb1_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll show you the power of the real Ultimate Life Form! &lt;br /&gt;
|-&lt;br /&gt;
| 2123 &lt;br /&gt;
| bos_lb1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The surfaces are designed to absorb attacks. It&#039;s invincible! As long as he&#039;s equipped with that red life-support system, he&#039;s invincible! &lt;br /&gt;
|-&lt;br /&gt;
| 2124 &lt;br /&gt;
| bos_lb1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chain Homing Attack. Use his attack to ascend! &lt;br /&gt;
|-&lt;br /&gt;
| 2125 &lt;br /&gt;
| bos_lb1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You may be able to grind on that pipe coming out of his mouth. &lt;br /&gt;
|-&lt;br /&gt;
| 2126 &lt;br /&gt;
| bos_lb1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To avoid his energy attack, use the Somersault or jump. &lt;br /&gt;
|-&lt;br /&gt;
| 2127 &lt;br /&gt;
| bos_lb1_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to use the Jump Dash when approaching the pipe coming out of his mouth. &lt;br /&gt;
|-&lt;br /&gt;
| 2128 &lt;br /&gt;
| bos_lb1_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you see the egg-like attack? You might want to ascend! &lt;br /&gt;
|-&lt;br /&gt;
| 2129 &lt;br /&gt;
| bos_lb1_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack when you get blown upwards. Attack when you land. &lt;br /&gt;
|-&lt;br /&gt;
| 2130 &lt;br /&gt;
| bos_lb2_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| He&#039;s still very powerful. What kind of monster is this? How are you doing, Sonic? &lt;br /&gt;
| 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2131 &lt;br /&gt;
| bos_lb2_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Where does he get all that power? Is this the power of the Chaos Emeralds? Shadow, are you okay? &lt;br /&gt;
| 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2132 &lt;br /&gt;
| bos_lb2_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The red swelling may be a weak spot. Sonic, aim for it! &lt;br /&gt;
| 1 minute 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2133 &lt;br /&gt;
| bos_lb2_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, how&#039;s your ring energy? Before you&#039;re depleted, make sure to change places with me to collect more rings! &lt;br /&gt;
| 1 minute 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2134 &lt;br /&gt;
| bos_lb2_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Can you hear me? Sonic, Shadow? Everyone here is rooting for you. Good luck, and give him trouble! &lt;br /&gt;
| Two minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2135 &lt;br /&gt;
| bos_lb2_e04_rg_1 &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2134 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2136 &lt;br /&gt;
| bos_lb2_e05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Can you both hear me? The ARK is close to the Earth! Please hurry up! &lt;br /&gt;
| Two minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2137 &lt;br /&gt;
| bos_lb2_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I don&#039;t have enough energy to change into my super form! &lt;br /&gt;
| 2 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2138 &lt;br /&gt;
| bos_lb2_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, your power is getting weaker! Hey, are you okay? &lt;br /&gt;
| 2 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2139 &lt;br /&gt;
| bos_lb2_e08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, watch me! I will fulfill your wish! &lt;br /&gt;
| Three minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2140 &lt;br /&gt;
| bos_lb2_e09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, at this rate, your super form won&#039;t last! Get back to the colony! &lt;br /&gt;
| Three minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2141 &lt;br /&gt;
| bos_lb2_e10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic, we&#039;re in danger! The colony will enter the atmosphere in about 4 minutes! &lt;br /&gt;
| One minute into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2142 &lt;br /&gt;
| bos_lb2_e11_en &lt;br /&gt;
| Eggman &lt;br /&gt;
| Can both of you hear me? Atmosphere entry in about 4 minutes! Hurry! &lt;br /&gt;
| One minute into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2143 &lt;br /&gt;
| bos_lb2_e12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sonic... I can&#039;t keep this up... hurry! &lt;br /&gt;
| 3 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2144 &lt;br /&gt;
| bos_lb2_e13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow! Continuous use of your super form will cause you to disappear. Get back to the colony! &lt;br /&gt;
| 3 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2145 &lt;br /&gt;
| bos_lb2_e14_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sonic, I think I&#039;ve discovered what the Ultimate Life Form is. It might be you! &lt;br /&gt;
| Four minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2146 &lt;br /&gt;
| bos_lb2_e15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, I understand. You&#039;re unstoppable! Let&#039;s destroy this creature now! Everyone is waiting for us back on Earth! &lt;br /&gt;
| Four minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2147 &lt;br /&gt;
| bos_lb2_e16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic, watch out! The colony is entering the atmosphere! Get out of there!! &lt;br /&gt;
| 4 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2148 &lt;br /&gt;
| bos_lb2_e17_am &lt;br /&gt;
| Amy &lt;br /&gt;
| There&#039;s no way to stop it now! You&#039;re out of time! Get out of there!! &lt;br /&gt;
| 4 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2149 &lt;br /&gt;
| bos_lb2_e18_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re out of time! Get out of there! &lt;br /&gt;
| 10 seconds from failing FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2150 &lt;br /&gt;
| bos_lb2_e19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There&#039;s no time left! Get out! &lt;br /&gt;
| 10 seconds from failing FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2151 &lt;br /&gt;
| bos_lb2_e20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, switch places with me. You&#039;re out of rings! &lt;br /&gt;
| 15 rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2152 &lt;br /&gt;
| bos_lb2_e21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, you&#039;re almost out of rings! You&#039;ll lose your super form! &lt;br /&gt;
| 4 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2153 &lt;br /&gt;
| bos_lb2_e22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, what are you doing? You&#039;re almost out of rings. Switch places with me! &lt;br /&gt;
| 15 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2154 &lt;br /&gt;
| bos_lb2_e23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, you&#039;re out of rings! You will lose your super form! &lt;br /&gt;
| 4 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2155 &lt;br /&gt;
| bos_lb2_e24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, let me collect rings. Keep him busy for a while! &lt;br /&gt;
| Switching to Shadow for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2156 &lt;br /&gt;
| bos_lb2_e25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s up to you, Shadow. &lt;br /&gt;
| Manually switching to Shadow, plays if the player has previously switched to Shadow&lt;br /&gt;
|-&lt;br /&gt;
| 2157 &lt;br /&gt;
| bos_lb2_e26_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah, take that, you creep! Shadow, are you okay? &lt;br /&gt;
| Switching to Shadow after damaging FinalHazard, plays if the player previously switched to Shadow in any way&lt;br /&gt;
|-&lt;br /&gt;
| 2158 &lt;br /&gt;
| bos_lb2_e27_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll collect the rings. Now it&#039;s up to you, Sonic! &lt;br /&gt;
| Switching to Sonic for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2159 &lt;br /&gt;
| bos_lb2_e28_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s up to you, Sonic. &lt;br /&gt;
| Manually switching to Sonic, plays if the player has previously switched to Sonic&lt;br /&gt;
|-&lt;br /&gt;
| 2160 &lt;br /&gt;
| bos_lb2_e29_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| All right. This is working! Sonic, how are you doing? &lt;br /&gt;
| Switching to Sonic after damaging FinalHazard, plays if the player previously switched to Sonic in any way&lt;br /&gt;
|-&lt;br /&gt;
| 2161 &lt;br /&gt;
| bos_lb2_e30_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, you need rest. Let me give it a try! &lt;br /&gt;
| Super Sonic intro, player switches to Sonic for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2162 &lt;br /&gt;
| bos_lb2_e31_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We&#039;ve almost got him! &lt;br /&gt;
| Super Sonic intro, all subsequent instances&lt;br /&gt;
|-&lt;br /&gt;
| 2163 &lt;br /&gt;
| bos_lb2_e32_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, leave it to me. I&#039;ll destroy him! &lt;br /&gt;
| Super Shadow intro, player switches to Shadow for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2164 &lt;br /&gt;
| bos_lb2_e33_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here I come, you creep! &lt;br /&gt;
| Super Shadow intro, all subsequent instances&lt;br /&gt;
|-&lt;br /&gt;
| 2165 &lt;br /&gt;
| bos_lb2_h00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Can you hear me, Sonic? Shadow? He&#039;s very weak without his life-support system. Aim for the red swelling area to damage him. You&#039;re our last hope! &lt;br /&gt;
| FinalHazard starting hint&lt;br /&gt;
|-&lt;br /&gt;
| 2166 &lt;br /&gt;
| bos_lb2_h01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic, Shadow? Can you hear me? You need rings to stay supercharged. Before your rings are depleted, remember to change places with each other. &lt;br /&gt;
| FinalHazard starting hint (Second attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2167 &lt;br /&gt;
| bos_lb2_h02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| When you change places, make sure to fly in front of him to get to the other side. Good luck to both of you! &lt;br /&gt;
|-&lt;br /&gt;
| 2168 &lt;br /&gt;
| bos_lb2_h03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic, can you hear me? When you take a hit, you won&#039;t be able to move. When you don&#039;t have many rings left, make sure to change places with Shadow as soon as you can. &lt;br /&gt;
| FinalHazard starting hint (Third attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2169 &lt;br /&gt;
| bos_lb2_h04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hang in there, the both of you! &lt;br /&gt;
|-&lt;br /&gt;
| 2170 &lt;br /&gt;
| bos_lb2_h05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic, Shadow! You two are the only ones who can stop him now! &lt;br /&gt;
| FinalHazard start (Fourth+ attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2171 &lt;br /&gt;
| bos_lb2_h06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Give it your best shot! &lt;br /&gt;
|-&lt;br /&gt;
| 2172 &lt;br /&gt;
| bos_lb2_h07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic, Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 2173 &lt;br /&gt;
| bos_lb2_h08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can do it! &lt;br /&gt;
|-&lt;br /&gt;
| 2174 &lt;br /&gt;
| bos_lb2_h09_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Please! &lt;br /&gt;
|-&lt;br /&gt;
| 2175 &lt;br /&gt;
| bos_oba_e00_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Receding into the ground&lt;br /&gt;
|-&lt;br /&gt;
| 2176 &lt;br /&gt;
| bos_oba_e01_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Throwing a fireball&lt;br /&gt;
|-&lt;br /&gt;
| 2177 &lt;br /&gt;
| bos_oba_e02_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2178 &lt;br /&gt;
| bos_oba_e03_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Emerging from the ground&lt;br /&gt;
|-&lt;br /&gt;
| 2179 &lt;br /&gt;
| bos_oba_e04_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Giving chase&lt;br /&gt;
|-&lt;br /&gt;
| 2180 &lt;br /&gt;
| bos_oba_e05_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Forced out of the shadow&lt;br /&gt;
|-&lt;br /&gt;
| 2181 &lt;br /&gt;
| bos_oba_e06_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 2182 &lt;br /&gt;
| bos_oba_e07_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Defeated&lt;br /&gt;
|-&lt;br /&gt;
| 2183 &lt;br /&gt;
| bos_oba_e08_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Turning around&lt;br /&gt;
|-&lt;br /&gt;
| 2184 &lt;br /&gt;
| bos_oba_e09_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar, cackle&#039;&#039; &lt;br /&gt;
| Turning around&lt;br /&gt;
|-&lt;br /&gt;
| 2185 &lt;br /&gt;
| bos_oba_e10_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Turning around when hourglass is flipped&lt;br /&gt;
|-&lt;br /&gt;
| 2186 &lt;br /&gt;
| bos_oba_e11_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Giving chase after touch damage is dealt to Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 2187 &lt;br /&gt;
| bos_oba_e12_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;cackle&#039;&#039; &lt;br /&gt;
| Touch damage is dealt to Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 2188 &lt;br /&gt;
| bos_oba_e13_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;inhale&#039;&#039; &lt;br /&gt;
| Preparing flame breath&lt;br /&gt;
|-&lt;br /&gt;
| 2189 &lt;br /&gt;
| bos_oba_e14_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| BWAAAAA &lt;br /&gt;
| Flame breath&lt;br /&gt;
|-&lt;br /&gt;
| 2190 &lt;br /&gt;
| bos_oba_e15_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Intro roar&lt;br /&gt;
|-&lt;br /&gt;
| 2191 &lt;br /&gt;
| bos_oba_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The ghosts hate the sunlight! There must be a way to get some sunlight in here.&lt;br /&gt;
|-&lt;br /&gt;
| 2192 &lt;br /&gt;
| bos_oba_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look! It&#039;s an hourglass. You&#039;ve got to use the hourglass that the baby ghost is holding. &lt;br /&gt;
|-&lt;br /&gt;
| 2193 &lt;br /&gt;
| bos_oba_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The ghost has become a shadow! Try digging to pull him out. Keep trying! &lt;br /&gt;
|-&lt;br /&gt;
| 2194 &lt;br /&gt;
| bos_rg_e00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Very well. If that&#039;s how you want to play, I will take it from you!&lt;br /&gt;
| Rouge boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2195 &lt;br /&gt;
| bos_rg_e01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ack!&lt;br /&gt;
| Taking damage (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2196 &lt;br /&gt;
| bos_rg_e02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Now you&#039;ve made me mad! &lt;br /&gt;
| Reduced to two units of health (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2197 &lt;br /&gt;
| bos_rg_e03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; Now I mean business!&lt;br /&gt;
| Reduced to last unit of health (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2198 &lt;br /&gt;
| bos_rg_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This can&#039;t be true... I never lose...&lt;br /&gt;
| Defeated (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2199 &lt;br /&gt;
| bos_rg_e05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! Just watch me! &lt;br /&gt;
|-&lt;br /&gt;
| 2200 &lt;br /&gt;
| bos_rg_e06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! Get ready!&lt;br /&gt;
| Preparing Black Wave (Vs. Rouge 2) &lt;br /&gt;
|-&lt;br /&gt;
| 2201 &lt;br /&gt;
| bos_rg_e07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2202 &lt;br /&gt;
| bos_rg_e08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| WAH&lt;br /&gt;
| Launched upward by magma generator (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2203 &lt;br /&gt;
| bos_rg_e09_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2204 &lt;br /&gt;
| bos_rg_e10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now it&#039;s my turn to take what&#039;s mine! &lt;br /&gt;
|-&lt;br /&gt;
| 2205 &lt;br /&gt;
| bos_rg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try knocking Rouge off the pillar. Once she&#039;s on the ground, attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2206 &lt;br /&gt;
| bos_rg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Rouge&#039;s special attack! Be ready to be in midair when she does her Hip Drop attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2207 &lt;br /&gt;
| bos_rg_h01_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2206 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2208 &lt;br /&gt;
| bos_rg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Rouge&#039;s special attack! Be sure to get out of the way when she does her Black Wing attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2209 &lt;br /&gt;
| bos_rg_h02_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2208 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2210 &lt;br /&gt;
| bos_rg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Memorize Rouge&#039;s attack patterns. When she stops, that&#039;s the time to attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2211 &lt;br /&gt;
| bos_rg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your rings wisely. Pick up one ring at a time or else! &lt;br /&gt;
|-&lt;br /&gt;
| 2212 &lt;br /&gt;
| bos_sd1_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to play games. You won&#039;t even get the chance!&lt;br /&gt;
| Vs. Shadow 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2213 &lt;br /&gt;
| bos_sd1_e01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What?&lt;br /&gt;
| Shadow taking damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2214 &lt;br /&gt;
| bos_sd1_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I&#039;m the coolest!&lt;br /&gt;
| Shadow taking damage (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2215 &lt;br /&gt;
| bos_sd1_e03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oh. I see. So you&#039;re not just a hedgehog.&lt;br /&gt;
| Shadow taking critical damage (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2216 &lt;br /&gt;
| bos_sd1_e04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Time to put this to rest!&lt;br /&gt;
| Preparing Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
| 2217 &lt;br /&gt;
| bos_sd1_e05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s no good! &lt;br /&gt;
|-&lt;br /&gt;
| 2218 &lt;br /&gt;
| bos_sd1_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Darn... not bad for an imposter...&lt;br /&gt;
| Defeated (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2219 &lt;br /&gt;
| bos_sd1_e07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Not even close! &lt;br /&gt;
|-&lt;br /&gt;
| 2220 &lt;br /&gt;
| bos_sd1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump to avoid Shadow&#039;s spin attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2221 &lt;br /&gt;
| bos_sd1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack him from the front. Try maneuvering and attack from the rear. &lt;br /&gt;
|-&lt;br /&gt;
| 2222 &lt;br /&gt;
| bos_sd1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When Shadow stops, that&#039;s your chance to attack him! &lt;br /&gt;
|-&lt;br /&gt;
| 2223 &lt;br /&gt;
| bos_sd1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You won&#039;t be able to just attack him. Try something to lower his defenses! &lt;br /&gt;
|-&lt;br /&gt;
| 2224 &lt;br /&gt;
| bos_sd2_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Before this is over, I&#039;ll show you the true power of Chaos Control!&lt;br /&gt;
| Vs. Shadow 2 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2225 &lt;br /&gt;
| bos_sd2_e01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Hm, that hurt. &lt;br /&gt;
| Shadow taking major damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2226 &lt;br /&gt;
| bos_sd2_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; You&#039;re better than I thought.&lt;br /&gt;
| Shadow taking critical damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2227 &lt;br /&gt;
| bos_sd2_e03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Impossible... I am the Ultimate Life...&lt;br /&gt;
| Defeated (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2228 &lt;br /&gt;
| bos_sd2_e04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Is that all you got? &lt;br /&gt;
|-&lt;br /&gt;
| 2229 &lt;br /&gt;
| bos_sd2_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ah, my emerald! Give it back! &lt;br /&gt;
|-&lt;br /&gt;
| 2230 &lt;br /&gt;
| bos_sd2_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| This is the ultimate power!&lt;br /&gt;
| Activating Chaos Control (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2231 &lt;br /&gt;
| bos_sd2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When he tries to use Chaos Control, then attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2232 &lt;br /&gt;
| bos_sd2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be aware of your surroundings while trying to avoid him. &lt;br /&gt;
|-&lt;br /&gt;
| 2233 &lt;br /&gt;
| bos_sd2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Shadow&#039;s special attack! Use the Somersault to avoid the Chaos Spear. &lt;br /&gt;
|-&lt;br /&gt;
| 2234 &lt;br /&gt;
| bos_sd2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack Shadow when he reappears using Chaos Control. &lt;br /&gt;
|-&lt;br /&gt;
| 2235 &lt;br /&gt;
| bos_sd2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Repeatedly attack Shadow to drop his defenses, then attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2236 &lt;br /&gt;
| bos_sn1_e00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You can&#039;t get away this time! There&#039;s only one real Sonic! &lt;br /&gt;
| vs Sonic 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2237 &lt;br /&gt;
| bos_sn1_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oo&lt;br /&gt;
| Sonic taking damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2238 &lt;br /&gt;
| bos_sn1_e02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Bring it on! &lt;br /&gt;
| Hurt 1 (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2239 &lt;br /&gt;
| bos_sn1_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;groan&#039;&#039; Who are you? &lt;br /&gt;
| Hurt 2 (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2240 &lt;br /&gt;
| bos_sn1_e04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let me see your true power! &lt;br /&gt;
|-&lt;br /&gt;
| 2241 &lt;br /&gt;
| bos_sn1_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s no use! &lt;br /&gt;
|-&lt;br /&gt;
| 2242 &lt;br /&gt;
| bos_sn1_e06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;groan&#039;&#039; That hurt... &lt;br /&gt;
| Defeated (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2243 &lt;br /&gt;
| bos_sn1_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh. Is that all you got? &lt;br /&gt;
|-&lt;br /&gt;
| 2244 &lt;br /&gt;
| bos_sn1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump to avoid Sonic&#039;s spin attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2245 &lt;br /&gt;
| bos_sn1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack Sonic from the front. Try attacking him from behind! &lt;br /&gt;
|-&lt;br /&gt;
| 2246 &lt;br /&gt;
| bos_sn1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When Sonic stops, that&#039;s your chance to attack him! &lt;br /&gt;
|-&lt;br /&gt;
| 2247 &lt;br /&gt;
| bos_sn2_e00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| All right, Shadow. Time for me to finish this!&lt;br /&gt;
| Vs. Sonic 2 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2248 &lt;br /&gt;
| bos_sn2_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Well done, faker.&lt;br /&gt;
| Sonic taking major damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2249 &lt;br /&gt;
| bos_sn2_e02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ugh! No time to waste... take this!&lt;br /&gt;
| Sonic taking critical damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2250 &lt;br /&gt;
| bos_sn2_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m not done with you yet!&lt;br /&gt;
| Activating Sonic Wind (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2251 &lt;br /&gt;
| bos_sn2_e04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh! Too bad! &lt;br /&gt;
|-&lt;br /&gt;
| 2252 &lt;br /&gt;
| bos_sn2_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot... I failed...&lt;br /&gt;
| Defeated (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2253 &lt;br /&gt;
| bos_sn2_e06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up? Ready to surrender? &lt;br /&gt;
|-&lt;br /&gt;
| 2254 &lt;br /&gt;
| bos_sn2_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll use your technique!&lt;br /&gt;
| Preparing Chaos Control (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2255 &lt;br /&gt;
| bos_sn2_e08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control!&lt;br /&gt;
| Activating Chaos Control (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2256 &lt;br /&gt;
| bos_sn2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Sonic&#039;s special attack! To avoid the Sonic Wind, use the Somersault. &lt;br /&gt;
|-&lt;br /&gt;
| 2257 &lt;br /&gt;
| bos_sn2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful of the traps that are around here! &lt;br /&gt;
|-&lt;br /&gt;
| 2258 &lt;br /&gt;
| bos_sn2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack Sonic when he is trapped and weakened. &lt;br /&gt;
|-&lt;br /&gt;
| 2259 &lt;br /&gt;
| bos_tl1_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman! You won&#039;t get away with this! &lt;br /&gt;
| Vs. Tails 1 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2260 &lt;br /&gt;
| bos_tl1_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow. &lt;br /&gt;
|-&lt;br /&gt;
| 2261 &lt;br /&gt;
| bos_tl1_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Owie! Darn it, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 2262 &lt;br /&gt;
| bos_tl1_e03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| YA &lt;br /&gt;
|-&lt;br /&gt;
| 2263 &lt;br /&gt;
| bos_tl1_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Vulcan Cannon, fire! &lt;br /&gt;
|-&lt;br /&gt;
| 2264 &lt;br /&gt;
| bos_tl1_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! I&#039;m mad now! &lt;br /&gt;
|-&lt;br /&gt;
| 2265 &lt;br /&gt;
| bos_tl1_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Shoot! I was so close... &lt;br /&gt;
| Defeated (Tails vs. Eggman 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2266 &lt;br /&gt;
| bos_tl1_e07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Take that, Eggman! You ready to give up! &lt;br /&gt;
|-&lt;br /&gt;
| 2267 &lt;br /&gt;
| bos_tl1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Tails&#039; Vulcan Cannon. Use lock-on to defeat him! &lt;br /&gt;
|-&lt;br /&gt;
| 2268 &lt;br /&gt;
| bos_tl1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get ready to lock-on when Tails comes close or when you&#039;re behind him. &lt;br /&gt;
|-&lt;br /&gt;
| 2269 &lt;br /&gt;
| bos_tl1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collecting the rings will help you slowly recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 2270 &lt;br /&gt;
| bos_tl2_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What have you done to Sonic? I&#039;ll never forgive you for this! &lt;br /&gt;
| Tails vs. Eggman 2 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2271 &lt;br /&gt;
| bos_tl2_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! Now I&#039;m serious! &lt;br /&gt;
|-&lt;br /&gt;
| 2272 &lt;br /&gt;
| bos_tl2_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oo! There&#039;s no way I&#039;m going to lose! &lt;br /&gt;
|-&lt;br /&gt;
| 2273 &lt;br /&gt;
| bos_tl2_e03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Forgive me, Sonic... &lt;br /&gt;
| Defeated (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2274 &lt;br /&gt;
| bos_tl2_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll show you how powerful my Cyclone is! &lt;br /&gt;
| Preparing special attack (Tails vs. Eggman 2)/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2275 &lt;br /&gt;
| bos_tl2_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire! &lt;br /&gt;
|-&lt;br /&gt;
| 2276 &lt;br /&gt;
| bos_tl2_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not over yet, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 2277 &lt;br /&gt;
| bos_tl2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails&#039; homing missile. It scatters when it explodes! Try attacking it from afar. &lt;br /&gt;
|-&lt;br /&gt;
| 2278 &lt;br /&gt;
| bos_tl2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails&#039; special attack is very strong, so be very careful! Memorize his patterns to avoid him. &lt;br /&gt;
|-&lt;br /&gt;
| 2279 &lt;br /&gt;
| bos_tl2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Tails&#039; homing missile! It scatters when it explodes, so stay as far away as possible. &lt;br /&gt;
|-&lt;br /&gt;
| 2280 &lt;br /&gt;
| bos_tl2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To avoid the missile, hide behind the wall! &lt;br /&gt;
|-&lt;br /&gt;
| 2281 &lt;br /&gt;
| bos_tl2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch how he moves and when he stops, then attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2282 &lt;br /&gt;
| c_act_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You guys are funny-looking! &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2283 &lt;br /&gt;
| c_act_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Aw, how cute. &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2284 &lt;br /&gt;
| c_act_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This isn&#039;t too bad. &lt;br /&gt;
| 2P Alternate Intro/Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2285 &lt;br /&gt;
| c_act_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hah. &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2286 &lt;br /&gt;
| c_act_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey kids, what&#039;s up? &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2287 &lt;br /&gt;
| c_act_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, everyone! &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2288 &lt;br /&gt;
| c_cmn_msg_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s a nice day. &lt;br /&gt;
|-&lt;br /&gt;
| 2289 &lt;br /&gt;
| c_cmn_msg_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are so cute! &lt;br /&gt;
|-&lt;br /&gt;
| 2290 &lt;br /&gt;
| c_cmn_msg_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, that hurt. &lt;br /&gt;
|-&lt;br /&gt;
| 2291 &lt;br /&gt;
| c_cmn_msg_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s not easy to give you a hint! &lt;br /&gt;
|-&lt;br /&gt;
| 2292 &lt;br /&gt;
| c_cmn_msg_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t play a TV-Game over 1 hour! &lt;br /&gt;
|-&lt;br /&gt;
| 2293 &lt;br /&gt;
| c_cmn_msg_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know the doctor&#039;s mustache is fake? &lt;br /&gt;
|-&lt;br /&gt;
| 2294 &lt;br /&gt;
| c_cmn_msg_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to wind a spring. &lt;br /&gt;
|-&lt;br /&gt;
| 2295 &lt;br /&gt;
| c_cmn_msg_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I wonder how Big is doing... &lt;br /&gt;
|-&lt;br /&gt;
| 2296 &lt;br /&gt;
| c_cmn_msg_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Made in the USA for our fans! &lt;br /&gt;
|-&lt;br /&gt;
| 2297 &lt;br /&gt;
| c_cmn_msg_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| My allowance is all gone! &lt;br /&gt;
|-&lt;br /&gt;
| 2298 &lt;br /&gt;
| c_cmn_msg_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I have a stomachache... &lt;br /&gt;
|-&lt;br /&gt;
| 2299 &lt;br /&gt;
| c_cmn_msg_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t make fun of me! &lt;br /&gt;
|-&lt;br /&gt;
| 2300 &lt;br /&gt;
| c_cmn_msg_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao, Chao, Cha! &lt;br /&gt;
|-&lt;br /&gt;
| 2301 &lt;br /&gt;
| c_cmn_msg_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to go outside. &lt;br /&gt;
|-&lt;br /&gt;
| 2302 &lt;br /&gt;
| c_cmn_msg_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;yawn&#039;&#039; I&#039;m tired. &lt;br /&gt;
|-&lt;br /&gt;
| 2303 &lt;br /&gt;
| c_cmn_msg_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I lost my contact lenses. &lt;br /&gt;
|-&lt;br /&gt;
| 2304 &lt;br /&gt;
| c_cmn_msg_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m late again. &lt;br /&gt;
|-&lt;br /&gt;
| 2305 &lt;br /&gt;
| c_cmn_msg_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Am I annoying you? &lt;br /&gt;
|-&lt;br /&gt;
| 2306 &lt;br /&gt;
| c_cmn_msg_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Omochao knows everything. &lt;br /&gt;
|-&lt;br /&gt;
| 2307 &lt;br /&gt;
| c_cmn_msg_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Omochao wants to be Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2308 &lt;br /&gt;
| c_cmn_msg_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m resting now. &lt;br /&gt;
|-&lt;br /&gt;
| 2309 &lt;br /&gt;
| c_msg_le_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao. &lt;br /&gt;
|-&lt;br /&gt;
| 2310 &lt;br /&gt;
| c_msg_le_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2311 &lt;br /&gt;
| c_msg_le_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are adorable creatures. Everyone loves them! Raise your own Chao here. &lt;br /&gt;
|-&lt;br /&gt;
| 2312 &lt;br /&gt;
| c_msg_le_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To enter the Chao Garden, you have to find the Chao Key first. Come back when you find it! &lt;br /&gt;
|-&lt;br /&gt;
| 2313 &lt;br /&gt;
| c_msg_le_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll give you the Chao Garden tour. Listen carefully! &lt;br /&gt;
|-&lt;br /&gt;
| 2314 &lt;br /&gt;
| c_msg_le_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ready for the Chao Garden tour? &lt;br /&gt;
|-&lt;br /&gt;
| 2315 &lt;br /&gt;
| c_msg_le_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m ready to start the Chao Garden tour! &lt;br /&gt;
|-&lt;br /&gt;
| 2316 &lt;br /&gt;
| c_msg_le_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sure you don&#039;t want to learn about the garden? &lt;br /&gt;
|-&lt;br /&gt;
| 2317 &lt;br /&gt;
| c_msg_le_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Okay! &lt;br /&gt;
|-&lt;br /&gt;
| 2318 &lt;br /&gt;
| c_msg_le_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a Chao Egg. It will hatch over time, but it is wise to care for it until it hatches. &lt;br /&gt;
|-&lt;br /&gt;
| 2319 &lt;br /&gt;
| c_msg_le_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How you take care of your Chao will affect its personality. &lt;br /&gt;
|-&lt;br /&gt;
| 2320 &lt;br /&gt;
| c_msg_le_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What? You need advice on how to raise your newborn Chao? &lt;br /&gt;
|-&lt;br /&gt;
| 2321 &lt;br /&gt;
| c_msg_le_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I guess I can tell you about it. &lt;br /&gt;
|-&lt;br /&gt;
| 2322 &lt;br /&gt;
| c_msg_le_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Baby Chao love to eat nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2323 &lt;br /&gt;
| c_msg_le_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is their favorite snack! Feeding Chao these will make them strong and healthy. &lt;br /&gt;
|-&lt;br /&gt;
| 2324 &lt;br /&gt;
| c_msg_le_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Nuts grow on trees. If you shake the trees, they will fall off! &lt;br /&gt;
|-&lt;br /&gt;
| 2325 &lt;br /&gt;
| c_msg_le_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are many kinds of nuts. Find out which is best for your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2326 &lt;br /&gt;
| c_msg_le_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s the next thing you need to know. &lt;br /&gt;
|-&lt;br /&gt;
| 2327 &lt;br /&gt;
| c_msg_le_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine lets you to take your Chao out for a walk, using your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 2328 &lt;br /&gt;
| c_msg_le_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| More about that later. &lt;br /&gt;
|-&lt;br /&gt;
| 2329 &lt;br /&gt;
| c_msg_le_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This way to the Chao Stadium! This is where the Chao Races are held. We love to race! &lt;br /&gt;
|-&lt;br /&gt;
| 2330 &lt;br /&gt;
| c_msg_le_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao gets prizes for races they win. &lt;br /&gt;
|-&lt;br /&gt;
| 2331 &lt;br /&gt;
| c_msg_le_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| These are the small animals. &lt;br /&gt;
|-&lt;br /&gt;
| 2332 &lt;br /&gt;
| c_msg_le_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| And this is the Chaos Drive. &lt;br /&gt;
|-&lt;br /&gt;
| 2333 &lt;br /&gt;
| c_msg_le_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hand over either one to Chao and watch it change. Try using combinations. &lt;br /&gt;
|-&lt;br /&gt;
| 2334 &lt;br /&gt;
| c_msg_le_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the end of the Chao Garden tutorial. &lt;br /&gt;
|-&lt;br /&gt;
| 2335 &lt;br /&gt;
| c_msg_le_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you want to go through the tour one more time? &lt;br /&gt;
|-&lt;br /&gt;
| 2336 &lt;br /&gt;
| c_msg_le_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t forget that you can use the Hint Boxes to get information. &lt;br /&gt;
|-&lt;br /&gt;
| 2337 &lt;br /&gt;
| c_msg_le_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be good to your Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2338 &lt;br /&gt;
| c_msg_le_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aren&#039;t Chao cute? You can visit the Chao Garden anytime. &lt;br /&gt;
|-&lt;br /&gt;
| 2339 &lt;br /&gt;
| c_msg_le_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
|-&lt;br /&gt;
| 2340 &lt;br /&gt;
| c_msg_le_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Listen to me carefully. &lt;br /&gt;
|-&lt;br /&gt;
| 2341 &lt;br /&gt;
| c_msg_le_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s how to get the nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2342 &lt;br /&gt;
| c_msg_le_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find a tree, press B button to grab it, then use the analogue thumbpad to shake it! &lt;br /&gt;
|-&lt;br /&gt;
| 2343 &lt;br /&gt;
| c_msg_le_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep shaking it until the nuts fall! &lt;br /&gt;
|-&lt;br /&gt;
| 2344 &lt;br /&gt;
| c_msg_le_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s how to use the Chao Transporter. &lt;br /&gt;
|-&lt;br /&gt;
| 2345 &lt;br /&gt;
| c_msg_le_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grab your Chao and step on the red button. Doing this will let you to take your Chao for a walk using your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 2346 &lt;br /&gt;
| c_msg_le_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To remove Chao from the memory card, just stand on the red button. That&#039;s all you have to do! &lt;br /&gt;
|-&lt;br /&gt;
| 2347 &lt;br /&gt;
| c_msg_le_38_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now, let me tell you how to care for your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2348 &lt;br /&gt;
| c_msg_le_39_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao love to be held and petted all the time. &lt;br /&gt;
|-&lt;br /&gt;
| 2349 &lt;br /&gt;
| c_msg_le_40_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to select &amp;quot;Pet&amp;quot;, then press B button for action. &lt;br /&gt;
|-&lt;br /&gt;
| 2350 &lt;br /&gt;
| c_msg_le_41_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To hold your Chao, pick them up with B button and hold it down. They love to be snuggled! &lt;br /&gt;
|-&lt;br /&gt;
| 2351 &lt;br /&gt;
| c_msg_le_42_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a tree seed. Plant it in the garden and watch it grow to bear nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2352 &lt;br /&gt;
| c_msg_le_43_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The trees only live for a while, so collect as many seeds as you can. &lt;br /&gt;
|-&lt;br /&gt;
| 2353 &lt;br /&gt;
| c_msg_le_44_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao hate crowded gardens. Try to limit 8 Chao to a garden. Some Chao may move to another garden on their own if it gets too crowded. &lt;br /&gt;
|-&lt;br /&gt;
| 2354 &lt;br /&gt;
| c_msg_le_44_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2353 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2355 &lt;br /&gt;
| c_msg_le_45_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If flowers start to bloom around Chao, that means it&#039;s the mating season. &lt;br /&gt;
|-&lt;br /&gt;
| 2356 &lt;br /&gt;
| c_msg_le_46_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When they mate, they may lay new eggs for you to raise. &lt;br /&gt;
|-&lt;br /&gt;
| 2357 &lt;br /&gt;
| c_msg_le_47_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look, look! Flowers are blooming around that Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2358 &lt;br /&gt;
| c_msg_le_48_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch Chao closely and you may see them lay eggs. &lt;br /&gt;
|-&lt;br /&gt;
| 2359 &lt;br /&gt;
| c_msg_le_49_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Congratulations! Your Chao has become a Hero Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2360 &lt;br /&gt;
| c_msg_le_50_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you have access to the Hero Garden. Use the lobby to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 2361 &lt;br /&gt;
| c_msg_le_51_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Congratulations! Your Chao has become a Dark Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2362 &lt;br /&gt;
| c_msg_le_52_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You now have access to the Dark Garden. Use the lobby to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 2363 &lt;br /&gt;
| c_msg_le_53_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the D-Pad to change the camera angle. This will let you watch your Chao from all angles! &lt;br /&gt;
|-&lt;br /&gt;
| 2364 &lt;br /&gt;
| c_msg_le_54_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Kindergarten is fun! Take your favorite Chao there. &lt;br /&gt;
|-&lt;br /&gt;
| 2365 &lt;br /&gt;
| c_msg_le_55_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Feeding your Chao nuts increases their energy to win races. &lt;br /&gt;
|-&lt;br /&gt;
| 2366 &lt;br /&gt;
| c_msg_le_56_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao will transform depending on what animals and Chaos Drives you feed them. Try different combos. &lt;br /&gt;
|-&lt;br /&gt;
| 2367 &lt;br /&gt;
| c_msg_le_57_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| During the race, encourage your Chao based on how much stamina they have. Also, remember that encouragement works best if your Chao is specially bred for each type of race. &lt;br /&gt;
|-&lt;br /&gt;
| 2368 &lt;br /&gt;
| c_msg_le_58_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao is hungry! Feed your Chao some seeds. &lt;br /&gt;
|-&lt;br /&gt;
| 2369 &lt;br /&gt;
| c_msg_le_59_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There aren&#039;t many trees in this garden. Make sure you collect seeds on your walks. &lt;br /&gt;
|-&lt;br /&gt;
| 2370 &lt;br /&gt;
| c_msg_le_60_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao may learn something if you encounter an adventure on your walk. &lt;br /&gt;
|-&lt;br /&gt;
| 2371 &lt;br /&gt;
| c_msg_le_61_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you neglect your Chao, it will become very lonely and might eventually run away! &lt;br /&gt;
|-&lt;br /&gt;
| 2372 &lt;br /&gt;
| c_msg_le_62_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a letter from your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2373 &lt;br /&gt;
| c_msg_le_63_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao is very lonely! &lt;br /&gt;
|-&lt;br /&gt;
| 2374 &lt;br /&gt;
| c_msg_le_64_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2375 &lt;br /&gt;
| c_msg_le_65_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can find either one in the Action Stage. &lt;br /&gt;
|-&lt;br /&gt;
| 2376 &lt;br /&gt;
| c_msg_le_66_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| They may be hiding in various spots. Try to find them! &lt;br /&gt;
|-&lt;br /&gt;
| 2377 &lt;br /&gt;
| c_msg_le_67_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao will plant the seeds. If you find them, give them to your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2378 &lt;br /&gt;
| c_msg_le_68_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let&#039;s go to the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2379 &lt;br /&gt;
| c_msg_le_69_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Uh oh! Your Chao has become a Dark Chao. I don&#039;t know what to do! &lt;br /&gt;
|-&lt;br /&gt;
| 2380 &lt;br /&gt;
| c_msg_le_70_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you can access the Dark Garden using the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2381 &lt;br /&gt;
| c_msg_le_71_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s scary, but you have to check the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2382 &lt;br /&gt;
| c_msg_le_72_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A new gate has opened. &lt;br /&gt;
|-&lt;br /&gt;
| 2383 &lt;br /&gt;
| c_msg_le_73_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you have any questions? &lt;br /&gt;
|-&lt;br /&gt;
| 2384 &lt;br /&gt;
| c_msg_le_74_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you have any other questions? &lt;br /&gt;
|-&lt;br /&gt;
| 2385 &lt;br /&gt;
| c_msg_le_75_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What do you need? &lt;br /&gt;
|-&lt;br /&gt;
| 2386 &lt;br /&gt;
| c_msg_le_76_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you understand that? &lt;br /&gt;
|-&lt;br /&gt;
| 2387 &lt;br /&gt;
| c_msg_le_77_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you know about Chao? &lt;br /&gt;
|-&lt;br /&gt;
| 2388 &lt;br /&gt;
| c_msg_le_78_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are adorable creatures. Everyone in the world loves them! &lt;br /&gt;
|-&lt;br /&gt;
| 2389 &lt;br /&gt;
| c_msg_le_79_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao live in the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2390 &lt;br /&gt;
| c_msg_le_80_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can raise your own Chao in the Chao Garden. They are so cute! &lt;br /&gt;
|-&lt;br /&gt;
| 2391 &lt;br /&gt;
| c_msg_le_81_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of things in the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2392 &lt;br /&gt;
| c_stg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to Chao World! &lt;br /&gt;
|-&lt;br /&gt;
| 2393 &lt;br /&gt;
| c_stg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get to the Chao Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2394 &lt;br /&gt;
| c_stg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Chao World exit. &lt;br /&gt;
|-&lt;br /&gt;
| 2395 &lt;br /&gt;
| c_stg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Hero Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2396 &lt;br /&gt;
| c_stg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Dark Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2397 &lt;br /&gt;
| c_stg_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Chao Kindergarten from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2398 &lt;br /&gt;
| c_stg_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are Chao from all over the world here in the Kindergarten. &lt;br /&gt;
|-&lt;br /&gt;
| 2399 &lt;br /&gt;
| c_stg_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you go to the Teacher&#039;s Room, you can get advice on how to raise your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2400 &lt;br /&gt;
| c_stg_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the health of Chao checked at the Doctor&#039;s Office. &lt;br /&gt;
|-&lt;br /&gt;
| 2401 &lt;br /&gt;
| c_stg_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can download a new scenario of Chao Adventure from the library. &lt;br /&gt;
|-&lt;br /&gt;
| 2402 &lt;br /&gt;
| c_stg_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is also the Black Market where you can download a lot of surprises. &lt;br /&gt;
|-&lt;br /&gt;
| 2403 &lt;br /&gt;
| c_stg_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Visit the parks and classrooms where you might meet some new friends from around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2404 &lt;br /&gt;
| c_stg_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To visit the Chao Kindergarten, you have to go online. Make sure to ask your parents first! The Chao Kindergarten is so much fun! &lt;br /&gt;
|-&lt;br /&gt;
| 2405 &lt;br /&gt;
| c_stg_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Kindergarten is so much fun! Omochao wants to go to the Chao Kindergarten! &lt;br /&gt;
|-&lt;br /&gt;
| 2406 &lt;br /&gt;
| c_stg_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to the Chao Kindergarten. &lt;br /&gt;
|-&lt;br /&gt;
| 2407 &lt;br /&gt;
| c_stg_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You forgot your Chao! Kindergarten for Chao only, please! &lt;br /&gt;
|-&lt;br /&gt;
| 2408 &lt;br /&gt;
| c_stg_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bring your Chao here. It&#039;s a lot of fun! &lt;br /&gt;
|-&lt;br /&gt;
| 2409 &lt;br /&gt;
| c_stg_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A message for the Chao Kindergarten: check the bulletin board! &lt;br /&gt;
|-&lt;br /&gt;
| 2410 &lt;br /&gt;
| c_stg_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Visit the parks and classrooms to meet new friends from around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2411 &lt;br /&gt;
| sum_00_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before City Escape&lt;br /&gt;
|-&lt;br /&gt;
| 2412 &lt;br /&gt;
| sum_00_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Some military troops suddenly showed up saying they were looking for me. Looks like they might be taking me for a ride somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 2413 &lt;br /&gt;
| sum_00_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, what&#039;s this? Handcuffs? Wait a minute, what are you talking about? I&#039;m not a deserter from any military facility! &lt;br /&gt;
|-&lt;br /&gt;
| 2414 &lt;br /&gt;
| sum_00_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I thought it may be some kind of joke, but this isn&#039;t funny! &lt;br /&gt;
|-&lt;br /&gt;
| 2415 &lt;br /&gt;
| sum_00_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ve got to get out of here! &lt;br /&gt;
|-&lt;br /&gt;
| 2416 &lt;br /&gt;
| sum_01_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Big Foot&lt;br /&gt;
|-&lt;br /&gt;
| 2417 &lt;br /&gt;
| sum_01_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What a persistent bunch of hardheads. Just who are they really after, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 2418 &lt;br /&gt;
| sum_01_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not only are they chasing me day and night, but now they brought in this huge robot to capture me. &lt;br /&gt;
|-&lt;br /&gt;
| 2419 &lt;br /&gt;
| sum_01_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I guess they&#039;re really determined to get me this time. &lt;br /&gt;
|-&lt;br /&gt;
| 2420 &lt;br /&gt;
| sum_01_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| But do they really believe this is going to work? I&#039;ll show them some mad skills. Just give me three minutes to bring it on! &lt;br /&gt;
|-&lt;br /&gt;
| 2421 &lt;br /&gt;
| sum_02_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna, but you can call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Wild Canyon&lt;br /&gt;
|-&lt;br /&gt;
| 2422 &lt;br /&gt;
| sum_02_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Once again, the Master Emerald was stolen from Angel Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2423 &lt;br /&gt;
| sum_02_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The thief turns out to be this know-it-all bat girl, of all things. &lt;br /&gt;
|-&lt;br /&gt;
| 2424 &lt;br /&gt;
| sum_02_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| When that bat girl was within my reach, who do you think shows up? Yup, that&#039;s right. Eggman. He came just in time to spoil my plan and even tried to take the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 2425 &lt;br /&gt;
| sum_02_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I managed to break the Master Emerald into pieces before Eggman managed to escape. Now I have to find the pieces. &lt;br /&gt;
|-&lt;br /&gt;
| 2426 &lt;br /&gt;
| sum_02_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That bat girl is after the pieces as well. I have to collect them all and put the emerald back together quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 2427 &lt;br /&gt;
| sum_03_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| Story summary before Tails vs. Eggman 1 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2428 &lt;br /&gt;
| sum_03_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I was watching TV and just happened to catch the news. I was shocked to see Sonic on TV. &lt;br /&gt;
|-&lt;br /&gt;
| 2429 &lt;br /&gt;
| sum_03_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic was arrested for something really terrible, which isn&#039;t like Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2430 &lt;br /&gt;
| sum_03_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I couldn&#039;t believe it was true, so I hopped in my new Tornado and headed straight for Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2431 &lt;br /&gt;
| sum_03_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| And guess who I ran into? Eggman! He&#039;s up to his evil ways again, chasing Amy. That can&#039;t be good! &lt;br /&gt;
|-&lt;br /&gt;
| 2432 &lt;br /&gt;
| sum_03_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay! Time to break out the new Tornado and save Amy. &lt;br /&gt;
|-&lt;br /&gt;
| 2433 &lt;br /&gt;
| sum_03_06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Tornado transformation! &lt;br /&gt;
|-&lt;br /&gt;
| 2434 &lt;br /&gt;
| sum_04_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Prison Lane&lt;br /&gt;
|-&lt;br /&gt;
| 2435 &lt;br /&gt;
| sum_04_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I was able to save Amy from Eggman, but she told me that Eggman is up to his evil ways again, planning something really big this time! &lt;br /&gt;
|-&lt;br /&gt;
| 2436 &lt;br /&gt;
| sum_04_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I need to keep an eye on Eggman, but first I have to save my bud, Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2437 &lt;br /&gt;
| sum_04_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What&#039;s that? You want to come, too? Well, if you really want to, it&#039;s okay with me. Just don&#039;t get in my way. &lt;br /&gt;
|-&lt;br /&gt;
| 2438 &lt;br /&gt;
| sum_05_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
| 2439 &lt;br /&gt;
| sum_05_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What in the world is Amy doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 2440 &lt;br /&gt;
| sum_05_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Never mind that! I need to focus on finding that black hedgehog who looks like my shadow. He&#039;s somewhere on this island, I know it! &lt;br /&gt;
|-&lt;br /&gt;
| 2441 &lt;br /&gt;
| sum_05_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m wasting my time here! I&#039;ll trick the military guards and bust out of this joint! &lt;br /&gt;
|-&lt;br /&gt;
| 2442 &lt;br /&gt;
| sum_05_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Does this mean that I&#039;m a deserter now? &lt;br /&gt;
|-&lt;br /&gt;
| 2443 &lt;br /&gt;
| sum_06_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 1 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2444 &lt;br /&gt;
| sum_06_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Busting out of jail was no problem, and I found Shadow, too! &lt;br /&gt;
|-&lt;br /&gt;
| 2445 &lt;br /&gt;
| sum_06_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He won&#039;t escape me this time! &lt;br /&gt;
|-&lt;br /&gt;
| 2446 &lt;br /&gt;
| sum_07_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Green Forest&lt;br /&gt;
|-&lt;br /&gt;
| 2447 &lt;br /&gt;
| sum_07_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I almost had Shadow, but I ran out of time. Better get going, and fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2448 &lt;br /&gt;
| sum_07_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman says he&#039;s wired this island to blow up in less than five minutes! &lt;br /&gt;
|-&lt;br /&gt;
| 2449 &lt;br /&gt;
| sum_07_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I have to get off this island, and quick! Where&#039;s Amy and Tails? &lt;br /&gt;
|-&lt;br /&gt;
| 2450 &lt;br /&gt;
| sum_08_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Pumpkin Hill&lt;br /&gt;
|-&lt;br /&gt;
| 2451 &lt;br /&gt;
| sum_08_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Following a faint signal I was getting from the Master Emerald, I found myself in this rural canyon. &lt;br /&gt;
|-&lt;br /&gt;
| 2452 &lt;br /&gt;
| sum_08_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sure feels creepy, but I&#039;m not afraid of ghosts! &lt;br /&gt;
|-&lt;br /&gt;
| 2453 &lt;br /&gt;
| sum_08_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find the pieces of the Master Emerald now. &lt;br /&gt;
|-&lt;br /&gt;
| 2454 &lt;br /&gt;
| sum_09_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2411 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2455 &lt;br /&gt;
| sum_09_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2412 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2456 &lt;br /&gt;
| sum_09_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2413 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2457 &lt;br /&gt;
| sum_09_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2414 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2458 &lt;br /&gt;
| sum_09_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2415 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2459 &lt;br /&gt;
| sum_09_05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2417 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2460 &lt;br /&gt;
| sum_09_06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2418 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2461 &lt;br /&gt;
| sum_09_07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2419 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2462 &lt;br /&gt;
| sum_09_08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2420 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2463 &lt;br /&gt;
| sum_09_09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2439 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2464 &lt;br /&gt;
| sum_09_10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2440 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2465 &lt;br /&gt;
| sum_09_11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2441 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2466 &lt;br /&gt;
| sum_09_12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2442 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2467 &lt;br /&gt;
| sum_09_13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2444 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2468 &lt;br /&gt;
| sum_09_14_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2445 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2469 &lt;br /&gt;
| sum_09_15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2447 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2470 &lt;br /&gt;
| sum_09_16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2448 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2471 &lt;br /&gt;
| sum_09_17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2449 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2472 &lt;br /&gt;
| sum_10_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 2473 &lt;br /&gt;
| sum_10_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| By accident, I found my grandfather&#039;s diary. In it, he described a mysterious top-secret weapon he was working on called Project Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2474 &lt;br /&gt;
| sum_10_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The diary looked like it was sealed inside the military research facility when it was shut down over 50 years ago! &lt;br /&gt;
|-&lt;br /&gt;
| 2475 &lt;br /&gt;
| sum_10_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What a waste of good research! &lt;br /&gt;
|-&lt;br /&gt;
| 2476 &lt;br /&gt;
| sum_10_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The legacy of the greatest scientific mind in the history of the world: Professor Gerald. That&#039;s my grandpa! &lt;br /&gt;
|-&lt;br /&gt;
| 2477 &lt;br /&gt;
| sum_10_05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I might as well get some use out of it. &lt;br /&gt;
|-&lt;br /&gt;
| 2478 &lt;br /&gt;
| sum_11_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Hot Shot&lt;br /&gt;
|-&lt;br /&gt;
| 2479 &lt;br /&gt;
| sum_11_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Awakened from a deep sleep that lasted over 50 years... &lt;br /&gt;
|-&lt;br /&gt;
| 2480 &lt;br /&gt;
| sum_11_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Dr. Eggman, the grandson of my creator, Professor Gerald, has freed me. &lt;br /&gt;
|-&lt;br /&gt;
| 2481 &lt;br /&gt;
| sum_11_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The Doctor awakened me, and for that, I have granted him a wish. &lt;br /&gt;
|-&lt;br /&gt;
| 2482 &lt;br /&gt;
| sum_11_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| First, let me show you the true power I possess. In ten seconds, I was able to destroy the military hardware like it was a toy. &lt;br /&gt;
|-&lt;br /&gt;
| 2483 &lt;br /&gt;
| sum_12_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
| 2484 &lt;br /&gt;
| sum_12_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I just love jewels and cannot seem to get enough of them. I found this very valuable Master Emerald, but... &lt;br /&gt;
|-&lt;br /&gt;
| 2485 &lt;br /&gt;
| sum_12_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This annoying echidna has been following me! He&#039;s so persistent! &lt;br /&gt;
|-&lt;br /&gt;
| 2486 &lt;br /&gt;
| sum_12_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Moreover, this strange old man with a weird-looking mustache tried snatching it from me, but before that happened, it was shattered into pieces. &lt;br /&gt;
|-&lt;br /&gt;
| 2487 &lt;br /&gt;
| sum_12_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oh, look what you&#039;ve done! &lt;br /&gt;
|-&lt;br /&gt;
| 2488 &lt;br /&gt;
| sum_12_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now I have to find and collect all of the pieces! &lt;br /&gt;
|-&lt;br /&gt;
| 2489 &lt;br /&gt;
| sum_13_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Sand Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 2490 &lt;br /&gt;
| sum_13_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I released Shadow from the military research facility, but now... &lt;br /&gt;
|-&lt;br /&gt;
| 2491 &lt;br /&gt;
| sum_13_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow told me to bring the Chaos Emerald and join him at the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2492 &lt;br /&gt;
| sum_13_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There must be something going on. I should go back to the base and check it out! &lt;br /&gt;
|-&lt;br /&gt;
| 2493 &lt;br /&gt;
| sum_14_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Radical Highway&lt;br /&gt;
|-&lt;br /&gt;
| 2494 &lt;br /&gt;
| sum_14_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I took the Chaos Emerald from the National Reserve bank... &lt;br /&gt;
|-&lt;br /&gt;
| 2495 &lt;br /&gt;
| sum_14_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| And now the military and police are chasing me. I don&#039;t care if they know who I am because they&#039;ll never catch me. It&#039;s just a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 2496 &lt;br /&gt;
| sum_14_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time for games. I have to get out of here, fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2497 &lt;br /&gt;
| sum_15_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
| 2498 &lt;br /&gt;
| sum_15_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I was able to put a transmitter on that old man&#039;s machine when he first appeared. &lt;br /&gt;
|-&lt;br /&gt;
| 2499 &lt;br /&gt;
| sum_15_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t tell you why just yet. &lt;br /&gt;
|-&lt;br /&gt;
| 2500 &lt;br /&gt;
| sum_15_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Then I tracked and followed him to this pyramid, but couldn&#039;t get in because the door was sealed. &lt;br /&gt;
|-&lt;br /&gt;
| 2501 &lt;br /&gt;
| sum_15_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm... maybe I need to find a key or something to get in! &lt;br /&gt;
|-&lt;br /&gt;
| 2502 &lt;br /&gt;
| sum_16_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Lost Colony&lt;br /&gt;
|-&lt;br /&gt;
| 2503 &lt;br /&gt;
| sum_16_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I went to the Space Colony ARK as Shadow told me to do. &lt;br /&gt;
|-&lt;br /&gt;
| 2504 &lt;br /&gt;
| sum_16_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s in the central control room of the ARK? I have to find out! &lt;br /&gt;
|-&lt;br /&gt;
| 2505 &lt;br /&gt;
| sum_17_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Weapons Bed&lt;br /&gt;
|-&lt;br /&gt;
| 2506 &lt;br /&gt;
| sum_17_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The bat girl Rouge joined our forces and we came back to Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2507 &lt;br /&gt;
| sum_17_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We came here to locate the Chaos Emerald that is stored somewhere in the military research facility. &lt;br /&gt;
|-&lt;br /&gt;
| 2508 &lt;br /&gt;
| sum_17_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I will go in first to distract the troops! Hah! Then we will carry out our plan. &lt;br /&gt;
|-&lt;br /&gt;
| 2509 &lt;br /&gt;
| sum_18_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Tails vs. Eggman 1 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2510 &lt;br /&gt;
| sum_18_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| When we reached the military research facility to get the Chaos Emerald, someone was there to stop us! &lt;br /&gt;
|-&lt;br /&gt;
| 2511 &lt;br /&gt;
| sum_18_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, Rouge! Just go! I&#039;ll take care of him. &lt;br /&gt;
|-&lt;br /&gt;
| 2512 &lt;br /&gt;
| sum_18_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Killing you will be my pleasure, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 2513 &lt;br /&gt;
| sum_19_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Mission Street&lt;br /&gt;
|-&lt;br /&gt;
| 2514 &lt;br /&gt;
| sum_19_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman just announced his evil plan to take over the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2515 &lt;br /&gt;
| sum_19_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| He just blew up half of the moon with this powerful weapon, and now he&#039;s threatening to take over the planet! I&#039;ll make sure that won&#039;t happen. &lt;br /&gt;
|-&lt;br /&gt;
| 2516 &lt;br /&gt;
| sum_19_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman&#039;s tapping into the energy of the Chaos Emeralds to power that weapon. &lt;br /&gt;
|-&lt;br /&gt;
| 2517 &lt;br /&gt;
| sum_19_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s up to me now. I&#039;ll find Eggman and the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 2518 &lt;br /&gt;
| sum_19_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| First, I have to find a safe place to hide. &lt;br /&gt;
|-&lt;br /&gt;
| 2519 &lt;br /&gt;
| sum_20_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Security Hall&lt;br /&gt;
|-&lt;br /&gt;
| 2520 &lt;br /&gt;
| sum_20_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I got inside the military research facility, just as the Doctor planned it. &lt;br /&gt;
|-&lt;br /&gt;
| 2521 &lt;br /&gt;
| sum_20_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I need to find the three remaining Chaos Emeralds. This should be a piece of cake! &lt;br /&gt;
|-&lt;br /&gt;
| 2522 &lt;br /&gt;
| sum_21_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Flying Dog&lt;br /&gt;
|-&lt;br /&gt;
| 2523 &lt;br /&gt;
| sum_21_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| A minor setback. &#039;&#039;sigh&#039;&#039; Just how could I have let this happen to me? &lt;br /&gt;
|-&lt;br /&gt;
| 2524 &lt;br /&gt;
| sum_21_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| After collecting the three Chaos Emeralds, something caught my eye. All of a sudden... &lt;br /&gt;
|-&lt;br /&gt;
| 2525 &lt;br /&gt;
| sum_21_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The security alarm went off, and I was trapped inside the safe! &lt;br /&gt;
|-&lt;br /&gt;
| 2526 &lt;br /&gt;
| sum_21_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| From out of nowhere comes this strong-looking fighter. There&#039;s not much time left before the bomb that Shadow set goes off! This is just not my day. &lt;br /&gt;
|-&lt;br /&gt;
| 2527 &lt;br /&gt;
| sum_21_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| First, I&#039;ve got to take care of business! &lt;br /&gt;
|-&lt;br /&gt;
| 2528 &lt;br /&gt;
| sum_22_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before White Jungle&lt;br /&gt;
|-&lt;br /&gt;
| 2529 &lt;br /&gt;
| sum_22_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Looks like bat girl has failed her end of the deal. &lt;br /&gt;
|-&lt;br /&gt;
| 2530 &lt;br /&gt;
| sum_22_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I really could care less about her. It&#039;s the Chaos Emeralds I have to save. &lt;br /&gt;
|-&lt;br /&gt;
| 2531 &lt;br /&gt;
| sum_22_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I have to hurry because there&#039;s not much time left before the bomb goes off. &lt;br /&gt;
|-&lt;br /&gt;
| 2532 &lt;br /&gt;
| sum_23_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 1 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2533 &lt;br /&gt;
| sum_23_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That other hedgehog appeared while I was on my way to rescue Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 2534 &lt;br /&gt;
| sum_23_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| He&#039;s starting to irritate me! It&#039;s time to show my true power. &lt;br /&gt;
|-&lt;br /&gt;
| 2535 &lt;br /&gt;
| sum_24_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Route 280&lt;br /&gt;
|-&lt;br /&gt;
| 2536 &lt;br /&gt;
| sum_24_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We announced our plans for world domination using the power of the Chaos Emeralds we stole from the military research facility. &lt;br /&gt;
|-&lt;br /&gt;
| 2537 &lt;br /&gt;
| sum_24_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Charging the Eclipse Cannon is taking too long! &lt;br /&gt;
|-&lt;br /&gt;
| 2538 &lt;br /&gt;
| sum_24_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So we&#039;ve got to get the last Chaos Emerald and fast! Where is that fox boy? &lt;br /&gt;
|-&lt;br /&gt;
| 2539 &lt;br /&gt;
| sum_25_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sky Rail&lt;br /&gt;
|-&lt;br /&gt;
| 2540 &lt;br /&gt;
| sum_25_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I receive a message from Rouge to follow that plane. The pilot is in possession of the last Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2541 &lt;br /&gt;
| sum_25_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There are so many creepy-looking mountains ahead of me... Never mind that! I won&#039;t let the plane get away. &lt;br /&gt;
|-&lt;br /&gt;
| 2542 &lt;br /&gt;
| sum_26_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Egg Golem (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
| 2543 &lt;br /&gt;
| sum_26_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I was waiting for Sonic at my hidden base to show him my awesome robot created to put that creep in his place, but... &lt;br /&gt;
|-&lt;br /&gt;
| 2544 &lt;br /&gt;
| sum_26_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| That blue hedgehog eluded me again! Now he&#039;s on the attack, and is coming after me! Agh! Why does this always happen? &lt;br /&gt;
|-&lt;br /&gt;
| 2545 &lt;br /&gt;
| sum_26_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hey, get out of my way! Sonic&#039;s escaping! &lt;br /&gt;
|-&lt;br /&gt;
| 2546 &lt;br /&gt;
| sum_27_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Mad Space&lt;br /&gt;
|-&lt;br /&gt;
| 2547 &lt;br /&gt;
| sum_27_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| But that&#039;s not all I do! &lt;br /&gt;
|-&lt;br /&gt;
| 2548 &lt;br /&gt;
| sum_27_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Finally, those guys appeared when I returned from my secret mission. &lt;br /&gt;
|-&lt;br /&gt;
| 2549 &lt;br /&gt;
| sum_27_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| That means they&#039;ve collected the remaining pieces of the Master Emerald. Now is my chance! &lt;br /&gt;
|-&lt;br /&gt;
| 2550 &lt;br /&gt;
| sum_27_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve retrieved the information about the secret Project Shadow. Now&#039;s my chance to grab the Master Emerald and dash! &lt;br /&gt;
|-&lt;br /&gt;
| 2551 &lt;br /&gt;
| sum_28_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Knuckles vs. Rouge (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2552 &lt;br /&gt;
| sum_28_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| He&#039;s starting to get on my nerves! He is relentless about the Master Emerald, isn&#039;t he? Why doesn&#039;t he just give up? That annoying echidna! &lt;br /&gt;
|-&lt;br /&gt;
| 2553 &lt;br /&gt;
| sum_28_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I will beat him up and take the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 2554 &lt;br /&gt;
| sum_29_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Cosmic Wall&lt;br /&gt;
|-&lt;br /&gt;
| 2555 &lt;br /&gt;
| sum_29_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic and his buddies somehow found a way to get to the space colony. &lt;br /&gt;
|-&lt;br /&gt;
| 2556 &lt;br /&gt;
| sum_29_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Why am I getting readings from two seperate Chaos Emeralds? What&#039;s going on? &lt;br /&gt;
|-&lt;br /&gt;
| 2557 &lt;br /&gt;
| sum_29_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| They must be planning a counterattack! &lt;br /&gt;
|-&lt;br /&gt;
| 2558 &lt;br /&gt;
| sum_29_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;ve got no time to waste. Back to the space colony, to attack them! &lt;br /&gt;
|-&lt;br /&gt;
| 2559 &lt;br /&gt;
| sum_30_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Aquatic Mine&lt;br /&gt;
|-&lt;br /&gt;
| 2560 &lt;br /&gt;
| sum_30_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Following the signal from the Master Emerald, I found myself deep inside this canyon. &lt;br /&gt;
|-&lt;br /&gt;
| 2561 &lt;br /&gt;
| sum_30_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place looks like a deserted mine of some kind. Most of it&#039;s underwater now. &lt;br /&gt;
|-&lt;br /&gt;
| 2562 &lt;br /&gt;
| sum_30_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s going to be tough finding the pieces of the Master Emerald here. No time to complain about it! &lt;br /&gt;
|-&lt;br /&gt;
| 2563 &lt;br /&gt;
| sum_30_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find the pieces of the Master Emerald quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 2564 &lt;br /&gt;
| sum_31_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Tails vs. Eggman 2 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2565 &lt;br /&gt;
| sum_31_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! I finally did it! I&#039;ve defeated Sonic! That annoying hedgehog is now gone forever! He&#039;s nothing but floating chunks in space now! &lt;br /&gt;
|-&lt;br /&gt;
| 2566 &lt;br /&gt;
| sum_31_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you going to do now, Tails? If you are against me, you&#039;ll suffer the same fate as your buddy, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 2567 &lt;br /&gt;
| sum_32_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Final Chase&lt;br /&gt;
|-&lt;br /&gt;
| 2568 &lt;br /&gt;
| sum_32_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Finally, all the seven Chaos Emeralds are set in place. Now the stage is set. I&#039;m almost finished! &lt;br /&gt;
|-&lt;br /&gt;
| 2569 &lt;br /&gt;
| sum_32_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| All this time, someone has been trying to get at the Eclipse Cannon. There&#039;s no hope for him now! &lt;br /&gt;
|-&lt;br /&gt;
| 2570 &lt;br /&gt;
| sum_32_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s important we don&#039;t make any mistakes right now. I have to get rid of all those pests! &lt;br /&gt;
|-&lt;br /&gt;
| 2571 &lt;br /&gt;
| sum_33_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Sonic vs. Shadow 2 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2572 &lt;br /&gt;
| sum_33_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s that blue hedgehog that&#039;s trying to destroy the Eclipse Cannon! &lt;br /&gt;
|-&lt;br /&gt;
| 2573 &lt;br /&gt;
| sum_33_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m impressed. I thought he died in the capsule that was shot into space. &lt;br /&gt;
|-&lt;br /&gt;
| 2574 &lt;br /&gt;
| sum_33_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Now I know that blue hedgehog is dangerous! &lt;br /&gt;
|-&lt;br /&gt;
| 2575 &lt;br /&gt;
| sum_33_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| When I&#039;m finished with him, he&#039;ll wish he died in the capsule. I&#039;m going to show him my real power! &lt;br /&gt;
|-&lt;br /&gt;
| 2576 &lt;br /&gt;
| sum_34_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Route 101&lt;br /&gt;
|-&lt;br /&gt;
| 2577 &lt;br /&gt;
| sum_34_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I tracked the signal from the Chaos Emeralds and located Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2578 &lt;br /&gt;
| sum_34_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What&#039;s Eggman doing in outer space? &lt;br /&gt;
|-&lt;br /&gt;
| 2579 &lt;br /&gt;
| sum_34_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No worries! I&#039;ve got to find the exact location of Eggman and quick! &lt;br /&gt;
|-&lt;br /&gt;
| 2580 &lt;br /&gt;
| sum_34_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No worries, Amy! Remember I&#039;m a wiz when it comes to mechanical things. &lt;br /&gt;
|-&lt;br /&gt;
| 2581 &lt;br /&gt;
| sum_34_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll find the President! &lt;br /&gt;
|-&lt;br /&gt;
| 2582 &lt;br /&gt;
| sum_35_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Hidden Base&lt;br /&gt;
|-&lt;br /&gt;
| 2583 &lt;br /&gt;
| sum_35_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We rode in the President&#039;s limo, and guess what? We found where Eggman is hiding! &lt;br /&gt;
|-&lt;br /&gt;
| 2584 &lt;br /&gt;
| sum_35_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman and his buddies are in the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2585 &lt;br /&gt;
| sum_35_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Next step is to find Eggman&#039;s secret pyramid base, somewhere in the desert. &lt;br /&gt;
|-&lt;br /&gt;
| 2586 &lt;br /&gt;
| sum_35_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! I&#039;ll go first and find the entrance. &lt;br /&gt;
|-&lt;br /&gt;
| 2587 &lt;br /&gt;
| sum_36_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
| 2588 &lt;br /&gt;
| sum_36_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We managed to sneak into the pyramid and find Eggman&#039;s secret base. &lt;br /&gt;
|-&lt;br /&gt;
| 2589 &lt;br /&gt;
| sum_36_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s got to be a way to get to outer space from here. We don&#039;t have much time. Let&#039;s go! &lt;br /&gt;
|-&lt;br /&gt;
| 2590 &lt;br /&gt;
| sum_37_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Death Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 2591 &lt;br /&gt;
| sum_37_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| We were able to locate Eggman&#039;s secret base, deep inside the pyramid. &lt;br /&gt;
|-&lt;br /&gt;
| 2592 &lt;br /&gt;
| sum_37_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now we need to find the key to open the door to get to the other side. &lt;br /&gt;
|-&lt;br /&gt;
| 2593 &lt;br /&gt;
| sum_37_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? Why do I have to find that key? That&#039;s not my job, but I&#039;ll do it. I have to because it&#039;s for the Master Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2594 &lt;br /&gt;
| sum_37_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ll show you the skills that make me the ultimate treasure hunter! &lt;br /&gt;
|-&lt;br /&gt;
| 2595 &lt;br /&gt;
| sum_38_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| 2596 &lt;br /&gt;
| sum_38_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That was a piece of cake. I found the key and now it&#039;s time to explore Eggman&#039;s secret base! &lt;br /&gt;
|-&lt;br /&gt;
| 2597 &lt;br /&gt;
| sum_38_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What was that? I got a bad feeling about this. It&#039;s creepy in here. Could there be spirits that guard the tombs? &lt;br /&gt;
|-&lt;br /&gt;
| 2598 &lt;br /&gt;
| sum_38_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I don&#039;t think I can deal with this, but then how am I going to find the pieces of the emerald? Darn... I have no choice! &lt;br /&gt;
|-&lt;br /&gt;
| 2599 &lt;br /&gt;
| sum_39_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Egg Golem (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
| 2600 &lt;br /&gt;
| sum_39_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Thanks to Knuckles, we were able to unlock the door to Eggman&#039;s secret base. &lt;br /&gt;
|-&lt;br /&gt;
| 2601 &lt;br /&gt;
| sum_39_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Out of nowhere, Eggman appeared, and a huge statue came alive! &lt;br /&gt;
|-&lt;br /&gt;
| 2602 &lt;br /&gt;
| sum_39_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That evil egghead! How did he know we were coming? &lt;br /&gt;
|-&lt;br /&gt;
| 2603 &lt;br /&gt;
| sum_39_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Do you really think that piece of rock can stop us? &lt;br /&gt;
|-&lt;br /&gt;
| 2604 &lt;br /&gt;
| sum_40_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Eternal Engine&lt;br /&gt;
|-&lt;br /&gt;
| 2605 &lt;br /&gt;
| sum_40_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We managed to hotwire the space shuttle from Eggman&#039;s secret base, and finally arrived at the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2606 &lt;br /&gt;
| sum_40_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It was my idea to destroy that weapon using the fake emerald I made. &lt;br /&gt;
|-&lt;br /&gt;
| 2607 &lt;br /&gt;
| sum_40_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I wonder if Sonic understands the plan. &lt;br /&gt;
|-&lt;br /&gt;
| 2608 &lt;br /&gt;
| sum_40_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s up to me to find the power supply and fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2609 &lt;br /&gt;
| sum_41_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Meteor Herd&lt;br /&gt;
|-&lt;br /&gt;
| 2610 &lt;br /&gt;
| sum_41_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The pieces of the Master Emerald I collected are now floating in space. We should have secured them better in the shuttle cargo bay. &lt;br /&gt;
|-&lt;br /&gt;
| 2611 &lt;br /&gt;
| sum_41_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s not an easy job protecting the Master Emerald, you know! &lt;br /&gt;
|-&lt;br /&gt;
| 2612 &lt;br /&gt;
| sum_41_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find them before we lose them again! &lt;br /&gt;
|-&lt;br /&gt;
| 2613 &lt;br /&gt;
| sum_42_00_am &lt;br /&gt;
| Amy &lt;br /&gt;
| My name is Amy Rose. I&#039;m cute and full of energy! &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| Story summary before Cannon&#039;s Core&lt;br /&gt;
|-&lt;br /&gt;
| 2614 &lt;br /&gt;
| sum_42_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Something horrible is happening. Professor Gerald activated this program a long time ago. &lt;br /&gt;
|-&lt;br /&gt;
| 2615 &lt;br /&gt;
| sum_42_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Activating that program has caused the space colony to fall out of its orbit. Now it&#039;s on a crash-course with the Earth! &lt;br /&gt;
|-&lt;br /&gt;
| 2616 &lt;br /&gt;
| sum_42_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Looks like Eggman has tricked Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2617 &lt;br /&gt;
| sum_42_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| He&#039;s such an evil doctor! I want to yell at him, but first, we need to stop the space colony from falling. &lt;br /&gt;
|-&lt;br /&gt;
| 2618 &lt;br /&gt;
| sum_42_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| We decided to team up and go to the colony&#039;s core to stop the power of the Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 2619 &lt;br /&gt;
| sum_42_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| We don&#039;t have much time left! Hang on, everybody! Let&#039;s do it! &lt;br /&gt;
|-&lt;br /&gt;
| 2620 &lt;br /&gt;
| sum_43_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| 2621 &lt;br /&gt;
| sum_43_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Thanks to Amy, I was able to remember Maria&#039;s wish. &lt;br /&gt;
|-&lt;br /&gt;
| 2622 &lt;br /&gt;
| sum_43_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| When I finally realized it, the ultimate life prototype tried to stop me! &lt;br /&gt;
|-&lt;br /&gt;
| 2623 &lt;br /&gt;
| sum_43_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll take care of this, Sonic! You go try to stop the power of the Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 2624 &lt;br /&gt;
| sum_44_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 2625 &lt;br /&gt;
| sum_44_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We were able to stop the power of the Chaos Emeralds, but the space colony is still falling! &lt;br /&gt;
|-&lt;br /&gt;
| 2626 &lt;br /&gt;
| sum_44_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That prototype has become one with the space colony and is heading it on a collision course with Earth. &lt;br /&gt;
|-&lt;br /&gt;
| 2627 &lt;br /&gt;
| sum_44_02_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;copy of 2626&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2628 &lt;br /&gt;
| sum_44_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The space colony will be entering the Earth&#039;s atmosphere soon. We have to destroy it now! &lt;br /&gt;
|-&lt;br /&gt;
| 2629 &lt;br /&gt;
| sum_44_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The ultimate power is fueled by everyone&#039;s wish. Let me show you Super Sonic power! &lt;br /&gt;
|-&lt;br /&gt;
| 2630 &lt;br /&gt;
| sum_45_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Knuckles vs. Rouge (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2631 &lt;br /&gt;
| sum_45_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| After finding half of the pieces of the Master Emerald, I ran into that bat girl again. &lt;br /&gt;
|-&lt;br /&gt;
| 2632 &lt;br /&gt;
| sum_45_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I bet she has the other half of the pieces. No time for small talk; I won&#039;t give her the chance! &lt;br /&gt;
|-&lt;br /&gt;
| 2633 &lt;br /&gt;
| sum_45_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ve got to get those pieces back! &lt;br /&gt;
|-&lt;br /&gt;
| 2634 &lt;br /&gt;
| sum_46_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Crazy Gadget&lt;br /&gt;
|-&lt;br /&gt;
| 2635 &lt;br /&gt;
| sum_46_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Our plan was perfect... until Eggman snatched Amy. &lt;br /&gt;
|-&lt;br /&gt;
| 2636 &lt;br /&gt;
| sum_46_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman said he&#039;ll trade us Amy for the emerald. I have to think about that one! &lt;br /&gt;
|-&lt;br /&gt;
| 2637 &lt;br /&gt;
| sum_46_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time for jokes! Eggman&#039;s ready to fire that weapon again! &lt;br /&gt;
|-&lt;br /&gt;
| 2638 &lt;br /&gt;
| sum_46_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails, Amy! Hold on! I&#039;m coming! &lt;br /&gt;
|-&lt;br /&gt;
| 2639 &lt;br /&gt;
| sum_47_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Tails vs. Eggman 2 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2640 &lt;br /&gt;
| sum_47_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic was captured and put in that capsule. Eggman shot the capsule into space and exploded it! &lt;br /&gt;
|-&lt;br /&gt;
| 2641 &lt;br /&gt;
| sum_47_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No! It can&#039;t be true! Sonic can&#039;t be dead! &lt;br /&gt;
|-&lt;br /&gt;
| 2642 &lt;br /&gt;
| sum_47_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman! I won&#039;t let you get away with this! I promised Sonic I wouldn&#039;t give up and I won&#039;t. I&#039;ll make you pay for this! &lt;br /&gt;
|-&lt;br /&gt;
| 2643 &lt;br /&gt;
| sum_48_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Final Rush&lt;br /&gt;
|-&lt;br /&gt;
| 2644 &lt;br /&gt;
| sum_48_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I took a chance using Chaos Control and managed to escape from Eggman&#039;s trap. &lt;br /&gt;
|-&lt;br /&gt;
| 2645 &lt;br /&gt;
| sum_48_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left before the weapon fires again! &lt;br /&gt;
|-&lt;br /&gt;
| 2646 &lt;br /&gt;
| sum_48_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll take my chances and throw this emerald into the cannon before it fires! &lt;br /&gt;
|-&lt;br /&gt;
| 2647 &lt;br /&gt;
| sum_49_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 2 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2648 &lt;br /&gt;
| sum_49_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Timing couldn&#039;t be worse! Just when I thought I had everything under control, Shadow showed up. I have to end this battle against that black hedgehog now! &lt;br /&gt;
|-&lt;br /&gt;
| 2649 &lt;br /&gt;
| sum_49_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Show me what you got, Shadow! True power? Yeah, right! &lt;br /&gt;
|-&lt;br /&gt;
| 2650 &lt;br /&gt;
| sum_int_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| My name is Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2651 &lt;br /&gt;
| sum_int_eg_1 &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2652 &lt;br /&gt;
| sum_int_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. &lt;br /&gt;
|-&lt;br /&gt;
| 2653 &lt;br /&gt;
| sum_int_kn_1 &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;copy of 2652&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2654 &lt;br /&gt;
| sum_int_kn_2 &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles. &lt;br /&gt;
|-&lt;br /&gt;
| 2655 &lt;br /&gt;
| sum_int_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat. &lt;br /&gt;
|-&lt;br /&gt;
| 2656 &lt;br /&gt;
| sum_int_rg_1 &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 2657 &lt;br /&gt;
| sum_int_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 2658 &lt;br /&gt;
| sum_int_sd_1 &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2659 &lt;br /&gt;
| sum_int_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 2660 &lt;br /&gt;
| sum_int_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2661 &lt;br /&gt;
| sum_int_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles &amp;quot;Tails&amp;quot; Prower. &lt;br /&gt;
|-&lt;br /&gt;
| 2662 &lt;br /&gt;
| sum_int_tl_1 &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m Tails. &lt;br /&gt;
|-&lt;br /&gt;
| 2663 &lt;br /&gt;
| vs_ex_00_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Amy Rose is here! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2664 &lt;br /&gt;
| vs_ex_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Move aside, Knuckles! &lt;br /&gt;
| Japanese dub uses this voice ID for activating the Storming Heart special attack&lt;br /&gt;
|-&lt;br /&gt;
| 2665 &lt;br /&gt;
| vs_ex_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, yeah. &lt;br /&gt;
| Ledge grab&lt;br /&gt;
|-&lt;br /&gt;
| 2666 &lt;br /&gt;
| vs_ex_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| WAAAAAA &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 2667 &lt;br /&gt;
| vs_ex_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
| Death by damage&lt;br /&gt;
|-&lt;br /&gt;
| 2668 &lt;br /&gt;
| vs_ex_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re not Sonic! Who are you? &lt;br /&gt;
|-&lt;br /&gt;
| 2669 &lt;br /&gt;
| vs_ex_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Ooooh, I hate it when they leave me behind! &lt;br /&gt;
|-&lt;br /&gt;
| 2670 &lt;br /&gt;
| vs_ex_07_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Awesome! &lt;br /&gt;
| 2P Win (Single) with less than 20 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2671 &lt;br /&gt;
| vs_ex_08_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;ve got just about all of the Emblems, haven&#039;t you? &lt;br /&gt;
| Japanese dub uses this voice when passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2672 &lt;br /&gt;
| vs_ex_09_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Just wait a minute! &lt;br /&gt;
| Activating Amy Flash&lt;br /&gt;
|-&lt;br /&gt;
| 2673 &lt;br /&gt;
| vs_ex_10_am &lt;br /&gt;
| Amy &lt;br /&gt;
| My name is Amy Rose. &lt;br /&gt;
| 2P Win (Best of 3)/Round Clear with 20-100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2674 &lt;br /&gt;
| vs_ex_11_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Initiating a grind/ramp trick and ledge balancing&lt;br /&gt;
|-&lt;br /&gt;
| 2675 &lt;br /&gt;
| vs_ex_12_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &#039;&#039;giggle&#039;&#039;&lt;br /&gt;
| Activating 2P Speed Up&lt;br /&gt;
|-&lt;br /&gt;
| 2676 &lt;br /&gt;
| vs_ex_13_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh! &lt;br /&gt;
|-&lt;br /&gt;
| 2677 &lt;br /&gt;
| vs_ex_14_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Storming Heart activation, acquiring Barrier/Speed Shoes/Invincibility, passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2678 &lt;br /&gt;
| Y_AM_CLEAR1 &lt;br /&gt;
| Amy &lt;br /&gt;
| Yay! All right! &lt;br /&gt;
| SA2B only, 2P Win (Single) with 20-100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2679 &lt;br /&gt;
| Y_AM_CLEAR2 &lt;br /&gt;
| Amy &lt;br /&gt;
| All right! &lt;br /&gt;
| SA2B only, 2P Win (Best of 3)/Round Clear with less than 20 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2680 &lt;br /&gt;
| Y_AM_CLEAR3 &lt;br /&gt;
| Amy &lt;br /&gt;
| Yes, yes, yes! &lt;br /&gt;
| SA2B only, 2P Win (Single) with over 100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2681 &lt;br /&gt;
| Y_AM_CLEAR4 &lt;br /&gt;
| Amy &lt;br /&gt;
| Wow, I&#039;m good! &lt;br /&gt;
| SA2B only, 2P Win (Best of 3)/Round Clear with over 100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2682 &lt;br /&gt;
| Y_AM_NEW &lt;br /&gt;
| Amy &lt;br /&gt;
| Hey, c&#039;mon! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2683 &lt;br /&gt;
| Y_AM_SELECT &lt;br /&gt;
| Amy &lt;br /&gt;
| It&#039;s my turn now! &lt;br /&gt;
| SA2B only, selecting Amy on the 2P Battle screen&lt;br /&gt;
|-&lt;br /&gt;
| 2684 &lt;br /&gt;
| Y_AM_SPECIAL &lt;br /&gt;
| Amy &lt;br /&gt;
| Here I come! &lt;br /&gt;
| SA2B only, Japanese dub uses this voice when passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2685 &lt;br /&gt;
| Y_AM_START1 &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;m getting excited! &lt;br /&gt;
| SA2B only, Alternate 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2686 &lt;br /&gt;
| Y_AM_START2 &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;m going to do my best, Sonic! &lt;br /&gt;
| SA2B only, used when Sonic is the opponent&lt;br /&gt;
|-&lt;br /&gt;
| 2687 &lt;br /&gt;
| Y_C0_CLEAR &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only, Round Clear&lt;br /&gt;
|-&lt;br /&gt;
| 2688 &lt;br /&gt;
| Y_C0_SELECT &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only, selecting Chaos Zero on the 2P Battle screen&lt;br /&gt;
|-&lt;br /&gt;
| 2689 &lt;br /&gt;
| Y_C0_START &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2690 &lt;br /&gt;
| Y_CW_CLASH1 &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Taking major damage, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2691 &lt;br /&gt;
| Y_CW_CLASH2 &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Critical health, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2692 &lt;br /&gt;
| Y_CW_CLEAR &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao, Chao, Chao! &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2693 &lt;br /&gt;
| Y_CW_ITEM &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Acquiring Speed Shoes/Invincibility/Barrier, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2694 &lt;br /&gt;
| Y_CW_LEVEL1 &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| Firing Booming Missile, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2695 &lt;br /&gt;
| Y_CW_LEVEL2 &lt;br /&gt;
| Chao &lt;br /&gt;
| Cha! &lt;br /&gt;
| Firing Rumble Launcher, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2696 &lt;br /&gt;
| Y_CW_MAXHEALTH &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only, health restored to full&lt;br /&gt;
|-&lt;br /&gt;
| 2697 &lt;br /&gt;
| Y_CW_POWER &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2698 &lt;br /&gt;
| Y_CW_POWERLASER &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| Firing Zap Laser, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2699 &lt;br /&gt;
| Y_CW_SELECT &lt;br /&gt;
| Chao &lt;br /&gt;
| Oooh! &lt;br /&gt;
| Selecting Chao Walker/2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2700 &lt;br /&gt;
| Y_CW_START &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2701 &lt;br /&gt;
| Y_DW_CLASH1 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| SA2B only, taking major damage&lt;br /&gt;
|-&lt;br /&gt;
| 2702 &lt;br /&gt;
| Y_DW_CLASH2 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Critical health, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2703 &lt;br /&gt;
| Y_DW_CLEAR &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2704 &lt;br /&gt;
| Y_DW_ITEM &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Oh Yay! &lt;br /&gt;
| Acquiring Speed Shoes/Invincibility/Barrier, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2705 &lt;br /&gt;
| Y_DW_LEVEL1 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only, firing Crazy Rush&lt;br /&gt;
|-&lt;br /&gt;
| 2706 &lt;br /&gt;
| Y_DW_LEVEL2 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Cha! &lt;br /&gt;
| SA2B only, firing Hell Bomber&lt;br /&gt;
|-&lt;br /&gt;
| 2707 &lt;br /&gt;
| Y_DW_MAXHEALTH &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao pa! &lt;br /&gt;
| SA2B only, health restored to full&lt;br /&gt;
|-&lt;br /&gt;
| 2708 &lt;br /&gt;
| Y_DW_POWER &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2709 &lt;br /&gt;
| Y_DW_POWERLASER &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only, firing Dark Finish&lt;br /&gt;
|-&lt;br /&gt;
| 2710 &lt;br /&gt;
| Y_DW_SELECT &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Selecting Dark Chao Walker/2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2711 &lt;br /&gt;
| Y_DW_START &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2712 &lt;br /&gt;
| Y_MS_CLEAR &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;mechanical whirring&#039;&#039; &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2713 &lt;br /&gt;
| Y_MS_CLEAR_B &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;copy of 2712&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2714 &lt;br /&gt;
| Y_MS_SELECT &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;programming engaged&#039;&#039; &lt;br /&gt;
| Selecting Metal Sonic, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2715 &lt;br /&gt;
| Y_MS_START &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;programming engaged&#039;&#039; &lt;br /&gt;
| 2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2716 &lt;br /&gt;
| Y_TK_CLEAR &lt;br /&gt;
| Tikal &lt;br /&gt;
| The fighting&#039;s over. &lt;br /&gt;
| SA2B only (Round Clear)&lt;br /&gt;
|-&lt;br /&gt;
| 2717 &lt;br /&gt;
| Y_TK_DEAD &lt;br /&gt;
| Tikal &lt;br /&gt;
| No, no, no! &lt;br /&gt;
| SA2B only (Death by enemy)&lt;br /&gt;
|-&lt;br /&gt;
| 2718 &lt;br /&gt;
| Y_TK_HIT &lt;br /&gt;
| Tikal &lt;br /&gt;
| Ah! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2719 &lt;br /&gt;
| Y_TK_HIT_B &lt;br /&gt;
| Tikal &lt;br /&gt;
| Why did this have to happen? &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2720 &lt;br /&gt;
| Y_TK_LEVEL &lt;br /&gt;
| Tikal &lt;br /&gt;
| Hear me now. &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2721 &lt;br /&gt;
| Y_TK_LEVEL1 &lt;br /&gt;
| Tikal &lt;br /&gt;
| I&#039;m sorry. &lt;br /&gt;
| SA2B only (Use Wrath of Gaia)&lt;br /&gt;
|-&lt;br /&gt;
| 2722 &lt;br /&gt;
| Y_TK_LEVEL2 &lt;br /&gt;
| Tikal &lt;br /&gt;
| I beg of you. &lt;br /&gt;
| SA2B only (Use Heaven&#039;s Justice)&lt;br /&gt;
|-&lt;br /&gt;
| 2723 &lt;br /&gt;
| Y_TK_LEVEL3 &lt;br /&gt;
| Tikal &lt;br /&gt;
| How can I make you understand? &lt;br /&gt;
| SA2B only (Use Captive Light)&lt;br /&gt;
|-&lt;br /&gt;
| 2724 &lt;br /&gt;
| Y_TK_SELECT &lt;br /&gt;
| Tikal &lt;br /&gt;
| I&#039;m Tikal. &lt;br /&gt;
| SA2B only (2P Battle Select)&lt;br /&gt;
|-&lt;br /&gt;
| 2725 &lt;br /&gt;
| Y_TK_START &lt;br /&gt;
| Tikal &lt;br /&gt;
| I must do something. &lt;br /&gt;
| SA2B only (2P Intro 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2726 &lt;br /&gt;
| Y_TK_START_B &lt;br /&gt;
| Tikal &lt;br /&gt;
| &#039;&#039;copy of 2725&#039;&#039; &lt;br /&gt;
| SA2B only, the game can randomly select this voice for the 2P Intro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=771</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=771"/>
		<updated>2026-05-26T08:21:19Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Kart Racing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mobile container hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mobile container hum (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mobile container stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Footstep on metallic bridge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Footstep on metallic bridge (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Roof destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Makeshift board grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Bridge destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bridge destruction C&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Missile activation alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|12&lt;br /&gt;
|Seagull chirp&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mini-lift start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bridge extend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Security door activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door shut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Metallic destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mini-lift move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is part of sound ID 13 and is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Cargo machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Cargo machine destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Signal destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Container mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|This is part of sound ID 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|6&lt;br /&gt;
|Large satellite radar operation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|7&lt;br /&gt;
|Small satellite dish operation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Streetboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|7&lt;br /&gt;
|GUN Truck landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Streetboard grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|GUN Truck roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|GUN Truck roar (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|GUN Truck crash&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 2&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Horizontal spinning cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|06&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|07&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind (Main)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind (Upper level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Wind (Lower level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Wind (Lower level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind scroll flap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Move stone head/block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Treasure chest destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Floating rock destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Wind (Upper level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Wind rumble (Lower level)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Car destruction (Hit floor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Collapsing road (Unstable undulation)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Arrow sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Wanted sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Glass destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Crash barrel destruction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Wind howl A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Turtle whimper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Turtle call&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Turtle move on land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Turtle water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Turtle diving underwater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Underwater turtle swim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Strong underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Foliage rustle&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Cricket chirps A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Cricket chirps B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Water drop&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Pillar crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rotating platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Ornate box destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity switching hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Push gravity lever&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Ceiling rail slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Break warp tube glass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sucked into warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Exiting warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Looping hum stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Acid barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Warp tube hatch closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|23&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|24&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|26&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|27&lt;br /&gt;
|Gravity switch activation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Damage wall/block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Destroy wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Destroy block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Staff destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Platform pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hatch destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Capsule bomb explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Power generator bullet pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Locking platform release&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|25&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|26&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|27&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|28&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Hourglass door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Hourglass door closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Pyramid Core piston hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pyramid Core electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bat screech&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Beetle robot jet exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Beetle robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Beetle robot alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Beetle robot laser fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|21&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|22&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|23&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Door opening/closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Door key beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Door key moving into position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Door key sliding into lock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Door key activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Suspended ship rocking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Warp activation hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Chimney fire burst&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Chimney fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Flaming debris tumble A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Flaming debris tumble B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Flaming debris tumble C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Flaming debris crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Flaming debris fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Air hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Touch spike trap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Platform crumbling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Spin dash (16-bit)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Death sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Meteorite falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Meteorite crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Punching stationary meteorite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Stationary meteorite flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Stationary meteorite destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boring machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Asteroid destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tower shutter opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|11&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
All Cannon&#039;s Core variants use the same buffer for their stage sounds. Any differences within the data and overall usage will be denoted in the &amp;quot;Notes&amp;quot; section.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tick&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Moving block spawn&lt;br /&gt;
|Sonic, Eggman, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sliding on ceiling rail&lt;br /&gt;
|Sonic&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Security door opening&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Electric hum&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door fully opened&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door destruction&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|19&lt;br /&gt;
|Moving machinery ambiance&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|20&lt;br /&gt;
|Air current&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|21&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|22&lt;br /&gt;
|Alarm&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|23&lt;br /&gt;
|Low rumble&lt;br /&gt;
|All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Gravity cylinder electric barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Crash on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Locking platform beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Locking platform start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Locking platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Locking platform stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Asteroid explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Drill mechanism spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Drill mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Drill mechanism damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Meteor damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Meteor falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Meteor landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Meteorite hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Locking platform laser alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Sentry target hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Platform rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Platform falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|Wind swipe&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Truck box platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Truck horn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|2&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|4&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|6&lt;br /&gt;
|Meteor fall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|7&lt;br /&gt;
|Meteor land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Meteor hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|9&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|Locking platform alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|12&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
This level uses City Escape&#039;s sound buffer, with some modified sounds and IDs.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Snowboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Car landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Snowboard on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Snowboard on surface (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss hover hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss takeoff&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bullet ricochet off ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Open missile compartment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Charge laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|This is part of sound ID 14&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|16&lt;br /&gt;
|Boss locked in firing mode&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|17&lt;br /&gt;
|Boss walk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|18&lt;br /&gt;
|Climbing metal grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|9&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|10&lt;br /&gt;
|Bite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|11&lt;br /&gt;
|Throw fireball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|12&lt;br /&gt;
|Fireball land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|13&lt;br /&gt;
|Inhale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|14&lt;br /&gt;
|Fire breath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|This is part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Hourglass Boo jumping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|17&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Boss scurrying in the shadows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|19&lt;br /&gt;
|Boss scurrying on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|Sun door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|Sun door stop opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Sun door start moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7&lt;br /&gt;
|Sun door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|Sun door closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
== Sonic ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Platform segment destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mechanism hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Breaking boss chest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Weak point explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss foot slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss tail swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Dark energy ball pulsing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss firing dark energy ball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hitting boss eggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Boss roar tremor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Boss recharging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Boss defeat thud&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|16&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|17&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|18&lt;br /&gt;
|Bite roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|19&lt;br /&gt;
|Resting growl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Super Sonic/Shadow dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Red swelling pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss laser pulse A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss laser pulse B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss egg summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss egg destroyed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Approaching atmosphere rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Atmosphere re-entry flame burning&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|15&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|16&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|17&lt;br /&gt;
|Resting roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|18&lt;br /&gt;
|Defeated cry&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
The sound buffer information for Kart Racing is stored within &amp;lt;code&amp;gt;Data_DLL&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Kart engine (Idle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Kart spin out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Kart drift&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|17&lt;br /&gt;
|Kart engine stall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|18&lt;br /&gt;
|Kart crash into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|19&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|20&lt;br /&gt;
|Hit car&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|21&lt;br /&gt;
|Car crashing on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|23&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|Starting signal (Ready)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|Starting signal (Go)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|26&lt;br /&gt;
|Kart engine start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|27&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|Eggman kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|Shadow EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|32&lt;br /&gt;
|Knuckles kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|33&lt;br /&gt;
|Rouge kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|34&lt;br /&gt;
|Sonic EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|Knuckles kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|36&lt;br /&gt;
|Eggman kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37&lt;br /&gt;
|Chao kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|38&lt;br /&gt;
|Eggrobo engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|39&lt;br /&gt;
|Eggrobo brake&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|28&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|29&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=770</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=770"/>
		<updated>2026-05-26T07:25:48Z</updated>

		<summary type="html">&lt;p&gt;End User: Added sound information for bosses and Kart Racing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mobile container hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mobile container hum (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mobile container stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Footstep on metallic bridge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Footstep on metallic bridge (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Roof destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Makeshift board grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Bridge destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bridge destruction C&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Missile activation alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|12&lt;br /&gt;
|Seagull chirp&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mini-lift start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bridge extend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Security door activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door shut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Metallic destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mini-lift move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is part of sound ID 13 and is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Cargo machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Cargo machine destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Signal destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Container mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|This is part of sound ID 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|6&lt;br /&gt;
|Large satellite radar operation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|7&lt;br /&gt;
|Small satellite dish operation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Streetboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|7&lt;br /&gt;
|GUN Truck landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Streetboard grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|GUN Truck roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|GUN Truck roar (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|GUN Truck crash&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 2&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Horizontal spinning cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|06&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|07&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind (Main)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind (Upper level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Wind (Lower level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Wind (Lower level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind scroll flap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Move stone head/block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Treasure chest destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Floating rock destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Wind (Upper level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Wind rumble (Lower level)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Car destruction (Hit floor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Collapsing road (Unstable undulation)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Arrow sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Wanted sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Glass destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Crash barrel destruction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Wind howl A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Turtle whimper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Turtle call&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Turtle move on land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Turtle water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Turtle diving underwater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Underwater turtle swim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Strong underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Foliage rustle&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Cricket chirps A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Cricket chirps B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Water drop&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Pillar crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rotating platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Ornate box destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity switching hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Push gravity lever&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Ceiling rail slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Break warp tube glass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sucked into warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Exiting warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Looping hum stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Acid barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Warp tube hatch closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|23&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|24&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|26&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|27&lt;br /&gt;
|Gravity switch activation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Damage wall/block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Destroy wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Destroy block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Staff destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Platform pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hatch destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Capsule bomb explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Power generator bullet pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Locking platform release&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|25&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|26&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|27&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|28&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Hourglass door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Hourglass door closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Pyramid Core piston hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pyramid Core electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bat screech&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Beetle robot jet exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Beetle robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Beetle robot alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Beetle robot laser fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|21&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|22&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|23&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Door opening/closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Door key beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Door key moving into position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Door key sliding into lock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Door key activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Suspended ship rocking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Warp activation hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Chimney fire burst&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Chimney fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Flaming debris tumble A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Flaming debris tumble B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Flaming debris tumble C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Flaming debris crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Flaming debris fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Air hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Touch spike trap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Platform crumbling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Spin dash (16-bit)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Death sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Meteorite falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Meteorite crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Punching stationary meteorite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Stationary meteorite flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Stationary meteorite destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boring machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Asteroid destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tower shutter opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|11&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
All Cannon&#039;s Core variants use the same buffer for their stage sounds. Any differences within the data and overall usage will be denoted in the &amp;quot;Notes&amp;quot; section.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tick&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Moving block spawn&lt;br /&gt;
|Sonic, Eggman, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sliding on ceiling rail&lt;br /&gt;
|Sonic&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Security door opening&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Electric hum&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door fully opened&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door destruction&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|19&lt;br /&gt;
|Moving machinery ambiance&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|20&lt;br /&gt;
|Air current&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|21&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|22&lt;br /&gt;
|Alarm&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|23&lt;br /&gt;
|Low rumble&lt;br /&gt;
|All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Gravity cylinder electric barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Crash on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Locking platform beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Locking platform start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Locking platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Locking platform stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Asteroid explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Drill mechanism spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Drill mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Drill mechanism damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Meteor damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Meteor falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Meteor landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Meteorite hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Locking platform laser alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Sentry target hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Platform rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Platform falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|Wind swipe&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Truck box platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Truck horn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|2&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|4&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|6&lt;br /&gt;
|Meteor fall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|7&lt;br /&gt;
|Meteor land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Meteor hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|9&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|Locking platform alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|12&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
This level uses City Escape&#039;s sound buffer, with some modified sounds and IDs.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Snowboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Car landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Snowboard on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Snowboard on surface (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss hover hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss takeoff&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bullet ricochet off ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Open missile compartment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Charge laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast explosion&lt;br /&gt;
|This is part of sound ID 14&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|16&lt;br /&gt;
|Boss locked in firing mode&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|17&lt;br /&gt;
|Boss walk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|18&lt;br /&gt;
|Climbing metal grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|9&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|10&lt;br /&gt;
|Bite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|11&lt;br /&gt;
|Throw fireball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|12&lt;br /&gt;
|Fireball land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|13&lt;br /&gt;
|Inhale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|14&lt;br /&gt;
|Fire breath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Fire expanding&lt;br /&gt;
|This is part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|16&lt;br /&gt;
|Hourglass Boo jumping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|17&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|18&lt;br /&gt;
|Boss scurrying in the shadows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|19&lt;br /&gt;
|Boss scurrying on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|Sun door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|Sun door stop opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|6&lt;br /&gt;
|Sun door start moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7&lt;br /&gt;
|Sun door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|Sun door closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
== Sonic ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Platform segment destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mechanism hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss fist slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fist slam debris falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss move arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss back stairs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Boss spin swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss head slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Breaking boss chest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Weak point explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Boss foot slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Boss water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss tail swipe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Dark energy ball pulsing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss firing dark energy ball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hitting boss eggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Boss roar tremor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Boss recharging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Boss defeat thud&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|16&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|17&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|18&lt;br /&gt;
|Bite roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|19&lt;br /&gt;
|Resting growl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Damage boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Boss explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title fade-out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Super Sonic/Shadow dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Red swelling pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Boss laser pulse A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boss laser pulse B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Boss egg summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hitting boss surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Boss egg destroyed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Boss eggs moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Boss eggs activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Approaching atmosphere rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Atmosphere re-entry flame burning&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|15&lt;br /&gt;
|Intro/phase change roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|16&lt;br /&gt;
|Damage roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|17&lt;br /&gt;
|Resting roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|18&lt;br /&gt;
|Defeated cry&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
The sound buffer information for Kart Racing is stored within &amp;lt;code&amp;gt;Data_DLL&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Kart engine (Idle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Kart spin out&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Kart drift&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|17&lt;br /&gt;
|Kart engine stall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|18&lt;br /&gt;
|Kart crash into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|19&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|20&lt;br /&gt;
|Hit car&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|21&lt;br /&gt;
|Car crashing on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|23&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|Starting signal (Ready)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|Starting signal (Go)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|26&lt;br /&gt;
|Kart engine start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|27&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|Eggman kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|Shadow EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|32&lt;br /&gt;
|Knuckles kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|33&lt;br /&gt;
|Rouge kart engine (Normal)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|34&lt;br /&gt;
|Sonic EX kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|Knuckles kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|36&lt;br /&gt;
|Eggman kart engine (Extra)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37&lt;br /&gt;
|Chao kart engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|38&lt;br /&gt;
|Eggrobo engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|39&lt;br /&gt;
|Eggrobo brake&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds (Boss Noises)&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|28&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|29&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Road ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=769</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=769"/>
		<updated>2026-05-25T05:32:13Z</updated>

		<summary type="html">&lt;p&gt;End User: Added sound information for all stages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mobile container hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mobile container hum (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mobile container stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Footstep on metallic bridge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Footstep on metallic bridge (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Roof destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Makeshift board grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Bridge destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bridge destruction C&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Missile activation alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|12&lt;br /&gt;
|Seagull chirp&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mini-lift start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bridge extend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Security door activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door shut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Metallic destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mini-lift move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is part of sound ID 13 and is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Cargo machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Cargo machine destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Signal destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Container mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|This is part of sound ID 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|6&lt;br /&gt;
|Large satellite radar operation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|7&lt;br /&gt;
|Small satellite dish operation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Streetboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|7&lt;br /&gt;
|GUN Truck landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Streetboard grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|GUN Truck roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|GUN Truck roar (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|GUN Truck crash&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 2&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Horizontal spinning cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|05&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|06&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|07&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind (Main)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind (Upper level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Wind (Lower level A)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Wind (Lower level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind scroll flap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Move stone head/block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Treasure chest destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Floating rock destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Wind (Upper level B)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Wind rumble (Lower level)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Car destruction (Hit floor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Collapsing road rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Collapsing road crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Collapsing road crack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Collapsing road (Unstable undulation)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Arrow sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Wanted sign destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Glass destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Crash barrel destruction&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Fan swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Wind howl A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Turtle whimper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Turtle call&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Turtle move on land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Turtle water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Turtle diving underwater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Underwater turtle swim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Strong underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Foliage rustle&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|09&lt;br /&gt;
|Cricket chirps A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Cricket chirps B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Water drop&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Pillar crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rotating platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Ornate box destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity switching hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Push gravity lever&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Ceiling rail slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Break warp tube glass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sucked into warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Exiting warp tube&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Looping hum stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Acid barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Warp tube hatch closing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|23&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|24&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|26&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|27&lt;br /&gt;
|Gravity switch activation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Silo land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vase destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Damage wall/block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Destroy wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Destroy block obstacle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Staff destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Platform pillar destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|08&lt;br /&gt;
|Wind A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hatch destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Looping hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Capsule bomb explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Power generator bullet pulse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Locking platform release&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|25&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|26&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|27&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|28&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Hourglass door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Hourglass door closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Pyramid Core piston hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Pyramid Core electricity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bat screech&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Pyramid Core ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Footstep on metallic grating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Beetle robot jet exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Beetle robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Beetle robot alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Beetle robot laser fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Radio beep&lt;br /&gt;
|Used in mini-event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machinery ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Platform stop moving B&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|21&lt;br /&gt;
|Breathing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|22&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|23&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|24&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|25&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Door moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Door opening/closing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Hourglass turning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Hourglass tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Door key beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Door key moving into position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Door key sliding into lock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Door key activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Suspended ship rocking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Warp activation hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Chimney fire burst&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Chimney fire crackle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Flaming debris tumble A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Flaming debris tumble B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Flaming debris tumble C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|9&lt;br /&gt;
|Flaming debris crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|10&lt;br /&gt;
|Flaming debris fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Air hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Touch spike trap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Platform crumbling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Spin dash (16-bit)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Death sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Meteorite falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Meteorite crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Punching stationary meteorite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Stationary meteorite flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Stationary meteorite destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Boring machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Asteroid destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tower shutter opening&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|11&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Machine ambiance&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
All Cannon&#039;s Core variants use the same buffer for their stage sounds. Any differences within the data and overall usage will be denoted in the &amp;quot;Notes&amp;quot; section.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tick&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Moving block spawn&lt;br /&gt;
|Sonic, Eggman, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sliding on ceiling rail&lt;br /&gt;
|Sonic&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Security door opening&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Electric hum&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shutter door opening&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Shutter door finish opening&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rushing waterfall&lt;br /&gt;
|Sonic, Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door fully opened&lt;br /&gt;
|Knuckles, Rouge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Platform hum&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door destruction&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Laser blast&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Touch laser/acid&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Platform moving&lt;br /&gt;
|Sonic, Tails, Eggman&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Platform stop moving&lt;br /&gt;
|Tails, Eggman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|19&lt;br /&gt;
|Moving machinery ambiance&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|20&lt;br /&gt;
|Air current&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|21&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|22&lt;br /&gt;
|Alarm&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|23&lt;br /&gt;
|Low rumble&lt;br /&gt;
|All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Gravity cylinder hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Gravity cylinder electric barrier hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Crash on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Passing through rail ring (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Rail ring hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Passing through rail ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Vertical shaft hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Floating sign hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Floating sign alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Platform locking mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Locking platform beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Locking platform start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Locking platform moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Locking platform stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Asteroid explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Drill mechanism spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Drill mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Drill mechanism damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Jet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Meteor damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Meteor falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Meteor landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Meteorite hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Meteorite explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Locking platform laser alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Sentry target hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Boss title tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Boss title scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Platform rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Platform falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Air current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|Chaos Control warp&lt;br /&gt;
|This is part of sound ID 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|Wind swipe&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Truck box platform move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Truck horn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|2&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|Asteroid hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|4&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|6&lt;br /&gt;
|Meteor fall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|7&lt;br /&gt;
|Meteor land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Meteor hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|9&lt;br /&gt;
|Meteor explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|Locking platform alarm&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Machinery hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Water flow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|12&lt;br /&gt;
|Low rumble&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
This level uses City Escape&#039;s sound buffer, with some modified sounds and IDs.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Snowboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Streetboard trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Car landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Snowboard on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Snowboard on surface (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|No sound&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|13&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=768</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=768"/>
		<updated>2026-05-20T06:59:40Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mobile container hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mobile container hum (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mobile container stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Footstep on metallic bridge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Footstep on metallic bridge (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Roof destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Makeshift board grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Bridge destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Bridge destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bridge destruction C&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|10&lt;br /&gt;
|Missile activation alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|11&lt;br /&gt;
|Missile launch exhaust&lt;br /&gt;
|This is part of sound ID 1&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|12&lt;br /&gt;
|Seagull chirp&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mini-lift start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bridge extend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Alarm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Security door activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Security door shut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Metallic destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Security door move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Mini-lift move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|This is part of sound ID 13 and is listed under the &amp;lt;code&amp;gt;NewComplexSynth&amp;lt;/code&amp;gt; group in the 2012 version&#039;s CSB data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Cargo machine moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Cargo machine destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Signal destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Container mechanism moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Signpost destruction&lt;br /&gt;
|This is part of sound ID 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|6&lt;br /&gt;
|Large satellite radar operation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|7&lt;br /&gt;
|Small satellite dish operation&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Streetboard landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Cargo machine crash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|2&lt;br /&gt;
|Streetboard brake/move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Car destruction A&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|4&lt;br /&gt;
|Car destruction B&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|5&lt;br /&gt;
|Car destruction C&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|6&lt;br /&gt;
|Horizontal bar swing wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|7&lt;br /&gt;
|GUN Truck landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|Streetboard grinding on surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Car hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|GUN Truck roar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|GUN Truck roar (Alternate)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|Police siren&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|GUN Truck crash&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|14&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 0&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|15&lt;br /&gt;
|Ramp trick wind&lt;br /&gt;
|This is part of sound ID 2&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|16&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Car horn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=767</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=767"/>
		<updated>2026-05-18T05:34:28Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=766</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=766"/>
		<updated>2026-05-18T05:33:29Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
Normal sounds are found in the MLT file/folder&#039;s Bank 5, while background sounds are in Bank 6.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=765</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=765"/>
		<updated>2026-05-18T05:32:31Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of all stage-specific sounds found within &#039;&#039;Sonic Adventure 2&#039;&#039;. While each stage can utilize two soundbanks for storing sounds, the contents of both soundbanks are loaded into the same buffer. The listed internal IDs reflect the sound data&#039;s position within the buffer, which is also used within the game&#039;s code.&lt;br /&gt;
= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|6&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=764</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=764"/>
		<updated>2026-05-18T05:23:33Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|4&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|5&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=763</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=763"/>
		<updated>2026-05-18T05:22:28Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Prison Lane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mechanism activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Mechanism activating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanism stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Machine whirring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Machine whirring stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Mini-lift stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Hit metallic surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Smoke hiss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Mini-lift hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|Mini-lift exhaust&lt;br /&gt;
|This is part of sound ID 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|12&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|13&lt;br /&gt;
|Low hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|14&lt;br /&gt;
|Machine hum&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=762</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=762"/>
		<updated>2026-05-18T05:01:15Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Security Hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Laser system hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Touch laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Activate safe lock mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Open safe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Rustling&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|&lt;br /&gt;
|Fan wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|Money fluttering&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=761</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=761"/>
		<updated>2026-05-18T04:52:40Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Aquatic Mine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rushing water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water rising/draining&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Central platform thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Platform buoying in water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Minecart destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Water drip&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=760</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=760"/>
		<updated>2026-05-18T04:38:21Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Sky Rail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Hit propeller spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Propeller spring wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Propeller spring land&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Mechanical skull fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=759</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=759"/>
		<updated>2026-05-18T04:28:10Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Pumpkin Hill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Train chug&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Train wheels moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Train whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Train turntable moving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Train turntable locking in place&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Wind howl&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=758</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=758"/>
		<updated>2026-05-18T04:22:06Z</updated>

		<summary type="html">&lt;p&gt;End User: /* White Jungle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vine launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Torch fire&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Rainfall/Wind&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=757</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=757"/>
		<updated>2026-05-18T04:18:22Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Green Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Vertical vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Horizontal vine swing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Bungee vine drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bungee vine recoil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Thud&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Land on grindable surface&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Grinding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Landmass rumble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Bomb timer tick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=756</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=756"/>
		<updated>2026-05-18T03:47:12Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
This sound information is also used for Dry Lagoon 2P.&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
This sound information is also used for Sand Ocean 2P.&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
This sound information is also used for Lost Colony 2P.&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects&amp;diff=755</id>
		<title>Sonic Adventure 2/Sound Effects</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects&amp;diff=755"/>
		<updated>2026-05-18T03:45:35Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound effects are stored differently depending on the version of the game:&amp;lt;br /&amp;gt;&lt;br /&gt;
On Dreamcast and GameCube, the sound effects are inside MLT files in the root directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 2012 version, the sound effects are in folders found within the &amp;lt;code&amp;gt;resource\gd_PC\MLT&amp;lt;/code&amp;gt; directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
Event sound effects are in the &amp;lt;code&amp;gt;event\MLT&amp;lt;/code&amp;gt; folder in the 2012 version, and as MLT files in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; folder for the Dreamcast/GameCube versions.&lt;br /&gt;
&lt;br /&gt;
The 2012 version uses CSB sound banks to hold sound effects in ADX format. The following list denotes the contents of each CSB file as they&#039;re numbered. These numbers correlate to the soundbank IDs found within the MLT files and the names of the MPB files.&lt;br /&gt;
&lt;br /&gt;
The internal order for the banks is different from what is displayed in the files, so extra care is needed when attempting to apply changes to sound effects using the logic found within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!sort-data-type=&amp;quot;number|Filename!!sort-data-type=&amp;quot;number&amp;quot;|Internal Bank ID!!class=&amp;quot;unsortable&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|General Sound Effects and Menu SFX&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Object Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Character Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|Character Voices&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Common Enemy Sound Effects/Event Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Level-Specific Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|Level-Specific Sound Effects 2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|Water Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 4&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Chao Common Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|4&lt;br /&gt;
|Chao Instruments&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following filenames are folder names when referring to the 2012 version, otherwise refer to the &amp;lt;code&amp;gt;*.mlt&amp;lt;/code&amp;gt; filenames in the Dreamcast/GameCube versions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Stage/Level||Notes&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_kr&lt;br /&gt;
|Chao World: Knuckles/Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_ss&lt;br /&gt;
|Chao World: Sonic/Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_te&lt;br /&gt;
|Chao World: Tails/Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_dark_garden&lt;br /&gt;
|Chao Dark Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_hero_garden&lt;br /&gt;
|Chao Hero Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_kindergarten&lt;br /&gt;
|Chao Kindergarten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_neutral_garden&lt;br /&gt;
|Chao Neutral Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_race_circuit&lt;br /&gt;
|Chao Race Circuit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_race_entrance&lt;br /&gt;
|Chao Race Entrance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_sound_std&lt;br /&gt;
|Chao Sound Effects&lt;br /&gt;
|Eating, Sleeping, Crying, etc.&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|Menu Sounds&lt;br /&gt;
|Also contains some in-game sound effects (rings/animals/etc.)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_am&lt;br /&gt;
|Aquatic Mine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_bf&lt;br /&gt;
|GUN Bosses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_e&lt;br /&gt;
|Cannon&#039;s Core (Eggman)&lt;br /&gt;
|rowspan=5|All Cannon&#039;s Core sounds packs utilize the same sound list assignment information&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_kn&lt;br /&gt;
|Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_ru&lt;br /&gt;
|Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_so&lt;br /&gt;
|Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_t&lt;br /&gt;
|Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ce&lt;br /&gt;
|City Escape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cg&lt;br /&gt;
|Crazy Gadget&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cw&lt;br /&gt;
|Cosmic Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dc&lt;br /&gt;
|Death Chamber&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dl&lt;br /&gt;
|Dry Lagoon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dtr&lt;br /&gt;
|Downtown Race&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ee&lt;br /&gt;
|Eternal Engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_egl&lt;br /&gt;
|Egg Golem (Eggman)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_eq&lt;br /&gt;
|Egg Quarters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_fc&lt;br /&gt;
|Final Chase&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_fr&lt;br /&gt;
|Final Rush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_gf&lt;br /&gt;
|Green Forest&lt;br /&gt;
|This sound pack is also used for Eternal Engine 2P and Sonic vs. Shadow 1&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_gh&lt;br /&gt;
|Green Hill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_hb&lt;br /&gt;
|Hidden Base&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ig&lt;br /&gt;
|Iron Gate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_kbb&lt;br /&gt;
|King Boom Boo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lb1&lt;br /&gt;
|Biolizard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lb2&lt;br /&gt;
|Finalhazard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lc&lt;br /&gt;
|Lost Colony&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_meh&lt;br /&gt;
|Meteor Herd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_mh&lt;br /&gt;
|Metal Harbor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_mp&lt;br /&gt;
|Mad Space&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ms&lt;br /&gt;
|Mission Street&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_pc&lt;br /&gt;
|Pyramid Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ph&lt;br /&gt;
|Pumpkin Hill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_pl&lt;br /&gt;
|Prison Lane&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_rh&lt;br /&gt;
|Radical Highway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sgl&lt;br /&gt;
|Egg Golem (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sh&lt;br /&gt;
|Security Hall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_so&lt;br /&gt;
|Sand Ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sr&lt;br /&gt;
|Sky Rail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wb&lt;br /&gt;
|Weapons Bed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wc&lt;br /&gt;
|Wild Canyon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wj&lt;br /&gt;
|White Jungle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_kn_BATTLE&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_kr&lt;br /&gt;
|Knuckles/Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_sn_BATTLE&lt;br /&gt;
|Sonic/Shadow/Amy/Metal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_ss&lt;br /&gt;
|Sonic/Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_te&lt;br /&gt;
|Tails/Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_wk&lt;br /&gt;
|Mech Tails/Mech Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_wk_BATTLE&lt;br /&gt;
|Mech Tails/Mech Eggman/Chao Walker/Dark C. Walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_kart&lt;br /&gt;
|Kart Racing (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_kart_e&lt;br /&gt;
|Kart Racing (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_vs_shadow&lt;br /&gt;
|Sonic vs. Shadow 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_vs_sonic&lt;br /&gt;
|&lt;br /&gt;
|Unused. &amp;lt;code&amp;gt;se_vs_shadow&amp;lt;/code&amp;gt; is used for Sonic vs. Shadow 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= General Sounds =&lt;br /&gt;
The following sounds are found within the banks labeled as &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; within the MLT/CSB data. Almost every sound in this list is used universally, with a few samples being used and referenced in other sound lists.&lt;br /&gt;
&lt;br /&gt;
Internal IDs that are italicized indicate that the ID is listed in a separate sound list, e.g. the sounds for the Lost Chao are used for Bank 1 instead of Bank 0.&lt;br /&gt;
&lt;br /&gt;
Sound IDs that are italicized indicate that the sound may not exist within the MLT archive, but it does exist elsewhere within the game files.&lt;br /&gt;
&lt;br /&gt;
By default, all of the sounds listed in the table are applied to the internal Bank 8 unless otherwise specified.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |General Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal Bank!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|Move menu selection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|8&lt;br /&gt;
|1&lt;br /&gt;
|Confirm menu selection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|Pause&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;04&amp;lt;/s&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound does not exist in CSB/MLT data.&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|Score tally/finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|Collect Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|Emblem&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|Open Main Menu&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|Cancel in menus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|Select invalid option&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|11&lt;br /&gt;
|Activate Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|Hurt Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|8&lt;br /&gt;
|13&lt;br /&gt;
|Open Item Box&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|Collect small animal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|Collect Chaos Drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|8&lt;br /&gt;
|18&lt;br /&gt;
|Enter Chao World&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|19&lt;br /&gt;
|Hint Monitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Enemy destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Enemy destruction&lt;br /&gt;
|This is part of sound ID 21&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|8&lt;br /&gt;
|23&lt;br /&gt;
|Omochao flutter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|26&lt;br /&gt;
|Acquire shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|8&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|8&lt;br /&gt;
|28&lt;br /&gt;
|Score/time reveal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|8&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|8&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;13&#039;&#039;&lt;br /&gt;
|Crying Chao&lt;br /&gt;
|This sound is tied to the &amp;quot;Common Object Sounds&amp;quot; list, but the audio data is found inside the &amp;quot;General Sounds&amp;quot; archive&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;14&#039;&#039;&lt;br /&gt;
|Happy Chao&lt;br /&gt;
|This sound is tied to the &amp;quot;Common Object Sounds&amp;quot; list, but the audio data is found inside the &amp;quot;General Sounds&amp;quot; archive&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|Level intro&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|8&lt;br /&gt;
|29&lt;br /&gt;
|Rank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|8&lt;br /&gt;
|30&lt;br /&gt;
|Event timestamps&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|8&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|8&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;39&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|20&lt;br /&gt;
|Rings scatter&lt;br /&gt;
|This sound exists as &amp;lt;code&amp;gt;DamageRingScatter&amp;lt;/code&amp;gt; in the CSB files. Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Common Object Sounds =&lt;br /&gt;
The sounds in this section are found within the banks labeled as &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; in the MLT/CSB data. These sounds are either used for common level objects or menus, depending on which is being loaded at the time. All sounds in this section are loaded into the internal Bank 1.&lt;br /&gt;
== Stage Objects ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Common Object Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Checkpoint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Timed switch end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rocket/Missile activated&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Land on rail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Extra life&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hunting radar beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mystic Melody platform summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|Break wooden container&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|Break steel container&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|Goal Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|Touch Goal Ring&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|Touch Back Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|Alternate Goal Ring&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|Mystic Melody door open&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|Entering Mystic Melody portal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|Exiting Mystic Melody portal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|27&lt;br /&gt;
|Grinding (low speed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|28&lt;br /&gt;
|Grinding (high speed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|32&lt;br /&gt;
|Open prison door/activate mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|33&lt;br /&gt;
|Stop opening prison door/mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|36&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|&lt;br /&gt;
|Missile exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|26&lt;br /&gt;
|Spike ball rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|29&lt;br /&gt;
|Pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|30&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|31&lt;br /&gt;
|Activate Mystic Melody platform&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;43&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;44&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|Rocket blastoff&lt;br /&gt;
|This sound exists as &amp;lt;code&amp;gt;ROCKET_LAUNCHER&amp;lt;/code&amp;gt; in the CSB files. Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Menu Object SFX ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Extra Menu Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Checkpoint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Goal Ring&lt;br /&gt;
|Used when unlocking the Secretary menu theme&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Extra life&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Buzzer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|Kart Racing confirmation (engine roar)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Sounds =&lt;br /&gt;
The sounds in this section are labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; within the bank data stored in the CSB folder path/MLT data and occupy the internal Bank 2.&lt;br /&gt;
&lt;br /&gt;
For single-player scenarios, the sound packs labeled as &amp;lt;code&amp;gt;SE_CH_[character pair]&amp;lt;/code&amp;gt; are used. Multiplayer scenarios use the &amp;lt;code&amp;gt;SE_CH_[character pair]_BATTLE&amp;lt;/code&amp;gt; files in SA2B, which does not exist in the Dreamcast version as the multiplayer characters don&#039;t utilize different sounds in that version.&lt;br /&gt;
&lt;br /&gt;
The following lists are based on the sound data of the &amp;lt;code&amp;gt;_BATTLE&amp;lt;/code&amp;gt; sound packs, which contains all of the data from the single-player variant alongside the added sounds for multiplayer characters.&lt;br /&gt;
&lt;br /&gt;
== Speed-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_SS/SE_CH_SN_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Sonic/Shadow/Amy/Metal Sonic Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Sonic jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Sonic whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shadow whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Jump dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Somersault 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Somersault 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bounce Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Spin Dash release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|2P Chaos Control activation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Spin Dash charge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|17&lt;br /&gt;
|Spin Dash charge (With Light Dash/Light Attack unlocked)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|18&lt;br /&gt;
|Light Dash/Light Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|Time Stop tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|15&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;TORNADO_low_volume&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|16&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;CHAOS_SPEAR&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|Amy jump&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|21&lt;br /&gt;
|Amy brake/turn around&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|22&lt;br /&gt;
|Amy land on ground&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|23&lt;br /&gt;
|Metal Sonic jump&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|24&lt;br /&gt;
|Metal Sonic brake/turn around&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|25&lt;br /&gt;
|Metal Sonic ground movement sound&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|26&lt;br /&gt;
|Metal Sonic land on ground&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|27&lt;br /&gt;
|Black Shield&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|28&lt;br /&gt;
|Metal Sonic jump dash&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunting-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_KR/SE_CH_KN_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Knuckles/Rouge/Tikal/Chaos Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Knuckles jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rouge jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Knuckles whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Rouge whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles start glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rouge start glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Climb wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Dig&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Punch finisher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Kick finisher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Dig jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|21&lt;br /&gt;
|Glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|22&lt;br /&gt;
|Drill attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|17&lt;br /&gt;
|Level 1 Special Attack&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;19_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|Thunder Arrow&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;20_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|19&lt;br /&gt;
|Power Flash&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;21_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|Black Wave&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;22_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|23&lt;br /&gt;
|Chaos jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|24&lt;br /&gt;
|Chaos land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|27&lt;br /&gt;
|Chaos uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|28&lt;br /&gt;
|Chaos Impact&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|29&lt;br /&gt;
|Chaos Bind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_WK/SE_CH_WK_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Mech Tails/Mech Eggman/Chao Walker/Dark Chao Walker Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mech Eggman jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mech Tails jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Tails whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Eggman whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Start hover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Hover&lt;br /&gt;
|Part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|Homing Missile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|Laser Missile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|Vulcan Cannon shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|Part of sound ID 18&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|Part of sound ID 18&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Part of sound ID 21&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|Part of sound ID 23&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|15&lt;br /&gt;
|Lock-On&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|14&lt;br /&gt;
|Lock-On Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|25&lt;br /&gt;
|Chao Walker jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|Chao Walker brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|27&lt;br /&gt;
|Chao Walker step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|28&lt;br /&gt;
|Dark Chao Walker jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|29&lt;br /&gt;
|Dark Chao Walker brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|30&lt;br /&gt;
|Dark Chao Walker step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|23&lt;br /&gt;
|2P Missile Special Attack 1&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;wk59_ROCKET_LAUNCHER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|23&lt;br /&gt;
|2P Missile Special Attack 2&lt;br /&gt;
|Part of sound ID 36. Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;wk59_ROCKET_LAUNCHER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|24&lt;br /&gt;
|Power Laser charging&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;SA2_Walker_SFX_wk61_22k&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|31&lt;br /&gt;
|Zap Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|32&lt;br /&gt;
|Dark Finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechless-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_TE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Tails/Eggman Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tails jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Eggman jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Tails whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Eggman whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Eggman brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Eggman swipe/kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tails flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Tails tail swipe&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Voices =&lt;br /&gt;
The sounds in this section can be found within the pack/bank labeled as &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; within either the MLT container or the folder paths containing CSB files. They can also be found as loose MPB files. All sounds in this category are loaded into internal Bank 3.&lt;br /&gt;
&lt;br /&gt;
Voices are stored differently depending on the version of the game:&amp;lt;br /&amp;gt;&lt;br /&gt;
On Dreamcast and GameCube, the sound effects are inside MPB files in the root directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 2012 version, the sound effects are in folders within the &amp;lt;code&amp;gt;resource\gd_PC\MPB&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
The 2012 version uses CSB sound banks to hold voices in AAX format.&lt;br /&gt;
&lt;br /&gt;
The following filenames are folder names when referring to the 2012 version, otherwise refer to the &amp;lt;code&amp;gt;*.mpb&amp;lt;/code&amp;gt; filenames in the Dreamcast/GameCube versions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|b03_ew&lt;br /&gt;
|Eggman (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_ewe&lt;br /&gt;
|Eggman (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn&lt;br /&gt;
|Knuckles (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kne&lt;br /&gt;
|Knuckles (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn_btl_e&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn_btl_j&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_rg&lt;br /&gt;
|Rouge (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_rge&lt;br /&gt;
|Rouge (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sd&lt;br /&gt;
|Shadow (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sde&lt;br /&gt;
|Shadow (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn&lt;br /&gt;
|Sonic (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sne&lt;br /&gt;
|Sonic (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn_btl_e&lt;br /&gt;
|Sonic/Shadow/Amy/Metal (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn_btl_j&lt;br /&gt;
|Sonic/Shadow/Amy/Metal (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_tw&lt;br /&gt;
|Tails (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_twe&lt;br /&gt;
|Tails (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_wk_btl_e&lt;br /&gt;
|Tails/Eggman/Chao Walker/Dark C. Walker (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_wk_btl_j&lt;br /&gt;
|Tails/Eggman/Chao Walker/Dark C. Walker (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_d_garden&lt;br /&gt;
|Chao: Dark Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_h_garden&lt;br /&gt;
|Chao: Hero Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_karate&lt;br /&gt;
|Chao Karate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_kinder&lt;br /&gt;
|Chao Kindergarten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_n_garden&lt;br /&gt;
|Chao: Neutral Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_race&lt;br /&gt;
|Chao Race&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_r_ent&lt;br /&gt;
|Chao Race Entry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_ew&lt;br /&gt;
|Chao: Eggman (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_ewe&lt;br /&gt;
|Chao: Eggman (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_kn&lt;br /&gt;
|Chao: Knuckles (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_kne&lt;br /&gt;
|Chao: Knuckles (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_rg&lt;br /&gt;
|Chao: Rouge (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_rge&lt;br /&gt;
|Chao: Rouge (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sd&lt;br /&gt;
|Chao: Shadow (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sde&lt;br /&gt;
|Chao: Shadow (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sn&lt;br /&gt;
|Chao: Sonic (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sne&lt;br /&gt;
|Chao: Sonic (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_tw&lt;br /&gt;
|Chao: Tails (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_twe&lt;br /&gt;
|Chao: Tails (English)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sonic/Shadow/Amy Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Sonic and Shadow&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_SS2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_SN_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Speed Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Sonic Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sonic Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Sonic Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sonic Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Sonic Throw Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sonic Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sonic Light Attack Charged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Sonic Light Attack Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Sonic Jump Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Sonic Finish Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|11&lt;br /&gt;
|Sonic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|Sonic Hit Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|13&lt;br /&gt;
|Sonic Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|Sonic Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|Sonic Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|Shadow Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|Shadow Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Shadow Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Shadow Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Shadow Throw Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|24&lt;br /&gt;
|Shadow Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|25&lt;br /&gt;
|Shadow Light Attack Charged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|Shadow Light Attack Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|27&lt;br /&gt;
|Shadow Jump Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|28&lt;br /&gt;
|Shadow Finish Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|29&lt;br /&gt;
|Shadow Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|30&lt;br /&gt;
|Shadow Hit Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|31&lt;br /&gt;
|Shadow Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|32&lt;br /&gt;
|Shadow Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|33&lt;br /&gt;
|Amy Somersault/Ledge Balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|35&lt;br /&gt;
|Amy Light Attack Charged (Unused)&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|36&lt;br /&gt;
|Amy Light Attack Release (Unused)&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|37&lt;br /&gt;
|Amy Jump Dash&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|38&lt;br /&gt;
|Amy Damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles/Rouge/Tikal Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Knuckles and Rouge&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_KR2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_KN_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Hunting Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Knuckles Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Knuckles Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Knuckles Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Knuckles Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Knuckles Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles Punch Combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Knuckles Spiral Upper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Knuckles Water Surfacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|10&lt;br /&gt;
|Knuckles Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|11&lt;br /&gt;
|Knuckles Hit Wall/Knockback&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|12&lt;br /&gt;
|Knuckles Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|13&lt;br /&gt;
|Knuckles Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|14&lt;br /&gt;
|Knuckles Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|17&lt;br /&gt;
|Rouge Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|19&lt;br /&gt;
|Rouge Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|Rouge Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|21&lt;br /&gt;
|Rouge Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|23&lt;br /&gt;
|Rouge Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|24&lt;br /&gt;
|Rouge Kick combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|25&lt;br /&gt;
|Rouge Screw Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|26&lt;br /&gt;
|Rouge Water Surfacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|27&lt;br /&gt;
|Rouge Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|28&lt;br /&gt;
|Rouge Hit Wall/Knockback&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|29&lt;br /&gt;
|Rouge Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|30&lt;br /&gt;
|Rouge Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|31&lt;br /&gt;
|Rouge Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|Tikal Jump/ledge grab&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|34&lt;br /&gt;
|Tikal Ledge Balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|36&lt;br /&gt;
|Tikal punch combo&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|37&lt;br /&gt;
|Tikal uppercut&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|38&lt;br /&gt;
|Tikal water surfacing&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 47&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 48&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 49&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|39&lt;br /&gt;
|Tikal Damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|40&lt;br /&gt;
|Tikal hit wall/knockback&lt;br /&gt;
|Blank sound&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails/Eggman/Chao Walker/Dark Chao Walker Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Tails and Eggman&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_WK2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_WK_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Mech Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tails Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Tails Alternate Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Tails Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|3&lt;br /&gt;
|Tails basic combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|4&lt;br /&gt;
|Tails Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|5&lt;br /&gt;
|Tails Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|6&lt;br /&gt;
|Tails Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|7&lt;br /&gt;
|Tails Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|Eggman Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|11&lt;br /&gt;
|Eggman Alternate Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|12&lt;br /&gt;
|Eggman Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|13&lt;br /&gt;
|Eggman basic combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|14&lt;br /&gt;
|Eggman Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|15&lt;br /&gt;
|Eggman Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|16&lt;br /&gt;
|Eggman Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|17&lt;br /&gt;
|Eggman Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|18&lt;br /&gt;
|Chao jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|19&lt;br /&gt;
|Chao alternate jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|20&lt;br /&gt;
|Chao ledge balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|21&lt;br /&gt;
|Chao basic combo&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|22&lt;br /&gt;
|Chao Omochao attack&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|23&lt;br /&gt;
|Chao damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|24&lt;br /&gt;
|Dark Chao jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|25&lt;br /&gt;
|Dark Chao alternate jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|26&lt;br /&gt;
|Dark Chao ledge balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|27&lt;br /&gt;
|Dark Chao basic combo&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|28&lt;br /&gt;
|Dark Chao Omochao attack&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|29&lt;br /&gt;
|Dark Chao damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Enemy Sounds =&lt;br /&gt;
The sounds in this section are generally found within the banks labeled as &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. These sounds are normally part of the stage&#039;s sound files and usually pertain to the enemies found within a given level. All sounds in this section are assigned to internal Bank 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Enemy Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Bullet shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Laser shot charging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Laser shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bullet shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bomb thrown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Bomb bounce&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Glue shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Orbinaut (Unidus) spike sway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Gola fire sway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Kiki laugh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Hunter robot landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Hunter robot activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|GUN Beetle hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Spark Beetle electric shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|GUN Beetle warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Hawk robot hover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Hornet robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Hornet robot preparing to attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Hornet robot bomb launch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Boo scare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Boo vanish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Boo damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|23&lt;br /&gt;
|Artificial Chaos deflect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|Artificial Chaos move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|25&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|26&lt;br /&gt;
|Large explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|32&lt;br /&gt;
|Blue Eagle (fighter jet) flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|33&lt;br /&gt;
|Vulcan Fighter hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|34&lt;br /&gt;
|Vulcan Fighter bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|Rhino robot revving up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|29&lt;br /&gt;
|Rhino robot charging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|30&lt;br /&gt;
|Rhino robot stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|31&lt;br /&gt;
|Rhino robot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|Rhino Metal robot deflect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|36&lt;br /&gt;
|Boo idle/Artificial Chaos idle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|37&lt;br /&gt;
|Artificial Chaos idle/P-100 divide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|Artificial Chaos P-100 divide&lt;br /&gt;
|Some files contain an extra sound here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Event Sound Information ==&lt;br /&gt;
Events generally use the sound effects found in slot 4 within the MLT/CSB container. In the Dreamcast and GameCube versions, the sound data and sequence information is stored within the MLT file, with the sequence data sharing similarities with single-bank MIDI data. The 2012 version uses two files to replicate this effect: a CSB file containing all of the audio information, and a &amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt; file containing the sequence data. The 2012 version only has partial support for MIDI sequence data, so many of the audio manipulation settings will be ignored when set.&lt;br /&gt;
&lt;br /&gt;
= Stage Sounds =&lt;br /&gt;
The sounds in this category are found within the banks labeled as &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Most of the sounds present in this pack are usually tied to stage-specific objects. All sounds attributed here are loaded into internal Bank 0 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
To see the lists for every stage&#039;s unique object sounds, [[Sonic Adventure 2/Sound Effects/Stage Sounds|click here]].&lt;br /&gt;
&lt;br /&gt;
= Stage Environmental Sounds =&lt;br /&gt;
The sounds in this category are found within the banks labeled as &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Generally speaking, these sounds tend to play in the background at all times or as part of specific level scenarios. All sounds attributed here are loaded into internal Bank 6 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
To see the lists for every stage&#039;s background sounds, [[Sonic Adventure 2/Sound Effects/Stage Sounds|click here]].&lt;br /&gt;
&lt;br /&gt;
= Water Sounds =&lt;br /&gt;
The sounds in this section are generally found within the banks labeled as &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. These sounds are normally part of the stage&#039;s sound files and contain all of the water-related sound effects. All sounds in this section are assigned to internal Bank 7.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Water Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shallow water step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|3&lt;br /&gt;
|Underwater jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|5&lt;br /&gt;
|Underwater dive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|7&lt;br /&gt;
|Underwater ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|8&lt;br /&gt;
|Underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|4&lt;br /&gt;
|Waterfall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=754</id>
		<title>Template:SA2Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=754"/>
		<updated>2026-05-18T03:45:14Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure 2]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure 2/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure 2/Levels|Levels]] • [[Sonic Adventure 2/Texture Files|Texture Files]] • [[Sonic Adventure 2/Lighting and Fog|Light and Fog Data]] • [[Sonic Adventure 2/List of builds|Game Builds]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Character Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Character Model IDs|Model Data]] • [[Sonic Adventure 2/Character Animation Files|Animation Files]] • [[Sonic Adventure 2/Character Actions|Actions]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|[[Sonic Adventure 2/Character Animation Lists|Animation Lists]]!![[Sonic Adventure 2/Character Animation Lists/Speed Type|Speed-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Speed Type#Sonic|Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Shadow|Shadow]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Amy|Amy]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Metal Sonic|Metal Sonic]] &lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Hunting Type|Hunting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Hunting Type#Knuckles|Knuckles]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Rouge|Rouge]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Tikal|Tikal]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Chaos Zero|Chaos Zero]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Shooting Type|Shooting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Tails|Mech Tails]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Eggman|Mech Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Chao Walker|Chao Walker]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Dark Chao Walker|Dark Chao Walker]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Miscellaneous|Miscellaneous]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Tails|Tails]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Eggman|Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Sonic|Super Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Shadow|Super Shadow]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Voice List|Voice List]] • [[Sonic Adventure 2/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Sonic Adventure 2/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic Adventure 2/Sound Effects/Stage Sounds|Stage Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure 2/Cutscenes|Cutscenes]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=753</id>
		<title>Sonic Adventure 2/Sound Effects/Stage Sounds</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects/Stage_Sounds&amp;diff=753"/>
		<updated>2026-05-18T03:44:57Z</updated>

		<summary type="html">&lt;p&gt;End User: Implemented the framework for the &amp;quot;Stage Sounds&amp;quot; page for Sonic Adventure 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Green Forest =&lt;br /&gt;
This sound information is also used for Eternal Engine 2P and Sonic vs. Shadow 1.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Normal Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Background Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= White Jungle =&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Hill =&lt;br /&gt;
&lt;br /&gt;
= Sky Rail =&lt;br /&gt;
&lt;br /&gt;
= Aquatic Mine =&lt;br /&gt;
This sound information is also used for Pool Quest.&lt;br /&gt;
&lt;br /&gt;
= Security Hall =&lt;br /&gt;
&lt;br /&gt;
= Prison Lane =&lt;br /&gt;
&lt;br /&gt;
= Metal Harbor =&lt;br /&gt;
This sound information is also used for Metal Harbor 2P.&lt;br /&gt;
&lt;br /&gt;
= Iron Gate =&lt;br /&gt;
This sound information is also used for Iron Gate 2P.&lt;br /&gt;
&lt;br /&gt;
= Weapons Bed =&lt;br /&gt;
This sound information is also used for Weapons Bed 2P, Tails vs. Eggman 1, and Deck Race.&lt;br /&gt;
&lt;br /&gt;
= City Escape =&lt;br /&gt;
&lt;br /&gt;
= Radical Highway =&lt;br /&gt;
&lt;br /&gt;
= Wild Canyon =&lt;br /&gt;
This sound information is also used for Wild Canyon 2P.&lt;br /&gt;
&lt;br /&gt;
= Mission Street =&lt;br /&gt;
This sound information is also used for Mission Street 2P.&lt;br /&gt;
&lt;br /&gt;
= Dry Lagoon =&lt;br /&gt;
&lt;br /&gt;
= Sand Ocean =&lt;br /&gt;
&lt;br /&gt;
= Crazy Gadget =&lt;br /&gt;
&lt;br /&gt;
= Hidden Base =&lt;br /&gt;
This sound information is also used for Hidden Base 2P and Pyramid Race.&lt;br /&gt;
&lt;br /&gt;
= Eternal Engine =&lt;br /&gt;
&lt;br /&gt;
= Death Chamber =&lt;br /&gt;
This sound information is also used for Death Chamber 2P.&lt;br /&gt;
&lt;br /&gt;
= Egg Quarters =&lt;br /&gt;
&lt;br /&gt;
= Lost Colony =&lt;br /&gt;
&lt;br /&gt;
= Pyramid Cave =&lt;br /&gt;
This sound information is also used for Grind Race.&lt;br /&gt;
&lt;br /&gt;
= Final Rush =&lt;br /&gt;
&lt;br /&gt;
= Green Hill =&lt;br /&gt;
&lt;br /&gt;
= Meteor Herd =&lt;br /&gt;
&lt;br /&gt;
= Cannon&#039;s Core =&lt;br /&gt;
&lt;br /&gt;
= Final Chase =&lt;br /&gt;
&lt;br /&gt;
= Cosmic Wall =&lt;br /&gt;
This sound information is also used for Cosmic Wall 2P.&lt;br /&gt;
&lt;br /&gt;
= Sonic vs. Shadow 2 =&lt;br /&gt;
&lt;br /&gt;
= Mad Space =&lt;br /&gt;
This sound information is also used for Planet Quest.&lt;br /&gt;
&lt;br /&gt;
= Downtown Race =&lt;br /&gt;
&lt;br /&gt;
= GUN Mech Bosses =&lt;br /&gt;
&lt;br /&gt;
= King Boom Boo =&lt;br /&gt;
&lt;br /&gt;
= Egg Golem =&lt;br /&gt;
&lt;br /&gt;
= Biolizard =&lt;br /&gt;
&lt;br /&gt;
= FinalHazard =&lt;br /&gt;
&lt;br /&gt;
= Kart Racing =&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects&amp;diff=752</id>
		<title>Sonic Adventure 2/Sound Effects</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects&amp;diff=752"/>
		<updated>2026-05-18T02:48:56Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound effects are stored differently depending on the version of the game:&amp;lt;br /&amp;gt;&lt;br /&gt;
On Dreamcast and GameCube, the sound effects are inside MLT files in the root directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 2012 version, the sound effects are in folders found within the &amp;lt;code&amp;gt;resource\gd_PC\MLT&amp;lt;/code&amp;gt; directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
Event sound effects are in the &amp;lt;code&amp;gt;event\MLT&amp;lt;/code&amp;gt; folder in the 2012 version, and as MLT files in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; folder for the Dreamcast/GameCube versions.&lt;br /&gt;
&lt;br /&gt;
The 2012 version uses CSB sound banks to hold sound effects in ADX format. The following list denotes the contents of each CSB file as they&#039;re numbered. These numbers correlate to the soundbank IDs found within the MLT files and the names of the MPB files.&lt;br /&gt;
&lt;br /&gt;
The internal order for the banks is different from what is displayed in the files, so extra care is needed when attempting to apply changes to sound effects using the logic found within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!sort-data-type=&amp;quot;number|Filename!!sort-data-type=&amp;quot;number&amp;quot;|Internal Bank ID!!class=&amp;quot;unsortable&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|General Sound Effects and Menu SFX&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Object Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Character Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|Character Voices&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Common Enemy Sound Effects/Event Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Level-Specific Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|Level-Specific Sound Effects 2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|Water Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 4&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Chao Common Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|4&lt;br /&gt;
|Chao Instruments&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following filenames are folder names when referring to the 2012 version, otherwise refer to the &amp;lt;code&amp;gt;*.mlt&amp;lt;/code&amp;gt; filenames in the Dreamcast/GameCube versions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Stage/Level||Notes&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_kr&lt;br /&gt;
|Chao World: Knuckles/Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_ss&lt;br /&gt;
|Chao World: Sonic/Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_te&lt;br /&gt;
|Chao World: Tails/Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_dark_garden&lt;br /&gt;
|Chao Dark Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_hero_garden&lt;br /&gt;
|Chao Hero Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_kindergarten&lt;br /&gt;
|Chao Kindergarten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_neutral_garden&lt;br /&gt;
|Chao Neutral Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_race_circuit&lt;br /&gt;
|Chao Race Circuit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_race_entrance&lt;br /&gt;
|Chao Race Entrance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_sound_std&lt;br /&gt;
|Chao Sound Effects&lt;br /&gt;
|Eating, Sleeping, Crying, etc.&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|Menu Sounds&lt;br /&gt;
|Also contains some in-game sound effects (rings/animals/etc.)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_am&lt;br /&gt;
|Aquatic Mine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_bf&lt;br /&gt;
|GUN Bosses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_e&lt;br /&gt;
|Cannon&#039;s Core (Eggman)&lt;br /&gt;
|rowspan=5|All Cannon&#039;s Core sounds packs utilize the same sound list assignment information&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_kn&lt;br /&gt;
|Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_ru&lt;br /&gt;
|Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_so&lt;br /&gt;
|Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_t&lt;br /&gt;
|Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ce&lt;br /&gt;
|City Escape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cg&lt;br /&gt;
|Crazy Gadget&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cw&lt;br /&gt;
|Cosmic Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dc&lt;br /&gt;
|Death Chamber&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dl&lt;br /&gt;
|Dry Lagoon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dtr&lt;br /&gt;
|Downtown Race&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ee&lt;br /&gt;
|Eternal Engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_egl&lt;br /&gt;
|Egg Golem (Eggman)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_eq&lt;br /&gt;
|Egg Quarters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_fc&lt;br /&gt;
|Final Chase&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_fr&lt;br /&gt;
|Final Rush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_gf&lt;br /&gt;
|Green Forest&lt;br /&gt;
|This sound pack is also used for Eternal Engine 2P and Sonic vs. Shadow 1&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_gh&lt;br /&gt;
|Green Hill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_hb&lt;br /&gt;
|Hidden Base&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ig&lt;br /&gt;
|Iron Gate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_kbb&lt;br /&gt;
|King Boom Boo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lb1&lt;br /&gt;
|Biolizard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lb2&lt;br /&gt;
|Finalhazard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lc&lt;br /&gt;
|Lost Colony&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_meh&lt;br /&gt;
|Meteor Herd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_mh&lt;br /&gt;
|Metal Harbor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_mp&lt;br /&gt;
|Mad Space&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ms&lt;br /&gt;
|Mission Street&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_pc&lt;br /&gt;
|Pyramid Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ph&lt;br /&gt;
|Pumpkin Hill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_pl&lt;br /&gt;
|Prison Lane&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_rh&lt;br /&gt;
|Radical Highway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sgl&lt;br /&gt;
|Egg Golem (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sh&lt;br /&gt;
|Security Hall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_so&lt;br /&gt;
|Sand Ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sr&lt;br /&gt;
|Sky Rail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wb&lt;br /&gt;
|Weapons Bed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wc&lt;br /&gt;
|Wild Canyon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wj&lt;br /&gt;
|White Jungle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_kn_BATTLE&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_kr&lt;br /&gt;
|Knuckles/Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_sn_BATTLE&lt;br /&gt;
|Sonic/Shadow/Amy/Metal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_ss&lt;br /&gt;
|Sonic/Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_te&lt;br /&gt;
|Tails/Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_wk&lt;br /&gt;
|Mech Tails/Mech Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_wk_BATTLE&lt;br /&gt;
|Mech Tails/Mech Eggman/Chao Walker/Dark C. Walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_kart&lt;br /&gt;
|Kart Racing (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_kart_e&lt;br /&gt;
|Kart Racing (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_vs_shadow&lt;br /&gt;
|Sonic vs. Shadow 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_vs_sonic&lt;br /&gt;
|&lt;br /&gt;
|Unused. &amp;lt;code&amp;gt;se_vs_shadow&amp;lt;/code&amp;gt; is used for Sonic vs. Shadow 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= General Sounds =&lt;br /&gt;
The following sounds are found within the banks labeled as &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; within the MLT/CSB data. Almost every sound in this list is used universally, with a few samples being used and referenced in other sound lists.&lt;br /&gt;
&lt;br /&gt;
Internal IDs that are italicized indicate that the ID is listed in a separate sound list, e.g. the sounds for the Lost Chao are used for Bank 1 instead of Bank 0.&lt;br /&gt;
&lt;br /&gt;
Sound IDs that are italicized indicate that the sound may not exist within the MLT archive, but it does exist elsewhere within the game files.&lt;br /&gt;
&lt;br /&gt;
By default, all of the sounds listed in the table are applied to the internal Bank 8 unless otherwise specified.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |General Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal Bank!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|Move menu selection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|8&lt;br /&gt;
|1&lt;br /&gt;
|Confirm menu selection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|Pause&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;04&amp;lt;/s&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound does not exist in CSB/MLT data.&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|Score tally/finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|Collect Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|Emblem&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|Open Main Menu&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|Cancel in menus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|Select invalid option&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|11&lt;br /&gt;
|Activate Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|Hurt Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|8&lt;br /&gt;
|13&lt;br /&gt;
|Open Item Box&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|Collect small animal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|Collect Chaos Drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|8&lt;br /&gt;
|18&lt;br /&gt;
|Enter Chao World&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|19&lt;br /&gt;
|Hint Monitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Enemy destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Enemy destruction&lt;br /&gt;
|This is part of sound ID 21&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|8&lt;br /&gt;
|23&lt;br /&gt;
|Omochao flutter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|26&lt;br /&gt;
|Acquire shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|8&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|8&lt;br /&gt;
|28&lt;br /&gt;
|Score/time reveal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|8&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|8&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;13&#039;&#039;&lt;br /&gt;
|Crying Chao&lt;br /&gt;
|This sound is tied to the &amp;quot;Common Object Sounds&amp;quot; list, but the audio data is found inside the &amp;quot;General Sounds&amp;quot; archive&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;14&#039;&#039;&lt;br /&gt;
|Happy Chao&lt;br /&gt;
|This sound is tied to the &amp;quot;Common Object Sounds&amp;quot; list, but the audio data is found inside the &amp;quot;General Sounds&amp;quot; archive&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|Level intro&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|8&lt;br /&gt;
|29&lt;br /&gt;
|Rank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|8&lt;br /&gt;
|30&lt;br /&gt;
|Event timestamps&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|8&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|8&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;39&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|20&lt;br /&gt;
|Rings scatter&lt;br /&gt;
|This sound exists as &amp;lt;code&amp;gt;DamageRingScatter&amp;lt;/code&amp;gt; in the CSB files. Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Common Object Sounds =&lt;br /&gt;
The sounds in this section are found within the banks labeled as &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; in the MLT/CSB data. These sounds are either used for common level objects or menus, depending on which is being loaded at the time. All sounds in this section are loaded into the internal Bank 1.&lt;br /&gt;
== Stage Objects ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Common Object Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Checkpoint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Timed switch end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rocket/Missile activated&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Land on rail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Extra life&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hunting radar beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mystic Melody platform summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|Break wooden container&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|Break steel container&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|Goal Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|Touch Goal Ring&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|Touch Back Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|Alternate Goal Ring&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|Mystic Melody door open&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|Entering Mystic Melody portal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|Exiting Mystic Melody portal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|27&lt;br /&gt;
|Grinding (low speed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|28&lt;br /&gt;
|Grinding (high speed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|32&lt;br /&gt;
|Open prison door/activate mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|33&lt;br /&gt;
|Stop opening prison door/mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|36&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|&lt;br /&gt;
|Missile exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|26&lt;br /&gt;
|Spike ball rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|29&lt;br /&gt;
|Pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|30&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|31&lt;br /&gt;
|Activate Mystic Melody platform&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;43&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;44&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|Rocket blastoff&lt;br /&gt;
|This sound exists as &amp;lt;code&amp;gt;ROCKET_LAUNCHER&amp;lt;/code&amp;gt; in the CSB files. Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Menu Object SFX ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Extra Menu Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Checkpoint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Goal Ring&lt;br /&gt;
|Used when unlocking the Secretary menu theme&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Extra life&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Buzzer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|Kart Racing confirmation (engine roar)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Sounds =&lt;br /&gt;
The sounds in this section are labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; within the bank data stored in the CSB folder path/MLT data and occupy the internal Bank 2.&lt;br /&gt;
&lt;br /&gt;
For single-player scenarios, the sound packs labeled as &amp;lt;code&amp;gt;SE_CH_[character pair]&amp;lt;/code&amp;gt; are used. Multiplayer scenarios use the &amp;lt;code&amp;gt;SE_CH_[character pair]_BATTLE&amp;lt;/code&amp;gt; files in SA2B, which does not exist in the Dreamcast version as the multiplayer characters don&#039;t utilize different sounds in that version.&lt;br /&gt;
&lt;br /&gt;
The following lists are based on the sound data of the &amp;lt;code&amp;gt;_BATTLE&amp;lt;/code&amp;gt; sound packs, which contains all of the data from the single-player variant alongside the added sounds for multiplayer characters.&lt;br /&gt;
&lt;br /&gt;
== Speed-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_SS/SE_CH_SN_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Sonic/Shadow/Amy/Metal Sonic Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Sonic jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Sonic whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shadow whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Jump dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Somersault 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Somersault 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bounce Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Spin Dash release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|2P Chaos Control activation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Spin Dash charge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|17&lt;br /&gt;
|Spin Dash charge (With Light Dash/Light Attack unlocked)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|18&lt;br /&gt;
|Light Dash/Light Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|Time Stop tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|15&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;TORNADO_low_volume&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|16&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;CHAOS_SPEAR&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|Amy jump&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|21&lt;br /&gt;
|Amy brake/turn around&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|22&lt;br /&gt;
|Amy land on ground&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|23&lt;br /&gt;
|Metal Sonic jump&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|24&lt;br /&gt;
|Metal Sonic brake/turn around&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|25&lt;br /&gt;
|Metal Sonic ground movement sound&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|26&lt;br /&gt;
|Metal Sonic land on ground&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|27&lt;br /&gt;
|Black Shield&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|28&lt;br /&gt;
|Metal Sonic jump dash&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunting-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_KR/SE_CH_KN_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Knuckles/Rouge/Tikal/Chaos Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Knuckles jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rouge jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Knuckles whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Rouge whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles start glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rouge start glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Climb wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Dig&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Punch finisher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Kick finisher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Dig jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|21&lt;br /&gt;
|Glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|22&lt;br /&gt;
|Drill attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|17&lt;br /&gt;
|Level 1 Special Attack&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;19_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|Thunder Arrow&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;20_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|19&lt;br /&gt;
|Power Flash&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;21_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|Black Wave&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;22_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|23&lt;br /&gt;
|Chaos jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|24&lt;br /&gt;
|Chaos land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|27&lt;br /&gt;
|Chaos uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|28&lt;br /&gt;
|Chaos Impact&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|29&lt;br /&gt;
|Chaos Bind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_WK/SE_CH_WK_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Mech Tails/Mech Eggman/Chao Walker/Dark Chao Walker Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mech Eggman jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mech Tails jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Tails whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Eggman whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Start hover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Hover&lt;br /&gt;
|Part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|Homing Missile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|Laser Missile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|Vulcan Cannon shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|Part of sound ID 18&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|Part of sound ID 18&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Part of sound ID 21&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|Part of sound ID 23&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|15&lt;br /&gt;
|Lock-On&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|14&lt;br /&gt;
|Lock-On Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|25&lt;br /&gt;
|Chao Walker jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|Chao Walker brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|27&lt;br /&gt;
|Chao Walker step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|28&lt;br /&gt;
|Dark Chao Walker jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|29&lt;br /&gt;
|Dark Chao Walker brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|30&lt;br /&gt;
|Dark Chao Walker step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|23&lt;br /&gt;
|2P Missile Special Attack 1&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;wk59_ROCKET_LAUNCHER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|23&lt;br /&gt;
|2P Missile Special Attack 2&lt;br /&gt;
|Part of sound ID 36. Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;wk59_ROCKET_LAUNCHER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|24&lt;br /&gt;
|Power Laser charging&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;SA2_Walker_SFX_wk61_22k&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|31&lt;br /&gt;
|Zap Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|32&lt;br /&gt;
|Dark Finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechless-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_TE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Tails/Eggman Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tails jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Eggman jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Tails whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Eggman whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Eggman brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Eggman swipe/kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tails flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Tails tail swipe&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Voices =&lt;br /&gt;
The sounds in this section can be found within the pack/bank labeled as &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; within either the MLT container or the folder paths containing CSB files. They can also be found as loose MPB files. All sounds in this category are loaded into internal Bank 3.&lt;br /&gt;
&lt;br /&gt;
Voices are stored differently depending on the version of the game:&amp;lt;br /&amp;gt;&lt;br /&gt;
On Dreamcast and GameCube, the sound effects are inside MPB files in the root directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 2012 version, the sound effects are in folders within the &amp;lt;code&amp;gt;resource\gd_PC\MPB&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
The 2012 version uses CSB sound banks to hold voices in AAX format.&lt;br /&gt;
&lt;br /&gt;
The following filenames are folder names when referring to the 2012 version, otherwise refer to the &amp;lt;code&amp;gt;*.mpb&amp;lt;/code&amp;gt; filenames in the Dreamcast/GameCube versions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|b03_ew&lt;br /&gt;
|Eggman (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_ewe&lt;br /&gt;
|Eggman (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn&lt;br /&gt;
|Knuckles (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kne&lt;br /&gt;
|Knuckles (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn_btl_e&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn_btl_j&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_rg&lt;br /&gt;
|Rouge (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_rge&lt;br /&gt;
|Rouge (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sd&lt;br /&gt;
|Shadow (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sde&lt;br /&gt;
|Shadow (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn&lt;br /&gt;
|Sonic (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sne&lt;br /&gt;
|Sonic (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn_btl_e&lt;br /&gt;
|Sonic/Shadow/Amy/Metal (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn_btl_j&lt;br /&gt;
|Sonic/Shadow/Amy/Metal (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_tw&lt;br /&gt;
|Tails (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_twe&lt;br /&gt;
|Tails (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_wk_btl_e&lt;br /&gt;
|Tails/Eggman/Chao Walker/Dark C. Walker (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_wk_btl_j&lt;br /&gt;
|Tails/Eggman/Chao Walker/Dark C. Walker (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_d_garden&lt;br /&gt;
|Chao: Dark Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_h_garden&lt;br /&gt;
|Chao: Hero Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_karate&lt;br /&gt;
|Chao Karate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_kinder&lt;br /&gt;
|Chao Kindergarten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_n_garden&lt;br /&gt;
|Chao: Neutral Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_race&lt;br /&gt;
|Chao Race&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_r_ent&lt;br /&gt;
|Chao Race Entry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_ew&lt;br /&gt;
|Chao: Eggman (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_ewe&lt;br /&gt;
|Chao: Eggman (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_kn&lt;br /&gt;
|Chao: Knuckles (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_kne&lt;br /&gt;
|Chao: Knuckles (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_rg&lt;br /&gt;
|Chao: Rouge (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_rge&lt;br /&gt;
|Chao: Rouge (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sd&lt;br /&gt;
|Chao: Shadow (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sde&lt;br /&gt;
|Chao: Shadow (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sn&lt;br /&gt;
|Chao: Sonic (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sne&lt;br /&gt;
|Chao: Sonic (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_tw&lt;br /&gt;
|Chao: Tails (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_twe&lt;br /&gt;
|Chao: Tails (English)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sonic/Shadow/Amy Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Sonic and Shadow&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_SS2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_SN_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Speed Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Sonic Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sonic Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Sonic Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sonic Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Sonic Throw Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sonic Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sonic Light Attack Charged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Sonic Light Attack Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Sonic Jump Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Sonic Finish Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|11&lt;br /&gt;
|Sonic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|Sonic Hit Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|13&lt;br /&gt;
|Sonic Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|Sonic Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|Sonic Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|Shadow Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|Shadow Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Shadow Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Shadow Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Shadow Throw Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|24&lt;br /&gt;
|Shadow Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|25&lt;br /&gt;
|Shadow Light Attack Charged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|Shadow Light Attack Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|27&lt;br /&gt;
|Shadow Jump Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|28&lt;br /&gt;
|Shadow Finish Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|29&lt;br /&gt;
|Shadow Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|30&lt;br /&gt;
|Shadow Hit Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|31&lt;br /&gt;
|Shadow Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|32&lt;br /&gt;
|Shadow Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|33&lt;br /&gt;
|Amy Somersault/Ledge Balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|35&lt;br /&gt;
|Amy Light Attack Charged (Unused)&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|36&lt;br /&gt;
|Amy Light Attack Release (Unused)&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|37&lt;br /&gt;
|Amy Jump Dash&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|38&lt;br /&gt;
|Amy Damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles/Rouge/Tikal Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Knuckles and Rouge&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_KR2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_KN_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Hunting Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Knuckles Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Knuckles Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Knuckles Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Knuckles Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Knuckles Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles Punch Combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Knuckles Spiral Upper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Knuckles Water Surfacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|10&lt;br /&gt;
|Knuckles Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|11&lt;br /&gt;
|Knuckles Hit Wall/Knockback&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|12&lt;br /&gt;
|Knuckles Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|13&lt;br /&gt;
|Knuckles Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|14&lt;br /&gt;
|Knuckles Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|17&lt;br /&gt;
|Rouge Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|19&lt;br /&gt;
|Rouge Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|Rouge Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|21&lt;br /&gt;
|Rouge Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|23&lt;br /&gt;
|Rouge Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|24&lt;br /&gt;
|Rouge Kick combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|25&lt;br /&gt;
|Rouge Screw Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|26&lt;br /&gt;
|Rouge Water Surfacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|27&lt;br /&gt;
|Rouge Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|28&lt;br /&gt;
|Rouge Hit Wall/Knockback&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|29&lt;br /&gt;
|Rouge Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|30&lt;br /&gt;
|Rouge Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|31&lt;br /&gt;
|Rouge Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|Tikal Jump/ledge grab&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|34&lt;br /&gt;
|Tikal Ledge Balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|36&lt;br /&gt;
|Tikal punch combo&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|37&lt;br /&gt;
|Tikal uppercut&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|38&lt;br /&gt;
|Tikal water surfacing&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 47&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 48&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 49&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|39&lt;br /&gt;
|Tikal Damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|40&lt;br /&gt;
|Tikal hit wall/knockback&lt;br /&gt;
|Blank sound&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails/Eggman/Chao Walker/Dark Chao Walker Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Tails and Eggman&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_WK2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_WK_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Mech Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tails Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Tails Alternate Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Tails Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|3&lt;br /&gt;
|Tails basic combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|4&lt;br /&gt;
|Tails Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|5&lt;br /&gt;
|Tails Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|6&lt;br /&gt;
|Tails Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|7&lt;br /&gt;
|Tails Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|Eggman Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|11&lt;br /&gt;
|Eggman Alternate Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|12&lt;br /&gt;
|Eggman Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|13&lt;br /&gt;
|Eggman basic combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|14&lt;br /&gt;
|Eggman Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|15&lt;br /&gt;
|Eggman Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|16&lt;br /&gt;
|Eggman Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|17&lt;br /&gt;
|Eggman Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|18&lt;br /&gt;
|Chao jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|19&lt;br /&gt;
|Chao alternate jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|20&lt;br /&gt;
|Chao ledge balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|21&lt;br /&gt;
|Chao basic combo&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|22&lt;br /&gt;
|Chao Omochao attack&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|23&lt;br /&gt;
|Chao damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|24&lt;br /&gt;
|Dark Chao jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|25&lt;br /&gt;
|Dark Chao alternate jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|26&lt;br /&gt;
|Dark Chao ledge balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|27&lt;br /&gt;
|Dark Chao basic combo&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|28&lt;br /&gt;
|Dark Chao Omochao attack&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|29&lt;br /&gt;
|Dark Chao damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Enemy Sounds =&lt;br /&gt;
The sounds in this section are generally found within the banks labeled as &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. These sounds are normally part of the stage&#039;s sound files and usually pertain to the enemies found within a given level. All sounds in this section are assigned to internal Bank 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Enemy Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Bullet shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Laser shot charging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Laser shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bullet shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bomb thrown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Bomb bounce&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Glue shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Orbinaut (Unidus) spike sway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Gola fire sway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Kiki laugh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Hunter robot landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Hunter robot activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|GUN Beetle hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Spark Beetle electric shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|GUN Beetle warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Hawk robot hover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Hornet robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Hornet robot preparing to attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Hornet robot bomb launch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Boo scare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Boo vanish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Boo damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|23&lt;br /&gt;
|Artificial Chaos deflect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|Artificial Chaos move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|25&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|26&lt;br /&gt;
|Large explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|32&lt;br /&gt;
|Blue Eagle (fighter jet) flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|33&lt;br /&gt;
|Vulcan Fighter hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|34&lt;br /&gt;
|Vulcan Fighter bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|Rhino robot revving up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|29&lt;br /&gt;
|Rhino robot charging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|30&lt;br /&gt;
|Rhino robot stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|31&lt;br /&gt;
|Rhino robot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|Rhino Metal robot deflect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|36&lt;br /&gt;
|Boo idle/Artificial Chaos idle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|37&lt;br /&gt;
|Artificial Chaos idle/P-100 divide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|Artificial Chaos P-100 divide&lt;br /&gt;
|Some files contain an extra sound here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Event Sound Information ==&lt;br /&gt;
Events generally use the sound effects found in slot 4 within the MLT/CSB container. In the Dreamcast and GameCube versions, the sound data and sequence information is stored within the MLT file, with the sequence data sharing similarities with single-bank MIDI data. The 2012 version uses two files to replicate this effect: a CSB file containing all of the audio information, and a &amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt; file containing the sequence data. The 2012 version only has partial support for MIDI sequence data, so many of the audio manipulation settings will be ignored when set.&lt;br /&gt;
&lt;br /&gt;
= Stage Sounds =&lt;br /&gt;
The sounds in this category are found within the banks labeled as &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Most of the sounds present in this pack are usually tied to stage-specific objects. All sounds attributed here are loaded into internal Bank 0 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
To see the lists for every stage&#039;s unique object sounds, [[Sonic Adventure 2/Sound Effects/Stage Sounds|click here]].&lt;br /&gt;
&lt;br /&gt;
= Stage Environmental Sounds =&lt;br /&gt;
The sounds in this category are found within the banks labeled as &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Generally speaking, these sounds tend to play in the background at all times or as part of specific level scenarios. All sounds attributed here are loaded into internal Bank 6 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
To see the lists for every stage&#039;s background sounds, [[Sonic Adventure 2/Sound Effects/Stage Background Sounds|click here]].&lt;br /&gt;
&lt;br /&gt;
= Water Sounds =&lt;br /&gt;
The sounds in this section are generally found within the banks labeled as &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. These sounds are normally part of the stage&#039;s sound files and contain all of the water-related sound effects. All sounds in this section are assigned to internal Bank 7.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Water Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shallow water step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|3&lt;br /&gt;
|Underwater jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|5&lt;br /&gt;
|Underwater dive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|7&lt;br /&gt;
|Underwater ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|8&lt;br /&gt;
|Underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|4&lt;br /&gt;
|Waterfall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=751</id>
		<title>Template:SA2Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=751"/>
		<updated>2026-05-18T02:48:29Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure 2]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure 2/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure 2/Levels|Levels]] • [[Sonic Adventure 2/Texture Files|Texture Files]] • [[Sonic Adventure 2/Lighting and Fog|Light and Fog Data]] • [[Sonic Adventure 2/List of builds|Game Builds]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Character Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Character Model IDs|Model Data]] • [[Sonic Adventure 2/Character Animation Files|Animation Files]] • [[Sonic Adventure 2/Character Actions|Actions]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|[[Sonic Adventure 2/Character Animation Lists|Animation Lists]]!![[Sonic Adventure 2/Character Animation Lists/Speed Type|Speed-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Speed Type#Sonic|Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Shadow|Shadow]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Amy|Amy]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Metal Sonic|Metal Sonic]] &lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Hunting Type|Hunting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Hunting Type#Knuckles|Knuckles]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Rouge|Rouge]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Tikal|Tikal]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Chaos Zero|Chaos Zero]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Shooting Type|Shooting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Tails|Mech Tails]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Eggman|Mech Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Chao Walker|Chao Walker]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Dark Chao Walker|Dark Chao Walker]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Miscellaneous|Miscellaneous]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Tails|Tails]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Eggman|Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Sonic|Super Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Shadow|Super Shadow]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Voice List|Voice List]] • [[Sonic Adventure 2/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Sonic Adventure 2/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic Adventure 2/Sound Effects/Stage Sounds|Stage Sounds]] • [[Sonic Adventure 2/Sound Effects/Stage Background Sounds|Stage Background Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure 2/Cutscenes|Cutscenes]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects&amp;diff=750</id>
		<title>Sonic Adventure 2/Sound Effects</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Sound_Effects&amp;diff=750"/>
		<updated>2026-05-18T02:45:59Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound effects are stored differently depending on the version of the game:&amp;lt;br /&amp;gt;&lt;br /&gt;
On Dreamcast and GameCube, the sound effects are inside MLT files in the root directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 2012 version, the sound effects are in folders found within the &amp;lt;code&amp;gt;resource\gd_PC\MLT&amp;lt;/code&amp;gt; directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
Event sound effects are in the &amp;lt;code&amp;gt;event\MLT&amp;lt;/code&amp;gt; folder in the 2012 version, and as MLT files in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; folder for the Dreamcast/GameCube versions.&lt;br /&gt;
&lt;br /&gt;
The 2012 version uses CSB sound banks to hold sound effects in ADX format. The following list denotes the contents of each CSB file as they&#039;re numbered. These numbers correlate to the soundbank IDs found within the MLT files and the names of the MPB files.&lt;br /&gt;
&lt;br /&gt;
The internal order for the banks is different from what is displayed in the files, so extra care is needed when attempting to apply changes to sound effects using the logic found within the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!sort-data-type=&amp;quot;number|Filename!!sort-data-type=&amp;quot;number&amp;quot;|Internal Bank ID!!class=&amp;quot;unsortable&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|General Sound Effects and Menu SFX&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Object Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Character Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|Character Voices&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Common Enemy Sound Effects/Event Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Level-Specific Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|Level-Specific Sound Effects 2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|Water Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|6&lt;br /&gt;
|Chao Voices 4&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|Chao Common Sound Effects&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|4&lt;br /&gt;
|Chao Instruments&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following filenames are folder names when referring to the 2012 version, otherwise refer to the &amp;lt;code&amp;gt;*.mlt&amp;lt;/code&amp;gt; filenames in the Dreamcast/GameCube versions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Stage/Level||Notes&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_kr&lt;br /&gt;
|Chao World: Knuckles/Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_ss&lt;br /&gt;
|Chao World: Sonic/Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_chara_te&lt;br /&gt;
|Chao World: Tails/Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_dark_garden&lt;br /&gt;
|Chao Dark Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_hero_garden&lt;br /&gt;
|Chao Hero Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_kindergarten&lt;br /&gt;
|Chao Kindergarten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_neutral_garden&lt;br /&gt;
|Chao Neutral Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_race_circuit&lt;br /&gt;
|Chao Race Circuit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_race_entrance&lt;br /&gt;
|Chao Race Entrance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|chao_sound_std&lt;br /&gt;
|Chao Sound Effects&lt;br /&gt;
|Eating, Sleeping, Crying, etc.&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|Menu Sounds&lt;br /&gt;
|Also contains some in-game sound effects (rings/animals/etc.)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_am&lt;br /&gt;
|Aquatic Mine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_bf&lt;br /&gt;
|GUN Bosses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_e&lt;br /&gt;
|Cannon&#039;s Core (Eggman)&lt;br /&gt;
|rowspan=5|All Cannon&#039;s Core sounds packs utilize the same sound list assignment information&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_kn&lt;br /&gt;
|Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_ru&lt;br /&gt;
|Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_so&lt;br /&gt;
|Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cc_t&lt;br /&gt;
|Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ce&lt;br /&gt;
|City Escape&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cg&lt;br /&gt;
|Crazy Gadget&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_cw&lt;br /&gt;
|Cosmic Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dc&lt;br /&gt;
|Death Chamber&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dl&lt;br /&gt;
|Dry Lagoon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_dtr&lt;br /&gt;
|Downtown Race&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ee&lt;br /&gt;
|Eternal Engine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_egl&lt;br /&gt;
|Egg Golem (Eggman)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_eq&lt;br /&gt;
|Egg Quarters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_fc&lt;br /&gt;
|Final Chase&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_fr&lt;br /&gt;
|Final Rush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_gf&lt;br /&gt;
|Green Forest&lt;br /&gt;
|This sound pack is also used for Eternal Engine 2P and Sonic vs. Shadow 1&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_gh&lt;br /&gt;
|Green Hill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_hb&lt;br /&gt;
|Hidden Base&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ig&lt;br /&gt;
|Iron Gate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_kbb&lt;br /&gt;
|King Boom Boo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lb1&lt;br /&gt;
|Biolizard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lb2&lt;br /&gt;
|Finalhazard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_lc&lt;br /&gt;
|Lost Colony&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_meh&lt;br /&gt;
|Meteor Herd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_mh&lt;br /&gt;
|Metal Harbor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_mp&lt;br /&gt;
|Mad Space&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ms&lt;br /&gt;
|Mission Street&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_pc&lt;br /&gt;
|Pyramid Cave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_ph&lt;br /&gt;
|Pumpkin Hill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_pl&lt;br /&gt;
|Prison Lane&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_rh&lt;br /&gt;
|Radical Highway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sgl&lt;br /&gt;
|Egg Golem (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sh&lt;br /&gt;
|Security Hall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_so&lt;br /&gt;
|Sand Ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_sr&lt;br /&gt;
|Sky Rail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wb&lt;br /&gt;
|Weapons Bed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wc&lt;br /&gt;
|Wild Canyon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ac_wj&lt;br /&gt;
|White Jungle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_kn_BATTLE&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_kr&lt;br /&gt;
|Knuckles/Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_sn_BATTLE&lt;br /&gt;
|Sonic/Shadow/Amy/Metal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_ss&lt;br /&gt;
|Sonic/Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_te&lt;br /&gt;
|Tails/Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_wk&lt;br /&gt;
|Mech Tails/Mech Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_ch_wk_BATTLE&lt;br /&gt;
|Mech Tails/Mech Eggman/Chao Walker/Dark C. Walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_kart&lt;br /&gt;
|Kart Racing (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_kart_e&lt;br /&gt;
|Kart Racing (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_vs_shadow&lt;br /&gt;
|Sonic vs. Shadow 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|se_vs_sonic&lt;br /&gt;
|&lt;br /&gt;
|Unused. &amp;lt;code&amp;gt;se_vs_shadow&amp;lt;/code&amp;gt; is used for Sonic vs. Shadow 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= General Sounds =&lt;br /&gt;
The following sounds are found within the banks labeled as &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; within the MLT/CSB data. Almost every sound in this list is used universally, with a few samples being used and referenced in other sound lists.&lt;br /&gt;
&lt;br /&gt;
Internal IDs that are italicized indicate that the ID is listed in a separate sound list, e.g. the sounds for the Lost Chao are used for Bank 1 instead of Bank 0.&lt;br /&gt;
&lt;br /&gt;
Sound IDs that are italicized indicate that the sound may not exist within the MLT archive, but it does exist elsewhere within the game files.&lt;br /&gt;
&lt;br /&gt;
By default, all of the sounds listed in the table are applied to the internal Bank 8 unless otherwise specified.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |General Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal Bank!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|Move menu selection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|8&lt;br /&gt;
|1&lt;br /&gt;
|Confirm menu selection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|Pause&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;04&amp;lt;/s&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound does not exist in CSB/MLT data.&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|Score tally/finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|Collect Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|Emblem&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|Open Main Menu&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|Cancel in menus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|Select invalid option&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|11&lt;br /&gt;
|Activate Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|Hurt Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|8&lt;br /&gt;
|13&lt;br /&gt;
|Open Item Box&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|Collect small animal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|Collect Chaos Drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|8&lt;br /&gt;
|18&lt;br /&gt;
|Enter Chao World&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|8&lt;br /&gt;
|19&lt;br /&gt;
|Hint Monitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Enemy destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Enemy destruction&lt;br /&gt;
|This is part of sound ID 21&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|8&lt;br /&gt;
|23&lt;br /&gt;
|Omochao flutter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|8&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|26&lt;br /&gt;
|Acquire shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|8&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|8&lt;br /&gt;
|28&lt;br /&gt;
|Score/time reveal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|8&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|8&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;13&#039;&#039;&lt;br /&gt;
|Crying Chao&lt;br /&gt;
|This sound is tied to the &amp;quot;Common Object Sounds&amp;quot; list, but the audio data is found inside the &amp;quot;General Sounds&amp;quot; archive&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;14&#039;&#039;&lt;br /&gt;
|Happy Chao&lt;br /&gt;
|This sound is tied to the &amp;quot;Common Object Sounds&amp;quot; list, but the audio data is found inside the &amp;quot;General Sounds&amp;quot; archive&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|Level intro&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|8&lt;br /&gt;
|29&lt;br /&gt;
|Rank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|8&lt;br /&gt;
|30&lt;br /&gt;
|Event timestamps&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|8&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|8&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;39&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|20&lt;br /&gt;
|Rings scatter&lt;br /&gt;
|This sound exists as &amp;lt;code&amp;gt;DamageRingScatter&amp;lt;/code&amp;gt; in the CSB files. Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Common Object Sounds =&lt;br /&gt;
The sounds in this section are found within the banks labeled as &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; in the MLT/CSB data. These sounds are either used for common level objects or menus, depending on which is being loaded at the time. All sounds in this section are loaded into the internal Bank 1.&lt;br /&gt;
== Stage Objects ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Common Object Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Checkpoint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Timed switch end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Dash Panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Rocket/Missile activated&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Land on rail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Extra life&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Hunting radar beep&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Mystic Melody platform summon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|Break wooden container&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|Break steel container&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|Goal Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|Touch Goal Ring&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|Touch Back Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|Alternate Goal Ring&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|Mystic Melody door open&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|Entering Mystic Melody portal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|Exiting Mystic Melody portal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|27&lt;br /&gt;
|Grinding (low speed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|28&lt;br /&gt;
|Grinding (high speed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|32&lt;br /&gt;
|Open prison door/activate mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|33&lt;br /&gt;
|Stop opening prison door/mechanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|36&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|&lt;br /&gt;
|Missile exhaust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|26&lt;br /&gt;
|Spike ball rotation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|29&lt;br /&gt;
|Pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|30&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|31&lt;br /&gt;
|Activate Mystic Melody platform&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;43&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;44&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|Rocket blastoff&lt;br /&gt;
|This sound exists as &amp;lt;code&amp;gt;ROCKET_LAUNCHER&amp;lt;/code&amp;gt; in the CSB files. Sound is seemingly not stored in the MLT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Menu Object SFX ==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Extra Menu Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Checkpoint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Goal Ring&lt;br /&gt;
|Used when unlocking the Secretary menu theme&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|Extra life&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|Buzzer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|Kart Racing confirmation (engine roar)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Sounds =&lt;br /&gt;
The sounds in this section are labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; within the bank data stored in the CSB folder path/MLT data and occupy the internal Bank 2.&lt;br /&gt;
&lt;br /&gt;
For single-player scenarios, the sound packs labeled as &amp;lt;code&amp;gt;SE_CH_[character pair]&amp;lt;/code&amp;gt; are used. Multiplayer scenarios use the &amp;lt;code&amp;gt;SE_CH_[character pair]_BATTLE&amp;lt;/code&amp;gt; files in SA2B, which does not exist in the Dreamcast version as the multiplayer characters don&#039;t utilize different sounds in that version.&lt;br /&gt;
&lt;br /&gt;
The following lists are based on the sound data of the &amp;lt;code&amp;gt;_BATTLE&amp;lt;/code&amp;gt; sound packs, which contains all of the data from the single-player variant alongside the added sounds for multiplayer characters.&lt;br /&gt;
&lt;br /&gt;
== Speed-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_SS/SE_CH_SN_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Sonic/Shadow/Amy/Metal Sonic Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shadow jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Sonic jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Sonic whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Shadow whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Jump dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Somersault 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Somersault 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Bounce Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Spin Dash release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|2P Chaos Control activation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Spin Dash charge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|17&lt;br /&gt;
|Spin Dash charge (With Light Dash/Light Attack unlocked)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|18&lt;br /&gt;
|Light Dash/Light Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|Time Stop tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|15&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;TORNADO_low_volume&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|16&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;CHAOS_SPEAR&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|Amy jump&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|21&lt;br /&gt;
|Amy brake/turn around&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|22&lt;br /&gt;
|Amy land on ground&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|23&lt;br /&gt;
|Metal Sonic jump&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|24&lt;br /&gt;
|Metal Sonic brake/turn around&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|25&lt;br /&gt;
|Metal Sonic ground movement sound&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|26&lt;br /&gt;
|Metal Sonic land on ground&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|27&lt;br /&gt;
|Black Shield&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|28&lt;br /&gt;
|Metal Sonic jump dash&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunting-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_KR/SE_CH_KN_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Knuckles/Rouge/Tikal/Chaos Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Knuckles jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Rouge jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Knuckles whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Rouge whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles start glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Rouge start glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Climb wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Dig&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Punch finisher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Kick finisher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Dig jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|21&lt;br /&gt;
|Glide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|22&lt;br /&gt;
|Drill attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|17&lt;br /&gt;
|Level 1 Special Attack&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;19_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|Thunder Arrow&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;20_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|19&lt;br /&gt;
|Power Flash&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;21_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|Black Wave&lt;br /&gt;
|Original sound. This is unused in the 2012 version, instead playing a sound ending in &amp;lt;code&amp;gt;22_1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|23&lt;br /&gt;
|Chaos jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|24&lt;br /&gt;
|Chaos land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|27&lt;br /&gt;
|Chaos uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|28&lt;br /&gt;
|Chaos Impact&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|29&lt;br /&gt;
|Chaos Bind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_WK/SE_CH_WK_BATTLE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Mech Tails/Mech Eggman/Chao Walker/Dark Chao Walker Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Mech Eggman jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Mech Tails jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Tails whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Eggman whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Start hover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9&lt;br /&gt;
|Hover&lt;br /&gt;
|Part of sound ID 9&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|13&lt;br /&gt;
|Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|Homing Missile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|Laser Missile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|Vulcan Cannon shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|Part of sound ID 18&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|Cannon upgrade shot&lt;br /&gt;
|Part of sound ID 18&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Part of sound ID 21&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|Part of sound ID 23&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|15&lt;br /&gt;
|Lock-On&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|14&lt;br /&gt;
|Lock-On Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|25&lt;br /&gt;
|Chao Walker jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|26&lt;br /&gt;
|Chao Walker brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|27&lt;br /&gt;
|Chao Walker step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|28&lt;br /&gt;
|Dark Chao Walker jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|29&lt;br /&gt;
|Dark Chao Walker brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|30&lt;br /&gt;
|Dark Chao Walker step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|23&lt;br /&gt;
|2P Missile Special Attack 1&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;wk59_ROCKET_LAUNCHER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|23&lt;br /&gt;
|2P Missile Special Attack 2&lt;br /&gt;
|Part of sound ID 36. Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;wk59_ROCKET_LAUNCHER&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|24&lt;br /&gt;
|Power Laser charging&lt;br /&gt;
|Original sound. This is unused in the 2012 versions, replaced with &amp;lt;code&amp;gt;SA2_Walker_SFX_wk61_22k&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|31&lt;br /&gt;
|Zap Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|32&lt;br /&gt;
|Dark Finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechless-type Action Sounds ==&lt;br /&gt;
All sounds in this list are found within the &amp;lt;code&amp;gt;SE_CH_TE&amp;lt;/code&amp;gt; sound data within the bank labeled as &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Tails/Eggman Action Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tails jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Eggman jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|3&lt;br /&gt;
|Land on ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Tails whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Eggman whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Eggman brake/turn around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Eggman swipe/kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Tails flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Tails tail swipe&lt;br /&gt;
|Unused?&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Character Voices =&lt;br /&gt;
The sounds in this section can be found within the pack/bank labeled as &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; within either the MLT container or the folder paths containing CSB files. They can also be found as loose MPB files. All sounds in this category are loaded into internal Bank 3.&lt;br /&gt;
&lt;br /&gt;
Voices are stored differently depending on the version of the game:&amp;lt;br /&amp;gt;&lt;br /&gt;
On Dreamcast and GameCube, the sound effects are inside MPB files in the root directory.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the 2012 version, the sound effects are in folders within the &amp;lt;code&amp;gt;resource\gd_PC\MPB&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
The 2012 version uses CSB sound banks to hold voices in AAX format.&lt;br /&gt;
&lt;br /&gt;
The following filenames are folder names when referring to the 2012 version, otherwise refer to the &amp;lt;code&amp;gt;*.mpb&amp;lt;/code&amp;gt; filenames in the Dreamcast/GameCube versions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Filename||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|b03_ew&lt;br /&gt;
|Eggman (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_ewe&lt;br /&gt;
|Eggman (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn&lt;br /&gt;
|Knuckles (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kne&lt;br /&gt;
|Knuckles (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn_btl_e&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_kn_btl_j&lt;br /&gt;
|Knuckles/Rouge/Tikal/Chaos (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_rg&lt;br /&gt;
|Rouge (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_rge&lt;br /&gt;
|Rouge (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sd&lt;br /&gt;
|Shadow (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sde&lt;br /&gt;
|Shadow (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn&lt;br /&gt;
|Sonic (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sne&lt;br /&gt;
|Sonic (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn_btl_e&lt;br /&gt;
|Sonic/Shadow/Amy/Metal (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_sn_btl_j&lt;br /&gt;
|Sonic/Shadow/Amy/Metal (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_tw&lt;br /&gt;
|Tails (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_twe&lt;br /&gt;
|Tails (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_wk_btl_e&lt;br /&gt;
|Tails/Eggman/Chao Walker/Dark C. Walker (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|b03_wk_btl_j&lt;br /&gt;
|Tails/Eggman/Chao Walker/Dark C. Walker (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_d_garden&lt;br /&gt;
|Chao: Dark Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_h_garden&lt;br /&gt;
|Chao: Hero Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_karate&lt;br /&gt;
|Chao Karate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_kinder&lt;br /&gt;
|Chao Kindergarten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_n_garden&lt;br /&gt;
|Chao: Neutral Garden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_race&lt;br /&gt;
|Chao Race&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bank12_r_ent&lt;br /&gt;
|Chao Race Entry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_ew&lt;br /&gt;
|Chao: Eggman (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_ewe&lt;br /&gt;
|Chao: Eggman (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_kn&lt;br /&gt;
|Chao: Knuckles (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_kne&lt;br /&gt;
|Chao: Knuckles (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_rg&lt;br /&gt;
|Chao: Rouge (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_rge&lt;br /&gt;
|Chao: Rouge (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sd&lt;br /&gt;
|Chao: Shadow (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sde&lt;br /&gt;
|Chao: Shadow (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sn&lt;br /&gt;
|Chao: Sonic (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_sne&lt;br /&gt;
|Chao: Sonic (English)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_tw&lt;br /&gt;
|Chao: Tails (Japanese)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|c_b03_twe&lt;br /&gt;
|Chao: Tails (English)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sonic/Shadow/Amy Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Sonic and Shadow&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_SS2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_SN_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Speed Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Sonic Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Sonic Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Sonic Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Sonic Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Sonic Throw Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Sonic Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Sonic Light Attack Charged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Sonic Light Attack Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Sonic Jump Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Sonic Finish Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|11&lt;br /&gt;
|Sonic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|Sonic Hit Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|13&lt;br /&gt;
|Sonic Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|Sonic Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|Sonic Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|Shadow Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|20&lt;br /&gt;
|Shadow Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|21&lt;br /&gt;
|Shadow Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|22&lt;br /&gt;
|Shadow Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|23&lt;br /&gt;
|Shadow Throw Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|24&lt;br /&gt;
|Shadow Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|25&lt;br /&gt;
|Shadow Light Attack Charged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|26&lt;br /&gt;
|Shadow Light Attack Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|27&lt;br /&gt;
|Shadow Jump Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|28&lt;br /&gt;
|Shadow Finish Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|29&lt;br /&gt;
|Shadow Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|30&lt;br /&gt;
|Shadow Hit Wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|31&lt;br /&gt;
|Shadow Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|32&lt;br /&gt;
|Shadow Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|33&lt;br /&gt;
|Amy Somersault/Ledge Balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|35&lt;br /&gt;
|Amy Light Attack Charged (Unused)&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|36&lt;br /&gt;
|Amy Light Attack Release (Unused)&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|37&lt;br /&gt;
|Amy Jump Dash&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|38&lt;br /&gt;
|Amy Damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_sn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles/Rouge/Tikal Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Knuckles and Rouge&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_KR2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_KN_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Hunting Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Knuckles Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Knuckles Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Knuckles Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Knuckles Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|Knuckles Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Knuckles Punch Combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Knuckles Spiral Upper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Knuckles Water Surfacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|10&lt;br /&gt;
|Knuckles Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|11&lt;br /&gt;
|Knuckles Hit Wall/Knockback&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|12&lt;br /&gt;
|Knuckles Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|13&lt;br /&gt;
|Knuckles Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|14&lt;br /&gt;
|Knuckles Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|17&lt;br /&gt;
|Rouge Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|19&lt;br /&gt;
|Rouge Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|Rouge Ledge Grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|21&lt;br /&gt;
|Rouge Pick Up Object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|23&lt;br /&gt;
|Rouge Push&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|24&lt;br /&gt;
|Rouge Kick combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|25&lt;br /&gt;
|Rouge Screw Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|26&lt;br /&gt;
|Rouge Water Surfacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|27&lt;br /&gt;
|Rouge Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|28&lt;br /&gt;
|Rouge Hit Wall/Knockback&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|29&lt;br /&gt;
|Rouge Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|30&lt;br /&gt;
|Rouge Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|31&lt;br /&gt;
|Rouge Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|Tikal Jump/ledge grab&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|34&lt;br /&gt;
|Tikal Ledge Balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|36&lt;br /&gt;
|Tikal punch combo&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|37&lt;br /&gt;
|Tikal uppercut&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|38&lt;br /&gt;
|Tikal water surfacing&lt;br /&gt;
|SA2B only, sound is blank in the _E file&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 47&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 48&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|SA2B _E file only, sound is equivalent to sound ID 49&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|39&lt;br /&gt;
|Tikal Damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_kn_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|40&lt;br /&gt;
|Tikal hit wall/knockback&lt;br /&gt;
|Blank sound&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails/Eggman/Chao Walker/Dark Chao Walker Voices ==&lt;br /&gt;
The following list pertains to the soundbanks used for Tails and Eggman&#039;s voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as &amp;lt;code&amp;gt;B03_WK2P(E)&amp;lt;/code&amp;gt;(DC) and &amp;lt;code&amp;gt;B03_WK_BTL(_J/_E)&amp;lt;/code&amp;gt;(SA2B) contain both sets of voices, as they&#039;re intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Mech Character Voice Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Tails Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Tails Alternate Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Tails Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|3&lt;br /&gt;
|Tails basic combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|4&lt;br /&gt;
|Tails Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|5&lt;br /&gt;
|Tails Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|6&lt;br /&gt;
|Tails Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|7&lt;br /&gt;
|Tails Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|Eggman Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|11&lt;br /&gt;
|Eggman Alternate Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|12&lt;br /&gt;
|Eggman Ledge Balance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|13&lt;br /&gt;
|Eggman basic combo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|14&lt;br /&gt;
|Eggman Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|15&lt;br /&gt;
|Eggman Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|16&lt;br /&gt;
|Eggman Kart Jump/Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|17&lt;br /&gt;
|Eggman Kart Boost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|18&lt;br /&gt;
|Chao jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|19&lt;br /&gt;
|Chao alternate jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|20&lt;br /&gt;
|Chao ledge balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|21&lt;br /&gt;
|Chao basic combo&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|22&lt;br /&gt;
|Chao Omochao attack&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|23&lt;br /&gt;
|Chao damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|24&lt;br /&gt;
|Dark Chao jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|25&lt;br /&gt;
|Dark Chao alternate jump&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|26&lt;br /&gt;
|Dark Chao ledge balance&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|27&lt;br /&gt;
|Dark Chao basic combo&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|28&lt;br /&gt;
|Dark Chao Omochao attack&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|29&lt;br /&gt;
|Dark Chao damage&lt;br /&gt;
|SA2B only, found in &amp;lt;code&amp;gt;b03_wk_btl&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Enemy Sounds =&lt;br /&gt;
The sounds in this section are generally found within the banks labeled as &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. These sounds are normally part of the stage&#039;s sound files and usually pertain to the enemies found within a given level. All sounds in this section are assigned to internal Bank 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Enemy Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Bullet shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Laser shot charging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|2&lt;br /&gt;
|Laser shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|3&lt;br /&gt;
|Bullet shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|4&lt;br /&gt;
|Bomb thrown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|5&lt;br /&gt;
|Bomb bounce&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|7&lt;br /&gt;
|Glue shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|8&lt;br /&gt;
|Orbinaut (Unidus) spike sway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|09&lt;br /&gt;
|9&lt;br /&gt;
|Gola fire sway&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Kiki laugh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|Hunter robot landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|12&lt;br /&gt;
|Hunter robot activating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|13&lt;br /&gt;
|GUN Beetle hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|14&lt;br /&gt;
|Spark Beetle electric shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|GUN Beetle warp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|16&lt;br /&gt;
|Hawk robot hover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|17&lt;br /&gt;
|Hornet robot hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|18&lt;br /&gt;
|Hornet robot preparing to attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|Hornet robot bomb launch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Boo scare&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|21&lt;br /&gt;
|Boo vanish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|22&lt;br /&gt;
|Boo damaged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|23&lt;br /&gt;
|Artificial Chaos deflect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|Artificial Chaos move&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|25&lt;br /&gt;
|Explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|26&lt;br /&gt;
|Large explosion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|32&lt;br /&gt;
|Blue Eagle (fighter jet) flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|33&lt;br /&gt;
|Vulcan Fighter hum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|34&lt;br /&gt;
|Vulcan Fighter bullet fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|Rhino robot revving up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|29&lt;br /&gt;
|Rhino robot charging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|30&lt;br /&gt;
|Rhino robot stop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|31&lt;br /&gt;
|Rhino robot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|&lt;br /&gt;
|Rhino Metal robot deflect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|36&lt;br /&gt;
|Boo idle/Artificial Chaos idle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|37&lt;br /&gt;
|Artificial Chaos idle/P-100 divide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|Artificial Chaos P-100 divide&lt;br /&gt;
|Some files contain an extra sound here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Event Sound Information ==&lt;br /&gt;
Events generally use the sound effects found in slot 4 within the MLT/CSB container. In the Dreamcast and GameCube versions, the sound data and sequence information is stored within the MLT file, with the sequence data sharing similarities with single-bank MIDI data. The 2012 version uses two files to replicate this effect: a CSB file containing all of the audio information, and a &amp;lt;code&amp;gt;.mid&amp;lt;/code&amp;gt; file containing the sequence data. The 2012 version only has partial support for MIDI sequence data, so many of the audio manipulation settings will be ignored when set.&lt;br /&gt;
&lt;br /&gt;
= Stage Sounds =&lt;br /&gt;
The sounds in this category are found within the banks labeled as &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Most of the sounds present in this pack are usually tied to stage-specific objects. All sounds attributed here are loaded into internal Bank 0 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
To see the lists for every stage&#039;s unique object sounds, [[Sonic Adventure 2/Stage Sounds|click here]].&lt;br /&gt;
&lt;br /&gt;
= Stage Environmental Sounds =&lt;br /&gt;
The sounds in this category are found within the banks labeled as &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Generally speaking, these sounds tend to play in the background at all times or as part of specific level scenarios. All sounds attributed here are loaded into internal Bank 6 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
To see the lists for every stage&#039;s background sounds, [[Sonic Adventure 2/Stage Background Sounds|click here]].&lt;br /&gt;
&lt;br /&gt;
= Water Sounds =&lt;br /&gt;
The sounds in this section are generally found within the banks labeled as &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; within the CSB folder path/MLT container. These sounds are normally part of the stage&#039;s sound files and contain all of the water-related sound effects. All sounds in this section are assigned to internal Bank 7.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; |Water Sounds&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|Sound ID!!data-sort-type=&amp;quot;number&amp;quot;|Internal ID||class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|00&lt;br /&gt;
|0&lt;br /&gt;
|Shallow water step&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|1&lt;br /&gt;
|Water splash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|3&lt;br /&gt;
|Underwater jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03&lt;br /&gt;
|5&lt;br /&gt;
|Underwater dive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|04&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|05&lt;br /&gt;
|7&lt;br /&gt;
|Underwater ambiance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|06&lt;br /&gt;
|8&lt;br /&gt;
|Underwater current&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|07&lt;br /&gt;
|4&lt;br /&gt;
|Waterfall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|08&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=749</id>
		<title>Template:SA2Navbox</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Template:SA2Navbox&amp;diff=749"/>
		<updated>2026-05-18T02:43:32Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:8px;&amp;quot;|&#039;&#039;[[Sonic Adventure 2]]&#039;&#039; Information&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|General Information&lt;br /&gt;
|[[Sonic Adventure 2/File Formats|File Formats]] • [[Ninja Model Formats|Model Formats]] • [[Sonic Adventure 2/Levels|Levels]] • [[Sonic Adventure 2/Texture Files|Texture Files]] • [[Sonic Adventure 2/Lighting and Fog|Light and Fog Data]] • [[Sonic Adventure 2/List of builds|Game Builds]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Character Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Character Model IDs|Model Data]] • [[Sonic Adventure 2/Character Animation Files|Animation Files]] • [[Sonic Adventure 2/Character Actions|Actions]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|[[Sonic Adventure 2/Character Animation Lists|Animation Lists]]!![[Sonic Adventure 2/Character Animation Lists/Speed Type|Speed-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Speed Type#Sonic|Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Shadow|Shadow]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Amy|Amy]] • [[Sonic Adventure 2/Character Animation Lists/Speed Type#Metal Sonic|Metal Sonic]] &lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Hunting Type|Hunting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Hunting Type#Knuckles|Knuckles]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Rouge|Rouge]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Tikal|Tikal]] • [[Sonic Adventure 2/Character Animation Lists/Hunting Type#Chaos Zero|Chaos Zero]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Shooting Type|Shooting-Types]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Tails|Mech Tails]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Mech Eggman|Mech Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Chao Walker|Chao Walker]] • [[Sonic Adventure 2/Character Animation Lists/Shooting Type#Dark Chao Walker|Dark Chao Walker]]&lt;br /&gt;
|-&lt;br /&gt;
![[Sonic Adventure 2/Character Animation Lists/Miscellaneous|Miscellaneous]]&lt;br /&gt;
|[[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Tails|Tails]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Eggman|Eggman]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Sonic|Super Sonic]] • [[Sonic Adventure 2/Character Animation Lists/Miscellaneous#Super Shadow|Super Shadow]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sound Information!!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|[[Sonic Adventure 2/Voice List|Voice List]] • [[Sonic Adventure 2/Music Files|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Sonic Adventure 2/Sound Effects|Sound Effects]]&lt;br /&gt;
|[[Sonic Adventure 2/Stage Sounds|Stage Sounds]] • [[Sonic Adventure 2/Stage Background Sounds|Stage Background Sounds]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|[[Sonic Adventure 2/Cutscenes|Cutscenes]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Voice_List&amp;diff=748</id>
		<title>Sonic Adventure 2/Voice List</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Voice_List&amp;diff=748"/>
		<updated>2026-05-18T02:03:21Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following information pertains to the voice data found within the &amp;lt;code&amp;gt;EVENT_ADX&amp;lt;/code&amp;gt; archives in &#039;&#039;[[Sonic Adventure 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The English voice files are located in the &amp;lt;code&amp;gt;EVENT_ADX_E.AFS&amp;lt;/code&amp;gt; archive, while the Japanese voices are stored in the &amp;lt;code&amp;gt;EVENT_ADX.AFS&amp;lt;/code&amp;gt; archive. Both files are in all versions of the game, and the voice files are saved in the &amp;lt;code&amp;gt;.AHX&amp;lt;/code&amp;gt; format. They can be played back in any media player that supports the VGMStream codec or CRI ADX tools.&lt;br /&gt;
&lt;br /&gt;
In the Dreamcast version, these archives are stored in the &amp;lt;code&amp;gt;SONIC2&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
The GameCube version places these files in the root of the disc.&lt;br /&gt;
&lt;br /&gt;
The PC version stores the files in the &amp;lt;code&amp;gt;resource\gd_PC&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
When replacing voice samples, repacking the &amp;lt;code&amp;gt;EVENT_ADX&amp;lt;/code&amp;gt; files is not necessary for the PC version. Mods can now include folders labeled as &amp;lt;code&amp;gt;event_adx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;event_adx_e&amp;lt;/code&amp;gt;, which allow for specific samples to be edited without affecting the main files. When replacing voice samples, the labeled number for the original clip should be used as the filename, e.g. &amp;lt;code&amp;gt;0009&amp;lt;/code&amp;gt; for Sonic&#039;s last line in the first Hero Story cutscene. Files do not need to be stored in the AHX format for this to work; any encoding types supported by &#039;&#039;Sonic Adventure 2&#039;&#039; with the mod loader enabled are compatible with this system.&lt;br /&gt;
&lt;br /&gt;
The GameCube and 2012 re-releases contain the same voice data, while the Dreamcast version lacks many of the multiplayer sounds.&lt;br /&gt;
&lt;br /&gt;
No publicly-available versions of &#039;&#039;Sonic Adventure 2&#039;&#039; include filenames for these voice files; all data is saved as-is within the archives and are extracted using their four-digit IDs starting from &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt;. If Puyo Tools is used for the extraction process, the first file will instead be labeled as &amp;lt;code&amp;gt;AFS&amp;lt;/code&amp;gt; and must be changed to &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; manually. File extensions must be assigned after extraction as well, since extractors will not automatically know that the data is supposed to be a series of &amp;lt;code&amp;gt;.ahx&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The custom names seen in the table are not official; they exist purely as a means of providing some consistency with the way &#039;&#039;[[Sonic Adventure]]&#039;&#039; stores its voice filenames in the GameCube version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot;|File #||data-sort-type=&amp;quot;text&amp;quot;|File (Custom Name)||data-sort-type=&amp;quot;text&amp;quot;|Character||class=&amp;quot;unsortable&amp;quot;|Dialogue||class=&amp;quot;unsortable&amp;quot;|Notes &lt;br /&gt;
|-&lt;br /&gt;
| 0000 &lt;br /&gt;
| ad_e0000_0010_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| Sigma Alpha 2, heading due south over the city. We&#039;re on route, everything&#039;s a go. &lt;br /&gt;
|-&lt;br /&gt;
| 0001 &lt;br /&gt;
| ad_e0000_0020_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| This is control tower; we have you on radar. Report cargo status of captured hedgehog aboard, over. &lt;br /&gt;
|-&lt;br /&gt;
| 0002 &lt;br /&gt;
| ad_e0000_0030_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| That&#039;s a ten-four. Cargo secured on board and - What?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0003 &lt;br /&gt;
| ad_e0000_0040_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| Didn&#039;t copy that, over! &lt;br /&gt;
|-&lt;br /&gt;
| 0004 &lt;br /&gt;
| ad_e0000_0050_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| The hedgehog is gone! He&#039;s taken out everyone aboard and...what in the world?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0005 &lt;br /&gt;
| ad_e0000_0060_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| Freeze! What do you think you&#039;re doing?! Get that hedgehog!! &lt;br /&gt;
|-&lt;br /&gt;
| 0006 &lt;br /&gt;
| ad_e0000_0070_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| What&#039;s wrong?!? Come in, over!! &lt;br /&gt;
|-&lt;br /&gt;
| 0007 &lt;br /&gt;
| ad_e0000_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Talk about low-budget flights! No food or movies? I&#039;m outta here! &lt;br /&gt;
|-&lt;br /&gt;
| 0008 &lt;br /&gt;
| ad_e0000_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I like running better. &lt;br /&gt;
|-&lt;br /&gt;
| 0009 &lt;br /&gt;
| ad_e0000_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah!! &lt;br /&gt;
| Voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0010 &lt;br /&gt;
| ad_e0001_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This game of tag is boring, I&#039;m outta here! &lt;br /&gt;
| E0001 Big Foot Boss Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0011 &lt;br /&gt;
| ad_e0001_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hmm, finally decided to show up, eh? Okay, bring it on! &lt;br /&gt;
| E0001 Big Foot Boss Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0012 &lt;br /&gt;
| ad_e0002_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| These robots are a total pain in the... &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0013 &lt;br /&gt;
| ad_e0002_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What? &lt;br /&gt;
| E0002 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0014 &lt;br /&gt;
| ad_e0002_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It all starts with this. &lt;br /&gt;
|-&lt;br /&gt;
| 0015 &lt;br /&gt;
| ad_e0002_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| A jewel containing the ultimate power. &lt;br /&gt;
|-&lt;br /&gt;
| 0016 &lt;br /&gt;
| ad_e0002_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That&#039;s the... Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0017 &lt;br /&gt;
| ad_e0002_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0018 and 0019 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0018 &lt;br /&gt;
| ad_e0002_0061_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now I know what&#039;s going on. &lt;br /&gt;
|-&lt;br /&gt;
| 0019 &lt;br /&gt;
| ad_e0002_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The military has mistaken me for the likes of you! &lt;br /&gt;
|-&lt;br /&gt;
| 0020 &lt;br /&gt;
| ad_e0002_0063_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So, where do you think you&#039;re going with that Emerald? &lt;br /&gt;
| Japanese dub uses a duplicate of 0021 here&lt;br /&gt;
|-&lt;br /&gt;
| 0021 &lt;br /&gt;
| ad_e0002_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Say something! You fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0022 &lt;br /&gt;
| ad_e0002_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos... Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0023 &lt;br /&gt;
| ad_e0002_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Wow, he&#039;s fast! &lt;br /&gt;
|-&lt;br /&gt;
| 0024 &lt;br /&gt;
| ad_e0002_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0025 and 0026 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0025 &lt;br /&gt;
| ad_e0002_0141_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, it&#039;s not his speed. &lt;br /&gt;
|-&lt;br /&gt;
| 0026 &lt;br /&gt;
| ad_e0002_0142_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He must be using the Chaos Emerald to warp! &lt;br /&gt;
|-&lt;br /&gt;
| 0027 &lt;br /&gt;
| ad_e0002_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. I&#039;m the world&#039;s Ultimate Life Form. There&#039;s no time for games; farewell! &lt;br /&gt;
|-&lt;br /&gt;
| 0028 &lt;br /&gt;
| ad_e0002_0160_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kuu! ...Shadow... what is he? &lt;br /&gt;
|-&lt;br /&gt;
| 0029 &lt;br /&gt;
| ad_e0002_0170_mt &lt;br /&gt;
| G.U.N. &lt;br /&gt;
| Don&#039;t move; stay where you are. Keep your hands up in the air! &lt;br /&gt;
|-&lt;br /&gt;
| 0030 &lt;br /&gt;
| ad_e0002_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0031 &lt;br /&gt;
| ad_e0002_0191_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not again... &lt;br /&gt;
|-&lt;br /&gt;
| 0032 &lt;br /&gt;
| ad_e0002_0192_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot! &lt;br /&gt;
| End of E0002&lt;br /&gt;
|-&lt;br /&gt;
| 0033 &lt;br /&gt;
| ad_e0003_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Just let it go! You just don&#039;t know when to give up, do you? &lt;br /&gt;
|-&lt;br /&gt;
| 0034 &lt;br /&gt;
| ad_e0003_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0035 and 0036 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0035 &lt;br /&gt;
| ad_e0003_0021_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you talking about? That Emerald&#039;s mine. You got that? The Master Emerald contains special powers that neutralize the energy of the Chaos Emeralds; that makes it very powerful. &lt;br /&gt;
|-&lt;br /&gt;
| 0036 &lt;br /&gt;
| ad_e0003_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0037 &lt;br /&gt;
| ad_e0003_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0038 &lt;br /&gt;
| ad_e0003_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wha -- thief!! &lt;br /&gt;
|-&lt;br /&gt;
| 0039 &lt;br /&gt;
| ad_e0003_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Look who&#039;s calling who a thief. &lt;br /&gt;
|-&lt;br /&gt;
| 0040 &lt;br /&gt;
| ad_e0003_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I came here following the signal from the emerald. If I&#039;m not mistaken, this is the Master Emerald, is it not? &lt;br /&gt;
|-&lt;br /&gt;
| 0041 &lt;br /&gt;
| ad_e0003_0070_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s you... Doctor Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0042 &lt;br /&gt;
| ad_e0003_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So that&#039;s Doctor Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0043 &lt;br /&gt;
| ad_e0003_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, I guess I can use it for something. I&#039;ll just take it with me. Farewell, Knucklehead. &lt;br /&gt;
|-&lt;br /&gt;
| 0044 &lt;br /&gt;
| ad_e0003_0100_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not if I can help it! &lt;br /&gt;
|-&lt;br /&gt;
| 0045 &lt;br /&gt;
| ad_e0003_0111_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AHHHH! &lt;br /&gt;
|-&lt;br /&gt;
| 0046 &lt;br /&gt;
| ad_e0003_0112_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What was that all about?! And look what you did to my Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0047 &lt;br /&gt;
| ad_e0003_0120_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I did that to prevent it from being stolen, you idiot! If it&#039;s in pieces, I can restore it. And by the way, that&#039;s not your Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0048 &lt;br /&gt;
| ad_e0003_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm... doesn&#039;t matter. I&#039;ll look into it once I get back to the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0049 &lt;br /&gt;
| ad_e0003_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I despise anyone who takes jewels from me. All the world&#039;s gems are mine to keep! &lt;br /&gt;
|-&lt;br /&gt;
| 0050 &lt;br /&gt;
| ad_e0003_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, well we&#039;ll see about that, bat girl! &lt;br /&gt;
|-&lt;br /&gt;
| 0051 &lt;br /&gt;
| ad_e0003_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0052 &lt;br /&gt;
| ad_e0004_0012_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There&#039;s no mistake about it; this must be the island. It&#039;s a secret military base that is reinforced, and super strong. It&#039;s called Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 0053 &lt;br /&gt;
| ad_e0004_0022_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I heard the news about it on satellite TV. I still can&#039;t believe that Sonic would destroy the military buildings, or rob the bank. Wait for me, okay Sonic? I&#039;m on my way. &lt;br /&gt;
|-&lt;br /&gt;
| 0054 &lt;br /&gt;
| ad_e0004_0032_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0055 &lt;br /&gt;
| ad_e0004_0042_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, look, it&#039;s Amy! And Eggman too. What&#039;s Amy doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 0056 &lt;br /&gt;
| ad_e0004_0052_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Doesn&#039;t matter. I have to help Amy, because she&#039;s in danger. Tornado Transformation! &lt;br /&gt;
|-&lt;br /&gt;
| 0057 &lt;br /&gt;
| ad_e0005_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time I&#039;ll let you go. But the next time we meet, you won&#039;t be so lucky. &lt;br /&gt;
|-&lt;br /&gt;
| 0058 &lt;br /&gt;
| ad_e0005_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Wow Tails, you did it! But what are you doing here on this island? &lt;br /&gt;
|-&lt;br /&gt;
| 0059 &lt;br /&gt;
| ad_e0005_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m the one who should be asking that question. Don&#039;t you know it&#039;s dangerous here? &lt;br /&gt;
|-&lt;br /&gt;
| 0060 &lt;br /&gt;
| ad_e0005_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I know, but I&#039;m here to save my hero, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0061 &lt;br /&gt;
| ad_e0005_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Again? &lt;br /&gt;
|-&lt;br /&gt;
| 0062 &lt;br /&gt;
| ad_e0005_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hurry! I know Eggman&#039;s up to no good again! &lt;br /&gt;
|-&lt;br /&gt;
| 0063 &lt;br /&gt;
| ad_e0005_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay. You stay here, I&#039;ll be right back. &lt;br /&gt;
|-&lt;br /&gt;
| 0064 &lt;br /&gt;
| ad_e0005_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Don&#039;t leave without me! I wanna help Sonic too! &lt;br /&gt;
|-&lt;br /&gt;
| 0065 &lt;br /&gt;
| ad_e0006_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? Amy? &lt;br /&gt;
|-&lt;br /&gt;
| 0066 &lt;br /&gt;
| ad_e0006_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shh! Keep your voice down! Have no fear...Amy Rose is here! &lt;br /&gt;
|-&lt;br /&gt;
| 0067 &lt;br /&gt;
| ad_e0006_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| How&#039;d you get here? &lt;br /&gt;
|-&lt;br /&gt;
| 0068 &lt;br /&gt;
| ad_e0006_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, if you gotta know, I caught a ride with Tails. &lt;br /&gt;
|-&lt;br /&gt;
| 0069 &lt;br /&gt;
| ad_e0006_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Are you sure you don&#039;t need my help? It looks like you could use it. &lt;br /&gt;
|-&lt;br /&gt;
| 0070 &lt;br /&gt;
| ad_e0006_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The reason I&#039;m in here is because of that fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0071 &lt;br /&gt;
| ad_e0006_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You mean... that black hedgehog? &lt;br /&gt;
|-&lt;br /&gt;
| 0072 &lt;br /&gt;
| ad_e0006_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you see it? Where is it now? &lt;br /&gt;
|-&lt;br /&gt;
| 0073 &lt;br /&gt;
| ad_e0006_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| If I tell ya, will you marry me? &lt;br /&gt;
|-&lt;br /&gt;
| 0074 &lt;br /&gt;
| ad_e0006_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way! &lt;br /&gt;
|-&lt;br /&gt;
| 0075 &lt;br /&gt;
| ad_e0006_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I thought I had you this time. &lt;br /&gt;
|-&lt;br /&gt;
| 0076 &lt;br /&gt;
| ad_e0006_0120_am &lt;br /&gt;
| Amy &lt;br /&gt;
| That black hedgehog came here with Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0077 &lt;br /&gt;
| ad_e0006_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So Eggman&#039;s behind this, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0078 &lt;br /&gt;
| ad_e0006_0140_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s all that writing on the walls anyway? Did you write that? &lt;br /&gt;
|-&lt;br /&gt;
| 0079 &lt;br /&gt;
| ad_e0006_0150_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Wait for me, Sonic! He&#039;s such a brat sometimes. &lt;br /&gt;
|-&lt;br /&gt;
| 0080 &lt;br /&gt;
| ad_e0007_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Phew, so far so good. &lt;br /&gt;
|-&lt;br /&gt;
| 0081 &lt;br /&gt;
| ad_e0007_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, that&#039;s- &lt;br /&gt;
|-&lt;br /&gt;
| 0082 &lt;br /&gt;
| ad_e0007_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That blue hedgehog again, of all places! &lt;br /&gt;
|-&lt;br /&gt;
| 0083 &lt;br /&gt;
| ad_e0007_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I found you, faker! &lt;br /&gt;
|-&lt;br /&gt;
| 0084 &lt;br /&gt;
| ad_e0007_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Faker? I think you&#039;re the fake hedgehog around here. You&#039;re comparing yourself to me? Hah! You&#039;re not even good enough to be my fake. &lt;br /&gt;
|-&lt;br /&gt;
| 0085 &lt;br /&gt;
| ad_e0007_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll make you eat those words! &lt;br /&gt;
|-&lt;br /&gt;
| 0086 &lt;br /&gt;
| ad_e0008_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow! What are you doing?! Hurry and get back here right now before the island blows up with you on it! &lt;br /&gt;
|-&lt;br /&gt;
| 0087 &lt;br /&gt;
| ad_e0008_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Blows up?! &lt;br /&gt;
|-&lt;br /&gt;
| 0088 &lt;br /&gt;
| ad_e0008_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I gotta get outta here, and find Amy and Tails... right away! &lt;br /&gt;
|-&lt;br /&gt;
| 0089 &lt;br /&gt;
| ad_e0010_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place sure feels haunted... There&#039;s no time to lose. I have to hurry and find the Master Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0090 &lt;br /&gt;
| ad_e0011_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahah! Citizens of Earth, lend me your ears and listen to me very carefully. My name is Dr. Eggman, the world&#039;s greatest scientist! And soon to be the world&#039;s greatest ruler! &lt;br /&gt;
| 0090 to 0093 are leftovers from the FMV sequence featuring Eggman&#039;s global threat&lt;br /&gt;
|-&lt;br /&gt;
| 0091 &lt;br /&gt;
| ad_e0011_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| From this moment forward, you are all citizens of the great Eggman Empire! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0092 &lt;br /&gt;
| ad_e0011_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, witness the beginning of the greatest empire of all time! Hahaha! &lt;br /&gt;
|-&lt;br /&gt;
| 0093 &lt;br /&gt;
| ad_e0011_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Mwhahahahahaha! Ahahahahahaha! &lt;br /&gt;
|-&lt;br /&gt;
| 0094 &lt;br /&gt;
| ad_e0011_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Look! Half of the Moon is gone?! &lt;br /&gt;
|-&lt;br /&gt;
| 0095 &lt;br /&gt;
| ad_e0011_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman! Oh, that creep never gives up! &lt;br /&gt;
|-&lt;br /&gt;
| 0096 &lt;br /&gt;
| ad_e0011_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| But how did he manage to harness all that energy? &lt;br /&gt;
|-&lt;br /&gt;
| 0097 &lt;br /&gt;
| ad_e0011_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s got to be the Chaos Emeralds... Yeah, that&#039;s why they were looking for &#039;em! &lt;br /&gt;
|-&lt;br /&gt;
| 0098 &lt;br /&gt;
| ad_e0011_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails?! &lt;br /&gt;
|-&lt;br /&gt;
| 0099 &lt;br /&gt;
| ad_e0011_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the first sentence from 0100 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0100 &lt;br /&gt;
| ad_e0011_0101_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The Chaos Emeralds are like magnets; they have the power to attract each other. I can use that to find where Eggman is! &lt;br /&gt;
|-&lt;br /&gt;
| 0101 &lt;br /&gt;
| ad_e0011_0102_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the second sentence from 0100 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0102 &lt;br /&gt;
| ad_e0011_0110_mt &lt;br /&gt;
| Police &lt;br /&gt;
| The three of you, freeze! Put your hands up in the air and get on the ground! &lt;br /&gt;
|-&lt;br /&gt;
| 0103 &lt;br /&gt;
| ad_e0011_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails, I&#039;ll take care of the police, while you try and find a way outta here. Find Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0104 &lt;br /&gt;
| ad_e0011_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! &lt;br /&gt;
|-&lt;br /&gt;
| 0105 &lt;br /&gt;
| ad_e0011_0140_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &amp;quot;The three of you?&amp;quot; That means me, too! Hey, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0106 &lt;br /&gt;
| ad_e0012_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;|These voice lines are all part of a scrapped cutscene that was meant to play in Mission Street in Story Mode. Voices do not exist for the English dub, but the Japanese voices remain.&lt;br /&gt;
|-&lt;br /&gt;
| 0107 &lt;br /&gt;
| ad_e0012_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0108 &lt;br /&gt;
| ad_e0012_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0109 &lt;br /&gt;
| ad_e0012_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0110 &lt;br /&gt;
| ad_e0012_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0111 &lt;br /&gt;
| ad_e0012_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0112 &lt;br /&gt;
| ad_e0012_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0113 &lt;br /&gt;
| ad_e0012_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0114 &lt;br /&gt;
| ad_e0013_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hmm... I didn&#039;t expect the inside of the mines to be like this. This is gonna be tougher than I thought! &lt;br /&gt;
|-&lt;br /&gt;
| 0115 &lt;br /&gt;
| ad_e0014_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sheesh! There always seems to be a lot of police around when you don&#039;t need &#039;em. Tails, any news yet? &lt;br /&gt;
|-&lt;br /&gt;
| 0116 &lt;br /&gt;
| ad_e0014_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| For some reason, I&#039;m not getting a signal from the six remaining Chaos Emeralds. Maybe Eggman took the Emeralds into outer space. &lt;br /&gt;
|-&lt;br /&gt;
| 0117 &lt;br /&gt;
| ad_e0014_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay! Let&#039;s meet up there! &lt;br /&gt;
|-&lt;br /&gt;
| 0118 &lt;br /&gt;
| ad_e0014_0040_mt &lt;br /&gt;
| Police &lt;br /&gt;
| There&#039;s a dead end up ahead. Spread out and find them! &lt;br /&gt;
| Unused in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0119 &lt;br /&gt;
| ad_e0014_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Outer space? &lt;br /&gt;
|-&lt;br /&gt;
| 0120 &lt;br /&gt;
| ad_e0014_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Knuckles! &lt;br /&gt;
|-&lt;br /&gt;
| 0121 &lt;br /&gt;
| ad_e0014_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0122 &lt;br /&gt;
| ad_e0014_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey guys. Long time no see! I must have got lost in the mines. Looking for those Master Emerald pieces was tougher than I thought it would be. Where are we, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0123 &lt;br /&gt;
| ad_e0014_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, where are you going?! &lt;br /&gt;
|-&lt;br /&gt;
| 0124 &lt;br /&gt;
| ad_e0014_0100_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Move aside, Knuckles! &lt;br /&gt;
|-&lt;br /&gt;
| 0125 &lt;br /&gt;
| ad_e0014_0110_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I managed to find the transcripts between Eggman and the President in the government computer. I&#039;m following the President&#039;s limo right now. &lt;br /&gt;
|-&lt;br /&gt;
| 0126 &lt;br /&gt;
| ad_e0014_0120_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hey! Wait for me, Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0127 &lt;br /&gt;
| ad_e0014_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| If we get into the limo, we can trace the call to find Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0128 &lt;br /&gt;
| ad_e0015_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, reports show that since the incident three hours ago, the country is in turmoil. Our financial communities are impacted and our satellite communications are down. An emergency meeting has been called. Mr. President, this is a national crisis. &lt;br /&gt;
|-&lt;br /&gt;
| 0129 &lt;br /&gt;
| ad_e0015_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| Spare me the details. Exactly just what is it that you want... Dr. Eggman? &lt;br /&gt;
|-&lt;br /&gt;
| 0130 &lt;br /&gt;
| ad_e0015_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Well, let&#039;s just get down to business then, shall we, Mr. President? I won&#039;t bore you with all the details since I know you are a very busy man. Mr. President, my demands are quite simple: Surrender to the Eggman Empire and make no attempts to resist! Otherwise... &lt;br /&gt;
|-&lt;br /&gt;
| 0131 &lt;br /&gt;
| ad_e0015_0040_pr &lt;br /&gt;
| President &lt;br /&gt;
| Otherwise? &lt;br /&gt;
|-&lt;br /&gt;
| 0132 &lt;br /&gt;
| ad_e0015_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Otherwise your country will cease to exist! You have 24 hours to give me your answer! &lt;br /&gt;
|-&lt;br /&gt;
| 0133 &lt;br /&gt;
| ad_e0015_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way! &lt;br /&gt;
|-&lt;br /&gt;
| 0134 &lt;br /&gt;
| ad_e0015_0070_pr &lt;br /&gt;
| President &lt;br /&gt;
| What the? &lt;br /&gt;
|-&lt;br /&gt;
| 0135 &lt;br /&gt;
| ad_e0015_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! You...! &lt;br /&gt;
|-&lt;br /&gt;
| 0136 &lt;br /&gt;
| ad_e0015_0090_pr &lt;br /&gt;
| President &lt;br /&gt;
| What the heck is going on here? &lt;br /&gt;
|-&lt;br /&gt;
| 0137 &lt;br /&gt;
| ad_e0015_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman Empire... Yeah right! &lt;br /&gt;
|-&lt;br /&gt;
| 0138 &lt;br /&gt;
| ad_e0015_0110_pr &lt;br /&gt;
| President &lt;br /&gt;
| Oh no! What did you do?! &lt;br /&gt;
|-&lt;br /&gt;
| 0139 &lt;br /&gt;
| ad_e0015_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t worry, Mr. President. Everything&#039;s under control. Just leave it to us! Got it, Tails? &lt;br /&gt;
|-&lt;br /&gt;
| 0140 &lt;br /&gt;
| ad_e0015_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0141 &lt;br /&gt;
| ad_e0015_0131_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I got it! He&#039;s transmitting from the Space Colony ARK! &lt;br /&gt;
|-&lt;br /&gt;
| 0142 &lt;br /&gt;
| ad_e0015_0132_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait up, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0143 &lt;br /&gt;
| ad_e0015_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay! Let&#039;s move it! &lt;br /&gt;
|-&lt;br /&gt;
| 0144 &lt;br /&gt;
| ad_e0015_0150_pr &lt;br /&gt;
| President &lt;br /&gt;
| Hey you, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0145 &lt;br /&gt;
| ad_e0015_0160_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, we&#039;re receiving an incoming signal from our agent. &lt;br /&gt;
|-&lt;br /&gt;
| 0146 &lt;br /&gt;
| ad_e0015_0170_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0147 &lt;br /&gt;
| ad_e0015_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0148 &lt;br /&gt;
| ad_e0016_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Inside that pyramid? &lt;br /&gt;
|-&lt;br /&gt;
| 0149 &lt;br /&gt;
| ad_e0016_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I saw Eggman go inside the pyramid, and more importantly, I saw that bat girl go inside with him as well. You saw them too, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0150 &lt;br /&gt;
| ad_e0016_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, yeah. &lt;br /&gt;
|-&lt;br /&gt;
| 0151 &lt;br /&gt;
| ad_e0016_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We should be able to get into outer space from there. I don&#039;t know what this space colony is all about, but I&#039;ll find and destroy that cannon, and then kick their imperial butts! &lt;br /&gt;
|-&lt;br /&gt;
| 0152 &lt;br /&gt;
| ad_e0016_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right! &lt;br /&gt;
|-&lt;br /&gt;
| 0153 &lt;br /&gt;
| ad_e0016_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll go and find the entrance! &lt;br /&gt;
|-&lt;br /&gt;
| 0154 &lt;br /&gt;
| ad_e0017_0010_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Looks like we&#039;re heading toward the center of the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0155 &lt;br /&gt;
| ad_e0017_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That Egghead sure loves mechanical things, doesn&#039;t he? I&#039;ll bet he has one or two spaceships lying around here somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 0156 &lt;br /&gt;
| ad_e0017_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The door is locked. We need a key to get in there! &lt;br /&gt;
|-&lt;br /&gt;
| 0157 &lt;br /&gt;
| ad_e0017_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No problem! We can find it, right Knuckles? &lt;br /&gt;
|-&lt;br /&gt;
| 0158 &lt;br /&gt;
| ad_e0017_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? Why do I have to find the key? &lt;br /&gt;
|-&lt;br /&gt;
| 0159 &lt;br /&gt;
| ad_e0017_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We&#039;re counting on you, buddy! The world&#039;s greatest treasure hunter! &lt;br /&gt;
|-&lt;br /&gt;
| 0160 &lt;br /&gt;
| ad_e0018_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Huh? Who&#039;s there? &lt;br /&gt;
|-&lt;br /&gt;
| 0161 &lt;br /&gt;
| ad_e0018_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the... a ghost? &lt;br /&gt;
|-&lt;br /&gt;
| 0162 &lt;br /&gt;
| ad_e0018_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What?! A ghost?! &lt;br /&gt;
| Alternate take of 0161&lt;br /&gt;
|-&lt;br /&gt;
| 0163 &lt;br /&gt;
| ad_e0019_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; That was pretty rough! &lt;br /&gt;
|-&lt;br /&gt;
| 0164 &lt;br /&gt;
| ad_e0019_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We did it! Let&#039;s go, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0165 &lt;br /&gt;
| ad_e0019_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You little thieves! Did you really think you could get out of here alive? &lt;br /&gt;
|-&lt;br /&gt;
| 0166 &lt;br /&gt;
| ad_e0019_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Come and get some, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0167 &lt;br /&gt;
| ad_e0019_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0168 &lt;br /&gt;
| ad_e0019_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 0169 &lt;br /&gt;
| ad_e0019_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll take your lives as well as the Chaos Emerald! I call on you to destroy these pests! Come out, my servant! &lt;br /&gt;
|-&lt;br /&gt;
| 0170 &lt;br /&gt;
| ad_e0019_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0171 &lt;br /&gt;
| ad_e0019_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh?! &lt;br /&gt;
|-&lt;br /&gt;
| 0172 &lt;br /&gt;
| ad_e0019_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0173 &lt;br /&gt;
| ad_e0019_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0174 &lt;br /&gt;
| ad_e0020_0010_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Green light for launch. Primary engine ignition on. Beginning liftoff countdown. 10, 9, 8, 7, 6... &lt;br /&gt;
| 0174 to 0186 are leftovers from the shuttle FMV sequence&lt;br /&gt;
|-&lt;br /&gt;
| 0175 &lt;br /&gt;
| ad_e0020_0020_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| 5, 4, 3, 2, 1... &lt;br /&gt;
|-&lt;br /&gt;
| 0176 &lt;br /&gt;
| ad_e0020_0030_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Shuttle liftoff! &lt;br /&gt;
|-&lt;br /&gt;
| 0177 &lt;br /&gt;
| ad_e0020_0041_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So this is the space colony where Eggman is hiding. &lt;br /&gt;
|-&lt;br /&gt;
| 0178 &lt;br /&gt;
| ad_e0020_0042_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What the?! &lt;br /&gt;
|-&lt;br /&gt;
| 0179 &lt;br /&gt;
| ad_e0020_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Is everyone all right? We should be landing soon. &lt;br /&gt;
|-&lt;br /&gt;
| 0180 &lt;br /&gt;
| ad_e0020_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oh no! The hatch doors are open! &lt;br /&gt;
|-&lt;br /&gt;
| 0181 &lt;br /&gt;
| ad_e0020_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t sweat it, Knuckles! The only thing in the cargo bay are those Master Emeralds... right? &lt;br /&gt;
|-&lt;br /&gt;
| 0182 &lt;br /&gt;
| ad_e0020_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What do you mean, &amp;quot;don&#039;t sweat it&amp;quot;? Land the shuttle and let me out! &lt;br /&gt;
|-&lt;br /&gt;
| 0183 &lt;br /&gt;
| ad_e0020_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Knock it off, Knuckles! We&#039;re gonna crash this thing if you keep that up... OH NO! Don&#039;t touch that lever! &lt;br /&gt;
|-&lt;br /&gt;
| 0184 &lt;br /&gt;
| ad_e0020_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| WHOOOOAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0185 &lt;br /&gt;
| ad_e0020_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| WAAAAAAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0186 &lt;br /&gt;
| ad_e0020_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| WHAAAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0187 &lt;br /&gt;
| ad_e0021_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up with that knucklehead, anyway? Trying to take over the shuttle... I thought we were toast for sure! &lt;br /&gt;
|-&lt;br /&gt;
| 0188 &lt;br /&gt;
| ad_e0021_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? Where did he go now? &lt;br /&gt;
|-&lt;br /&gt;
| 0189 &lt;br /&gt;
| ad_e0021_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Looks like he bailed. &lt;br /&gt;
|-&lt;br /&gt;
| 0190 &lt;br /&gt;
| ad_e0021_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| This place looks deserted. Dusty too! &lt;br /&gt;
|-&lt;br /&gt;
| 0191 &lt;br /&gt;
| ad_e0021_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| This place was shut down about 50 years ago because of a terrible accident. &lt;br /&gt;
|-&lt;br /&gt;
| 0192 &lt;br /&gt;
| ad_e0021_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0193 and 0194 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0193 &lt;br /&gt;
| ad_e0021_0061_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The first Bernoulli spherical space colony, called ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 0194 &lt;br /&gt;
| ad_e0021_0062_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| When it was operational, it was the most advanced research center of its kind, but looking at it now... &lt;br /&gt;
|-&lt;br /&gt;
| 0195 &lt;br /&gt;
| ad_e0021_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Now it&#039;s an abandoned ARK, wouldn&#039;t you say? &lt;br /&gt;
|-&lt;br /&gt;
| 0196 &lt;br /&gt;
| ad_e0021_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left before Eggman fires that weapon again. We&#039;ve got to hurry! Let&#039;s find the cannon and destroy it! &lt;br /&gt;
|-&lt;br /&gt;
| 0197 &lt;br /&gt;
| ad_e0021_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0198 &lt;br /&gt;
| ad_e0021_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Someone designed that weapon to be impenetrable from outside attacks. Its defense shields are super strong, so we have to find a way to destroy it from inside. &lt;br /&gt;
|-&lt;br /&gt;
| 0199 &lt;br /&gt;
| ad_e0021_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Isn&#039;t that a Chaos Emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0200 &lt;br /&gt;
| ad_e0021_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It looks like it, doesn&#039;t it? But in fact, it&#039;s a fake one I created after researching the real emerald. It has the same wavelength and properties, but it&#039;s less powerful than the real one. &lt;br /&gt;
|-&lt;br /&gt;
| 0201 &lt;br /&gt;
| ad_e0021_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s designed to reverse the energy field inside the Chaos Emeralds and blow up. It looks so real, even a machine can&#039;t tell the difference. &lt;br /&gt;
|-&lt;br /&gt;
| 0202 &lt;br /&gt;
| ad_e0021_0140_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll find the power supply and destroy it! Sonic, you find the control room, okay? &lt;br /&gt;
|-&lt;br /&gt;
| 0203 &lt;br /&gt;
| ad_e0021_0150_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So the plan is, we&#039;ll switch the Chaos Emeralds when the machine has stopped, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0204 &lt;br /&gt;
| ad_e0021_0160_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I hate you! You guys always leave me behind and have all the fun! &lt;br /&gt;
|-&lt;br /&gt;
| 0205 &lt;br /&gt;
| ad_e0022_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! I found the control room! &lt;br /&gt;
| Approaching the bottom of the power generator tower in Eternal Engine (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 0206 &lt;br /&gt;
| ad_e0022_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! I&#039;ll destroy the power supply! &lt;br /&gt;
| Reaching the bottom of the power generator tower in Eternal Engine (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 0207 &lt;br /&gt;
| ad_e0022_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay, Sonic! Now put that Emerald... &lt;br /&gt;
|-&lt;br /&gt;
| 0208 &lt;br /&gt;
| ad_e0022_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! Tails, tell Sonic to meet you back at the research facility. Now! &lt;br /&gt;
|-&lt;br /&gt;
| 0209 &lt;br /&gt;
| ad_e0022_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! Amy is... &lt;br /&gt;
|-&lt;br /&gt;
| 0210 &lt;br /&gt;
| ad_e0022_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I didn&#039;t get that, Tails. What happened to Amy? Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0211 &lt;br /&gt;
| ad_e0023_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Long time no see, treasure hunter! Did you find MY Emeralds? &lt;br /&gt;
|-&lt;br /&gt;
| 0212 &lt;br /&gt;
| ad_e0023_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s a good one! YOUR Emerald? Talking to you is a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 0213 &lt;br /&gt;
| ad_e0024_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0214 &lt;br /&gt;
| ad_e0024_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0215 &lt;br /&gt;
| ad_e0024_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Stop fooling around and give me back my Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0216 &lt;br /&gt;
| ad_e0024_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Stop fooling around and give me back my Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0217 &lt;br /&gt;
| ad_e0024_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you babbling about? You call yourself a hunter, attacking a lady? Shame on you! &lt;br /&gt;
|-&lt;br /&gt;
| 0218 &lt;br /&gt;
| ad_e0024_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of lady goes around stealing gems, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0219 &lt;br /&gt;
| ad_e0024_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Those belong to me... aaah! &lt;br /&gt;
|-&lt;br /&gt;
| 0220 &lt;br /&gt;
| ad_e0024_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Keep your hands to yourself! Don&#039;t touch me! &lt;br /&gt;
|-&lt;br /&gt;
| 0221 &lt;br /&gt;
| ad_e0024_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is that how you say thanks to someone who just saved your life? &lt;br /&gt;
|-&lt;br /&gt;
| 0222 &lt;br /&gt;
| ad_e0024_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Saving my life. Don&#039;t think I owe you one! You just wanted to hold my hand, didn&#039;t you? That&#039;s why you saved me. You&#039;re such a creep! &lt;br /&gt;
|-&lt;br /&gt;
| 0223 &lt;br /&gt;
| ad_e0024_0110_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This isn&#039;t a joke, you know. Think what you want, bat girl. I was saving the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0224 &lt;br /&gt;
| ad_e0024_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; No matter what you say, it sounds crazy! &lt;br /&gt;
|-&lt;br /&gt;
| 0225 &lt;br /&gt;
| ad_e0024_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Wha? &lt;br /&gt;
|-&lt;br /&gt;
| 0226 &lt;br /&gt;
| ad_e0024_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Fine. Then just take them. They stink like echidnas do! &lt;br /&gt;
|-&lt;br /&gt;
| 0227 &lt;br /&gt;
| ad_e0024_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If that&#039;s what you thought, you should have given me them in the first place! &lt;br /&gt;
|-&lt;br /&gt;
| 0228 &lt;br /&gt;
| ad_e0024_0160_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Finally! &lt;br /&gt;
|-&lt;br /&gt;
| 0229 &lt;br /&gt;
| ad_e0024_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0230 &lt;br /&gt;
| ad_e0024_0180_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m sorry... if I hurt you. &lt;br /&gt;
|-&lt;br /&gt;
| 0231 &lt;br /&gt;
| ad_e0024_0190_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We should get going. &lt;br /&gt;
|-&lt;br /&gt;
| 0232 &lt;br /&gt;
| ad_e0024_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0233 &lt;br /&gt;
| ad_e0024_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world? &lt;br /&gt;
|-&lt;br /&gt;
| 0234 &lt;br /&gt;
| ad_e0025_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take care of business first, shall we, Sonic? Hand over the Chaos Emerald, slowly, and then we&#039;ll talk about your girlfriend. That is, if you really care for her! &lt;br /&gt;
|-&lt;br /&gt;
| 0235 &lt;br /&gt;
| ad_e0025_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Handing over the fake Emerald... I can kill two birds with one stone! &lt;br /&gt;
|-&lt;br /&gt;
| 0236 &lt;br /&gt;
| ad_e0025_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Put the Emerald down right there and back off! &lt;br /&gt;
|-&lt;br /&gt;
| 0237 &lt;br /&gt;
| ad_e0025_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You&#039;ve turned into a big-time villain, Doctor! &lt;br /&gt;
|-&lt;br /&gt;
| 0238 &lt;br /&gt;
| ad_e0025_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You thought you could trick me with that fake Emerald, didn&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0239 &lt;br /&gt;
| ad_e0025_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| So... how did you know it wasn&#039;t the real one? &lt;br /&gt;
|-&lt;br /&gt;
| 0240 &lt;br /&gt;
| ad_e0025_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0241 &lt;br /&gt;
| ad_e0025_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heh! Because you just told me, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 0242 &lt;br /&gt;
| ad_e0025_0141_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, for a little space ride! &lt;br /&gt;
|-&lt;br /&gt;
| 0243 &lt;br /&gt;
| ad_e0025_0142_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The capsule clears the colony, BAM! &lt;br /&gt;
|-&lt;br /&gt;
| 0244 &lt;br /&gt;
| ad_e0025_0150_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m counting on you, Tails! And Amy... take care of yourself. &lt;br /&gt;
|-&lt;br /&gt;
| 0245 &lt;br /&gt;
| ad_e0025_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0246 &lt;br /&gt;
| ad_e0025_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not fair, Eggman! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0247 &lt;br /&gt;
| ad_e0025_0190_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0248 &lt;br /&gt;
| ad_e0025_0200_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &amp;quot;It has the same wavelength and properties, but it&#039;s less powerful than the real one!&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| 0249 &lt;br /&gt;
| ad_e0025_0210_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The same wavelength and properties... &lt;br /&gt;
|-&lt;br /&gt;
| 0250 &lt;br /&gt;
| ad_e0025_0220_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| But, can I do this? &lt;br /&gt;
|-&lt;br /&gt;
| 0251 &lt;br /&gt;
| ad_e0025_0230_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic, my admirable adversary... &lt;br /&gt;
|-&lt;br /&gt;
| 0252 &lt;br /&gt;
| ad_e0025_0240_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Soniiiic! &#039;&#039;crying&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0253 &lt;br /&gt;
| ad_e0025_0250_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now we have some unfinished business to take care of. If you give me the real Emerald, I will release you both! You have my promise! &lt;br /&gt;
|-&lt;br /&gt;
| 0254 &lt;br /&gt;
| ad_e0025_0260_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0255 &lt;br /&gt;
| ad_e0025_0270_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0256 &lt;br /&gt;
| ad_e0025_0280_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic has asked me for the first time to do something for him. I won&#039;t let him down! I won&#039;t give up!! &lt;br /&gt;
|-&lt;br /&gt;
| 0257 &lt;br /&gt;
| ad_e0025_0290_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0258 &lt;br /&gt;
| ad_e0025_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahahaha &lt;br /&gt;
|-&lt;br /&gt;
| 0259 &lt;br /&gt;
| ad_e0026_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I feel some strange energy... &lt;br /&gt;
|-&lt;br /&gt;
| 0260 &lt;br /&gt;
| ad_e0026_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0261 &lt;br /&gt;
| ad_e0026_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa. I wasn&#039;t sure if I could pull that one off. Somehow I managed to use the Chaos Control. &lt;br /&gt;
|-&lt;br /&gt;
| 0262 &lt;br /&gt;
| ad_e0026_0040_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Chaos Control? &lt;br /&gt;
|-&lt;br /&gt;
| 0263 &lt;br /&gt;
| ad_e0026_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Are you okay? &lt;br /&gt;
|-&lt;br /&gt;
| 0264 &lt;br /&gt;
| ad_e0026_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m worried about Tails and Amy. I hate to ask, but, could you help them? &lt;br /&gt;
|-&lt;br /&gt;
| 0265 &lt;br /&gt;
| ad_e0026_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This is our last chance... I got it! Before the cannon fires, I&#039;ll slam-dunk it in there! &lt;br /&gt;
|-&lt;br /&gt;
| 0266 &lt;br /&gt;
| ad_e0027_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You never cease to surprise me, blue hedgehog. I thought that capsule you were in exploded in space. &lt;br /&gt;
|-&lt;br /&gt;
| 0267 &lt;br /&gt;
| ad_e0027_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You know, what can I say? I die hard! &lt;br /&gt;
|-&lt;br /&gt;
| 0268 &lt;br /&gt;
| ad_e0027_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You actually saved me, you know. &lt;br /&gt;
|-&lt;br /&gt;
| 0269 &lt;br /&gt;
| ad_e0027_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It was a Chaos Emerald, wasn&#039;t it? But, there&#039;s no way you could have activated the Chaos Control using an emerald that&#039;s fake! &lt;br /&gt;
|-&lt;br /&gt;
| 0270 &lt;br /&gt;
| ad_e0027_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So, there&#039;s more to you than just looking like me. What are you, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0271 &lt;br /&gt;
| ad_e0027_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What you see is what you get. Just a guy that loves adventure. I&#039;m Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0272 &lt;br /&gt;
| ad_e0027_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0271 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0273 &lt;br /&gt;
| ad_e0027_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I see. But you know, I can&#039;t let you live. Your adventuring days are coming to an end! &lt;br /&gt;
|-&lt;br /&gt;
| 0274 &lt;br /&gt;
| ad_e0028_0010_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic. I did it... &lt;br /&gt;
|-&lt;br /&gt;
| 0275 &lt;br /&gt;
| ad_e0028_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Awesome job, Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0276 &lt;br /&gt;
| ad_e0028_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0277 &lt;br /&gt;
| ad_e0028_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Look outside! &lt;br /&gt;
|-&lt;br /&gt;
| 0278 &lt;br /&gt;
| ad_e0028_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh? &lt;br /&gt;
|-&lt;br /&gt;
| 0279 &lt;br /&gt;
| ad_e0028_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh! &lt;br /&gt;
|-&lt;br /&gt;
| 0280 &lt;br /&gt;
| ad_e0029_0010_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Eggman steals the research from a military base located on an island to the south. The military&#039;s top secret weapon: Shadow, sealed in the Space Colony ARK. The seven Chaos Emeralds... &lt;br /&gt;
| 0280 to 0282 are leftovers from the Dark Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0281 &lt;br /&gt;
| ad_e0029_0020_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| When all of the keys have been collected, world conquest will be at hand. Sonic Adventure 2: the Dark Side Story. &lt;br /&gt;
|-&lt;br /&gt;
| 0282 &lt;br /&gt;
| ad_e0029_0030_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Long live the Eggman Empire! &lt;br /&gt;
|-&lt;br /&gt;
| 0283 &lt;br /&gt;
| ad_e0030_0010_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow... &lt;br /&gt;
| 0283 to 0304 are leftovers from the Last Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0284 &lt;br /&gt;
| ad_e0030_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The Ultimate Life Form... &lt;br /&gt;
|-&lt;br /&gt;
| 0285 &lt;br /&gt;
| ad_e0030_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The end of mankind... &lt;br /&gt;
|-&lt;br /&gt;
| 0286 &lt;br /&gt;
| ad_e0030_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control... &lt;br /&gt;
|-&lt;br /&gt;
| 0287 &lt;br /&gt;
| ad_e0030_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Vengeance... &lt;br /&gt;
|-&lt;br /&gt;
| 0288 &lt;br /&gt;
| ad_e0030_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Space Colony... &lt;br /&gt;
|-&lt;br /&gt;
| 0289 &lt;br /&gt;
| ad_e0030_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Desperation... &lt;br /&gt;
|-&lt;br /&gt;
| 0290 &lt;br /&gt;
| ad_e0030_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Prayer... &lt;br /&gt;
|-&lt;br /&gt;
| 0291 &lt;br /&gt;
| ad_e0030_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Super Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0292 &lt;br /&gt;
| ad_e0030_0100_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Wish... &lt;br /&gt;
|-&lt;br /&gt;
| 0293 &lt;br /&gt;
| ad_e0030_0110_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| ARK... &lt;br /&gt;
|-&lt;br /&gt;
| 0294 &lt;br /&gt;
| ad_e0030_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Collision... &lt;br /&gt;
|-&lt;br /&gt;
| 0295 &lt;br /&gt;
| ad_e0030_0130_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Tears... &lt;br /&gt;
|-&lt;br /&gt;
| 0296 &lt;br /&gt;
| ad_e0030_0140_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Untamed power of Chaos Emeralds... &lt;br /&gt;
|-&lt;br /&gt;
| 0297 &lt;br /&gt;
| ad_e0030_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria... &lt;br /&gt;
|-&lt;br /&gt;
| 0298 &lt;br /&gt;
| ad_e0030_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Insanity... &lt;br /&gt;
|-&lt;br /&gt;
| 0299 &lt;br /&gt;
| ad_e0030_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Professor Gerald... &lt;br /&gt;
|-&lt;br /&gt;
| 0300 &lt;br /&gt;
| ad_e0030_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Crisis of epic proportions... &lt;br /&gt;
|-&lt;br /&gt;
| 0301 &lt;br /&gt;
| ad_e0030_0190_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Apocalypse... &lt;br /&gt;
|-&lt;br /&gt;
| 0302 &lt;br /&gt;
| ad_e0030_0200_am &lt;br /&gt;
| Amy &lt;br /&gt;
| The truth about 50 years ago... &lt;br /&gt;
|-&lt;br /&gt;
| 0303 &lt;br /&gt;
| ad_e0030_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The end of everything... &lt;br /&gt;
|-&lt;br /&gt;
| 0304 &lt;br /&gt;
| ad_e0030_0220_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Sonic Adventure 2: Last Episode. Wishes are eternal. &lt;br /&gt;
|-&lt;br /&gt;
| 0305 &lt;br /&gt;
| ad_e0100_0010_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Intruder alert! Intruder alert! Security breach at Gate 3! Intruder has been located in the north quadrant and is moving in the direction of the underground base. All units prepare to engage! Emergency battle formations! Standard battle procedures initiated! Locate and stop the intruder from entering the security area. This is not a drill, repeat, this is not a drill! &lt;br /&gt;
|-&lt;br /&gt;
| 0306 &lt;br /&gt;
| ad_e0100_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahahaha! That was all too easy! &lt;br /&gt;
|-&lt;br /&gt;
| 0307 &lt;br /&gt;
| ad_e0100_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take a look at what my grandfather was working on... a top-secret military weapon! The military shut down the research because they feared it! &lt;br /&gt;
|-&lt;br /&gt;
| 0308 &lt;br /&gt;
| ad_e0101_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh-ho! &lt;br /&gt;
|-&lt;br /&gt;
| 0309 &lt;br /&gt;
| ad_e0101_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So this is the military&#039;s top secret weapon? It&#039;s a lot smaller than I expected. &lt;br /&gt;
|-&lt;br /&gt;
| 0310 &lt;br /&gt;
| ad_e0101_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter user data, uh-huh. Enter password. &lt;br /&gt;
|-&lt;br /&gt;
| 0311 &lt;br /&gt;
| ad_e0101_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Password is, MA-RI-A. Maria! Now all I have to do is to place the Chaos Emerald into this console. &lt;br /&gt;
|-&lt;br /&gt;
| 0312 &lt;br /&gt;
| ad_e0101_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s that? Is that you, Sonic? Are you trying to spoil my plans again?! &lt;br /&gt;
|-&lt;br /&gt;
| 0313 &lt;br /&gt;
| ad_e0101_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait a minute. You&#039;re not Sonic! This is impossible! &lt;br /&gt;
|-&lt;br /&gt;
| 0314 &lt;br /&gt;
| ad_e0101_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. Since you were so kind to release me, my master... &lt;br /&gt;
|-&lt;br /&gt;
| 0315 &lt;br /&gt;
| ad_e0101_0072_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0314 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0316 &lt;br /&gt;
| ad_e0101_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I will grant you one wish. &lt;br /&gt;
|-&lt;br /&gt;
| 0317 &lt;br /&gt;
| ad_e0101_0082_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0318 &lt;br /&gt;
| ad_e0101_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now what?! &lt;br /&gt;
|-&lt;br /&gt;
| 0319 &lt;br /&gt;
| ad_e0101_0100_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Behold the true power I possess! &lt;br /&gt;
|-&lt;br /&gt;
| 0320 &lt;br /&gt;
| ad_e0101_0102_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0319 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0321 &lt;br /&gt;
| ad_e0102_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Destroying that guard robot was spectacular! &lt;br /&gt;
|-&lt;br /&gt;
| 0322 &lt;br /&gt;
| ad_e0102_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So, Shadow. You are the military&#039;s top secret weapon! But what did you mean when you said you will grant me a wish? &lt;br /&gt;
|-&lt;br /&gt;
| 0323 &lt;br /&gt;
| ad_e0102_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Bring more Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0324 &lt;br /&gt;
| ad_e0102_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0325 &lt;br /&gt;
| ad_e0102_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll be waiting for you, in the central control room, on the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 0326 &lt;br /&gt;
| ad_e0102_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| ARK? &lt;br /&gt;
|-&lt;br /&gt;
| 0327 &lt;br /&gt;
| ad_e0103_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Just let it go. You just don&#039;t know when to give up, do you? &lt;br /&gt;
|-&lt;br /&gt;
| 0328 &lt;br /&gt;
| ad_e0103_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0329 and 0330 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0329 &lt;br /&gt;
| ad_e0103_0021_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you talking about? That emerald&#039;s mine! You got that? The Master Emerald contains special powers that neutralize the energy of the Chaos Emeralds. That makes it very powerful. &lt;br /&gt;
|-&lt;br /&gt;
| 0330 &lt;br /&gt;
| ad_e0103_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the?! &lt;br /&gt;
|-&lt;br /&gt;
| 0331 &lt;br /&gt;
| ad_e0103_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0332 &lt;br /&gt;
| ad_e0103_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wha? Thief! &lt;br /&gt;
|-&lt;br /&gt;
| 0333 &lt;br /&gt;
| ad_e0103_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Look who&#039;s calling who a thief. &lt;br /&gt;
|-&lt;br /&gt;
| 0334 &lt;br /&gt;
| ad_e0103_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I came here following the signal from the emerald. If I&#039;m not mistaken, this is the Master Emerald, is it not? &lt;br /&gt;
|-&lt;br /&gt;
| 0335 &lt;br /&gt;
| ad_e0103_0070_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s you... Dr. Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0336 &lt;br /&gt;
| ad_e0103_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So that&#039;s Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0337 &lt;br /&gt;
| ad_e0103_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, I guess I can use it for something. I&#039;ll just take it with me. Farewell, knucklehead! &lt;br /&gt;
|-&lt;br /&gt;
| 0338 &lt;br /&gt;
| ad_e0103_0100_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not if I can help it! &lt;br /&gt;
|-&lt;br /&gt;
| 0339 &lt;br /&gt;
| ad_e0103_0111_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0340 &lt;br /&gt;
| ad_e0103_0112_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What was that all about? And look what you did to my emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0341 &lt;br /&gt;
| ad_e0103_0120_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I did that to prevent the Master Emerald from being stolen, you idiot! If it&#039;s in pieces, I can restore it. And by the way, that&#039;s not your emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0342 &lt;br /&gt;
| ad_e0103_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm. Doesn&#039;t matter. I&#039;ll look into it once I get back to the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0343 &lt;br /&gt;
| ad_e0103_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I despise anyone who takes jewels from me. All the world&#039;s gems are mine to keep! &lt;br /&gt;
|-&lt;br /&gt;
| 0344 &lt;br /&gt;
| ad_e0103_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, we&#039;ll see about that, bat girl! &lt;br /&gt;
|-&lt;br /&gt;
| 0345 &lt;br /&gt;
| ad_e0103_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0346 &lt;br /&gt;
| ad_e0104_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Those idiots will never find my hidden base inside this pyramid! Let&#039;s take care of business here first, then get inside. &lt;br /&gt;
|-&lt;br /&gt;
| 0347 &lt;br /&gt;
| ad_e0105_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| With the Chaos Emerald... in the Space Colony ARK... Hmm. I&#039;ve got to find out just what&#039;s going on up there! &lt;br /&gt;
|-&lt;br /&gt;
| 0348 &lt;br /&gt;
| ad_e0105_0020_ot &lt;br /&gt;
| Reporter &lt;br /&gt;
| We interrupt this broadcast for an important news flash. There has been a break-in at the Federal Reserve bank today. Mysteriously, the only thing that was stolen was the Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0349 &lt;br /&gt;
| ad_e0105_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The Chaos Emerald?! &lt;br /&gt;
|-&lt;br /&gt;
| 0350 &lt;br /&gt;
| ad_e0105_0040_ot &lt;br /&gt;
| Reporter &lt;br /&gt;
| According to eyewitnesses at the scene, the suspect was identified as the world-renowned hero, Sonic the Hedgehog. The suspect was seen fleeing the scene, destroying the Reserve&#039;s guard robots in his path. Stay tuned for more details. &lt;br /&gt;
|-&lt;br /&gt;
| 0351 &lt;br /&gt;
| ad_e0105_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sounds more like the work of Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0352 &lt;br /&gt;
| ad_e0106_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm! How pathetic. &lt;br /&gt;
|-&lt;br /&gt;
| 0353 &lt;br /&gt;
| ad_e0106_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0354 &lt;br /&gt;
| ad_e0106_0030_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0355 &lt;br /&gt;
| ad_e0106_0040_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Find them before they escape! &lt;br /&gt;
|-&lt;br /&gt;
| 0356 &lt;br /&gt;
| ad_e0106_0060_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0357 &lt;br /&gt;
| ad_e0106_0070_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Shadow, I beg of you. Please, do it for me. &lt;br /&gt;
|-&lt;br /&gt;
| 0358 &lt;br /&gt;
| ad_e0106_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria...! &lt;br /&gt;
|-&lt;br /&gt;
| 0359 &lt;br /&gt;
| ad_e0106_0090_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| For all people, on that planet... &lt;br /&gt;
|-&lt;br /&gt;
| 0360 &lt;br /&gt;
| ad_e0106_0100_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sayonara, Shadow... the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0361 &lt;br /&gt;
| ad_e0106_0120_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, I still remember what I promised you. For the people of this planet, I promise you... Revenge! &lt;br /&gt;
|-&lt;br /&gt;
| 0362 &lt;br /&gt;
| ad_e0106_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0363 &lt;br /&gt;
| ad_e0107_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Those robots are a total pain in the... &lt;br /&gt;
|-&lt;br /&gt;
| 0364 &lt;br /&gt;
| ad_e0107_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0365 &lt;br /&gt;
| ad_e0107_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It all starts with this... &lt;br /&gt;
|-&lt;br /&gt;
| 0366 &lt;br /&gt;
| ad_e0107_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| A jewel containing the ultimate power! &lt;br /&gt;
|-&lt;br /&gt;
| 0367 &lt;br /&gt;
| ad_e0107_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That&#039;s the... Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0368 &lt;br /&gt;
| ad_e0107_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0369 and 0370 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0369 &lt;br /&gt;
| ad_e0107_0061_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now I know what&#039;s going on! &lt;br /&gt;
|-&lt;br /&gt;
| 0370 &lt;br /&gt;
| ad_e0107_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The military has mistaken me for the likes of you! &lt;br /&gt;
|-&lt;br /&gt;
| 0371 &lt;br /&gt;
| ad_e0107_0063_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So, where do you think you&#039;re going with that emerald? &lt;br /&gt;
| Japanese dub uses a duplicate of 0372 here&lt;br /&gt;
|-&lt;br /&gt;
| 0372 &lt;br /&gt;
| ad_e0107_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Say something, you fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0373 &lt;br /&gt;
| ad_e0107_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0374 &lt;br /&gt;
| ad_e0107_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Wow, he&#039;s fast! &lt;br /&gt;
|-&lt;br /&gt;
| 0375 &lt;br /&gt;
| ad_e0107_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0376 and 0377 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0376 &lt;br /&gt;
| ad_e0107_0141_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, it&#039;s not his speed! &lt;br /&gt;
|-&lt;br /&gt;
| 0377 &lt;br /&gt;
| ad_e0107_0142_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He must be using the Chaos Emerald to warp! &lt;br /&gt;
|-&lt;br /&gt;
| 0378 &lt;br /&gt;
| ad_e0107_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. I&#039;m the world&#039;s Ultimate Life Form. There&#039;s no time for games... Farewell! &lt;br /&gt;
|-&lt;br /&gt;
| 0379 &lt;br /&gt;
| ad_e0107_0160_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Shadow... what is he? &lt;br /&gt;
|-&lt;br /&gt;
| 0380 &lt;br /&gt;
| ad_e0107_0170_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Don&#039;t move! Stay where you are! Keep your hands up in the air! &lt;br /&gt;
|-&lt;br /&gt;
| 0381 &lt;br /&gt;
| ad_e0107_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0382 &lt;br /&gt;
| ad_e0107_0190_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0383 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0383 &lt;br /&gt;
| ad_e0107_0191_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not again... &lt;br /&gt;
|-&lt;br /&gt;
| 0384 &lt;br /&gt;
| ad_e0107_0192_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot! &lt;br /&gt;
|-&lt;br /&gt;
| 0385 &lt;br /&gt;
| ad_e0108_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge. I&#039;ve located Eggman&#039;s base and will proceed to enter it now. &lt;br /&gt;
|-&lt;br /&gt;
| 0386 &lt;br /&gt;
| ad_e0108_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I hate to say it... I guess I&#039;m going to have to find that key first. &lt;br /&gt;
|-&lt;br /&gt;
| 0387 &lt;br /&gt;
| ad_e0109_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s a space transporter! The destination has been set to... ARK? Wasn&#039;t that space colony shut down over 50 years ago? What&#039;s he doing up there, anyway? Doesn&#039;t matter! It&#039;s my mission to find out what he&#039;s up to! &lt;br /&gt;
|-&lt;br /&gt;
| 0388 &lt;br /&gt;
| ad_e0110_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So this is the Space Colony ARK. I have to locate the central control room that Shadow mentioned before he left. &lt;br /&gt;
|-&lt;br /&gt;
| 0389 &lt;br /&gt;
| ad_e0111_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ve been waiting for you, Doctor. Now, I will show the glorious achievement of what the world&#039;s leading scientist Professor Gerald has created. &lt;br /&gt;
|-&lt;br /&gt;
| 0390 &lt;br /&gt;
| ad_e0111_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The ARK was the first space colony created by mankind. Not many people know that the ARK contained a top-secret research facility, where weapons of mass destruction were being created. This is one of them; a weapon capable of destroying an entire planet, code-named... the Eclipse Cannon. &lt;br /&gt;
|-&lt;br /&gt;
| 0391 &lt;br /&gt;
| ad_e0111_0031_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Destroying an entire planet? &lt;br /&gt;
|-&lt;br /&gt;
| 0392 &lt;br /&gt;
| ad_e0111_0032_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Was this my grandfather&#039;s legacy? &lt;br /&gt;
|-&lt;br /&gt;
| 0393 &lt;br /&gt;
| ad_e0111_0041_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| But it&#039;s been deactivated for some time now. &lt;br /&gt;
|-&lt;br /&gt;
| 0394 &lt;br /&gt;
| ad_e0111_0042_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| To reactivate it... &lt;br /&gt;
|-&lt;br /&gt;
| 0395 &lt;br /&gt;
| ad_e0111_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Large amounts of energy are necessary. &lt;br /&gt;
|-&lt;br /&gt;
| 0396 &lt;br /&gt;
| ad_e0111_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh! So that&#039;s why we needed the Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0397 &lt;br /&gt;
| ad_e0111_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Exactly! To reactivate the machine, we need the seven Chaos Emeralds. Once you have that, then you have the ultimate power of destruction to use as you please. And then... the world could be yours! &lt;br /&gt;
|-&lt;br /&gt;
| 0398 &lt;br /&gt;
| ad_e0111_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha! Sounds like a plan! I like the way you think, Shadow. I will get the Chaos Emeralds, use the machine to dominate the world and build a legacy of my own! &lt;br /&gt;
|-&lt;br /&gt;
| 0399 &lt;br /&gt;
| ad_e0111_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you really think it will be that easy? &lt;br /&gt;
|-&lt;br /&gt;
| 0400 &lt;br /&gt;
| ad_e0111_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve got a great idea! How about making a deal? &lt;br /&gt;
|-&lt;br /&gt;
| 0401 &lt;br /&gt;
| ad_e0111_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| A deal? &lt;br /&gt;
|-&lt;br /&gt;
| 0402 &lt;br /&gt;
| ad_e0111_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| When you grabbed that huge emerald, you said something about a reaction. A reaction that it may have with the Master Emerald. Now, if you can just let me borrow that radar, I may be able to help you. What do you think? &lt;br /&gt;
|-&lt;br /&gt;
| 0403 &lt;br /&gt;
| ad_e0111_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If I do, what&#039;s in it for me? &lt;br /&gt;
|-&lt;br /&gt;
| 0404 &lt;br /&gt;
| ad_e0111_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I have an idea where the other Chaos Emeralds may be. I may not look like it, but do you know that I am a treasure hunter that specializes in all kinds of jewels! &lt;br /&gt;
|-&lt;br /&gt;
| 0405 &lt;br /&gt;
| ad_e0111_0150_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Very well. &lt;br /&gt;
|-&lt;br /&gt;
| 0406 &lt;br /&gt;
| ad_e0111_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Okay then, it&#039;s a deal! I don&#039;t think we&#039;ve been introduced. I&#039;m Rouge the Bat, but you can call me Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 0407 &lt;br /&gt;
| ad_e0111_0170_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We may be partners, but this doesn&#039;t mean I trust you. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0408 &lt;br /&gt;
| ad_e0111_0180_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Bad day or what? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0409 &lt;br /&gt;
| ad_e0111_0191_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0410 &lt;br /&gt;
| ad_e0111_0192_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0411 &lt;br /&gt;
| ad_e0112_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Having to come back isn&#039;t my idea of a vacation! How can you be sure your intelligence reports are correct? Why would the Chaos Emeralds be here on the island? Are you absolutely sure? &lt;br /&gt;
|-&lt;br /&gt;
| 0412 &lt;br /&gt;
| ad_e0112_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Well, believe what you want to believe. &lt;br /&gt;
|-&lt;br /&gt;
| 0413 &lt;br /&gt;
| ad_e0112_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hm! Very well, very well. Let&#039;s discuss how we are going to do this. I will go in first and distract the military troops, allowing you to sneak in the base without being detected. Then, Shadow will... &lt;br /&gt;
|-&lt;br /&gt;
| 0414 &lt;br /&gt;
| ad_e0112_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter the armory, where he will set the timer on these dynamite packs. Once that is in place, we will blow up the whole island and get away before anyone has the chance to know what hit them! &lt;br /&gt;
|-&lt;br /&gt;
| 0415 &lt;br /&gt;
| ad_e0112_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Meanwhile, you&#039;ll have to sneak into the cargo area and grab the Chaos Emerald. That&#039;s a challenge for such a worthy treasure hunter as yourself, isn&#039;t it, bat girl? &lt;br /&gt;
|-&lt;br /&gt;
| 0416 &lt;br /&gt;
| ad_e0112_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We only have 30 minutes to pull this mission off, and we only get one try, so don&#039;t fail me! &lt;br /&gt;
|-&lt;br /&gt;
| 0417 &lt;br /&gt;
| ad_e0113_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Okay, everyone ready? Shadow, Rouge! On with the show! &lt;br /&gt;
|-&lt;br /&gt;
| 0418 &lt;br /&gt;
| ad_e0113_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oh Sonic! I thought I&#039;d never see you again! I&#039;m so glad you made it! &lt;br /&gt;
|-&lt;br /&gt;
| 0419 &lt;br /&gt;
| ad_e0113_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re not Sonic! Who are you? &lt;br /&gt;
|-&lt;br /&gt;
| 0420 &lt;br /&gt;
| ad_e0113_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m the one who should be asking that! &lt;br /&gt;
|-&lt;br /&gt;
| 0421 &lt;br /&gt;
| ad_e0113_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Dr. Eggman? AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0422 &lt;br /&gt;
| ad_e0113_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ah! Amy, your timing is impeccable! Leave it to me! I&#039;ll take care of her. You two, go! &lt;br /&gt;
|-&lt;br /&gt;
| 0423 &lt;br /&gt;
| ad_e0113_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Give up, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0424 &lt;br /&gt;
| ad_e0113_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Boy, am I glad to see you! &lt;br /&gt;
|-&lt;br /&gt;
| 0425 &lt;br /&gt;
| ad_e0113_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Stand back, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0426 &lt;br /&gt;
| ad_e0114_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m in position, Doctor. Tell me when. &lt;br /&gt;
|-&lt;br /&gt;
| 0427 &lt;br /&gt;
| ad_e0114_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There&#039;s been an unexpected delay on my end. There&#039;s no more time to waste! Set the timer for 15 minutes! Let&#039;s go, Rouge! &lt;br /&gt;
|-&lt;br /&gt;
| 0428 &lt;br /&gt;
| ad_e0114_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Five minutes should be plenty! Here I go! &lt;br /&gt;
|-&lt;br /&gt;
| 0429 &lt;br /&gt;
| ad_e0115_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t believe I&#039;ve come this far, just to fail! &lt;br /&gt;
|-&lt;br /&gt;
| 0430 &lt;br /&gt;
| ad_e0116_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge. I&#039;ve got a small problem. I can&#039;t believe that I&#039;m trapped inside this locked safe with a Chaos Emerald! I guess I won&#039;t be able to call myself a treasure hunter anymore... &lt;br /&gt;
|-&lt;br /&gt;
| 0431 &lt;br /&gt;
| ad_e0116_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ah, shoot! &lt;br /&gt;
|-&lt;br /&gt;
| 0432 &lt;br /&gt;
| ad_e0116_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Troublemaker! &lt;br /&gt;
|-&lt;br /&gt;
| 0433 &lt;br /&gt;
| ad_e0116_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0434 &lt;br /&gt;
| ad_e0116_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0435 &lt;br /&gt;
| ad_e0117_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Phew! So far, so good. &lt;br /&gt;
|-&lt;br /&gt;
| 0436 &lt;br /&gt;
| ad_e0117_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, that&#039;s...! &lt;br /&gt;
|-&lt;br /&gt;
| 0437 &lt;br /&gt;
| ad_e0117_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That blue hedgehog again, of all places! &lt;br /&gt;
|-&lt;br /&gt;
| 0438 &lt;br /&gt;
| ad_e0117_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ve found you, faker! &lt;br /&gt;
|-&lt;br /&gt;
| 0439 &lt;br /&gt;
| ad_e0117_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Faker? I think you&#039;re the fake hedgehog around here. You&#039;re comparing yourself to me? Ha! You&#039;re not even good enough to be my fake! &lt;br /&gt;
|-&lt;br /&gt;
| 0440 &lt;br /&gt;
| ad_e0117_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll make you eat those words! &lt;br /&gt;
|-&lt;br /&gt;
| 0441 &lt;br /&gt;
| ad_e0118_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, what are you doing? Hurry and get back here right now before the island blows up with you on it! &lt;br /&gt;
|-&lt;br /&gt;
| 0442 &lt;br /&gt;
| ad_e0118_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Blows up?! &lt;br /&gt;
|-&lt;br /&gt;
| 0443 &lt;br /&gt;
| ad_e0118_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0444 &lt;br /&gt;
| ad_e0119_0010_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0445 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0445 &lt;br /&gt;
| ad_e0119_0012_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, what do you think it&#039;s like on Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0446 &lt;br /&gt;
| ad_e0119_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The professor said his life&#039;s work was dedicated to all of those who live down there. He once told that the reason for his existence was making people happy through the power of science. &lt;br /&gt;
|-&lt;br /&gt;
| 0447 &lt;br /&gt;
| ad_e0119_0030_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow... &lt;br /&gt;
|-&lt;br /&gt;
| 0448 &lt;br /&gt;
| ad_e0119_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, I just don&#039;t know anything anymore. I often wonder why I was created, what my purpose is for being here. Maybe if I go down there... I will find the answers, maybe. &lt;br /&gt;
|-&lt;br /&gt;
| 0449 &lt;br /&gt;
| ad_e0119_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria... &lt;br /&gt;
|-&lt;br /&gt;
| 0450 &lt;br /&gt;
| ad_e0119_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why so melancholy? &lt;br /&gt;
|-&lt;br /&gt;
| 0451 &lt;br /&gt;
| ad_e0119_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| That was so unexpected, so unlike you, Shadow, to come and rescue me. But your ability to use the Chaos Control certainly comes in handy! &lt;br /&gt;
|-&lt;br /&gt;
| 0452 &lt;br /&gt;
| ad_e0119_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You know, I didn&#039;t come to save you. I came back for the Chaos Emeralds &lt;br /&gt;
|-&lt;br /&gt;
| 0453 &lt;br /&gt;
| ad_e0119_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yeah, yeah, but then again, that&#039;s not the whole story, is it? &lt;br /&gt;
|-&lt;br /&gt;
| 0454 &lt;br /&gt;
| ad_e0119_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! &lt;br /&gt;
|-&lt;br /&gt;
| 0455 &lt;br /&gt;
| ad_e0119_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Everything is ready to go! &lt;br /&gt;
|-&lt;br /&gt;
| 0456 &lt;br /&gt;
| ad_e0119_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Are you sure? We only have six of the seven Chaos Emeralds, you know. &lt;br /&gt;
|-&lt;br /&gt;
| 0457 &lt;br /&gt;
| ad_e0119_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s more than enough for the demonstration. So let&#039;s get this show on the road! &lt;br /&gt;
|-&lt;br /&gt;
| 0458 &lt;br /&gt;
| ad_e0120_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Well, that was really impressive. You&#039;ve managed to create complete havoc on the whole planet! Does this now mean we control the planet and can do as we choose? &lt;br /&gt;
|-&lt;br /&gt;
| 0459 &lt;br /&gt;
| ad_e0120_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| At this rate, the cannon will take too much time to charge up. If you want to unleash its full potential, you&#039;ll need all seven Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0460 &lt;br /&gt;
| ad_e0120_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where in the world have you been? &lt;br /&gt;
|-&lt;br /&gt;
| 0461 &lt;br /&gt;
| ad_e0120_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why are you so upset? &lt;br /&gt;
|-&lt;br /&gt;
| 0462 &lt;br /&gt;
| ad_e0120_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Something happen? &lt;br /&gt;
|-&lt;br /&gt;
| 0463 &lt;br /&gt;
| ad_e0120_0060_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Our threats fell on deaf ears. &lt;br /&gt;
|-&lt;br /&gt;
| 0464 &lt;br /&gt;
| ad_e0120_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Look at you, throwing a tantrum like a little kid! How totally embarrassing! &lt;br /&gt;
|-&lt;br /&gt;
| 0465 &lt;br /&gt;
| ad_e0120_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Don&#039;t forget your end of the bargain, bat girl! What about that last Chaos Emerald? We had a deal, right? So where is my emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0466 &lt;br /&gt;
| ad_e0120_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here you go. I found this! &lt;br /&gt;
|-&lt;br /&gt;
| 0467 &lt;br /&gt;
| ad_e0120_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Why didn&#039;t you show me this before?! &lt;br /&gt;
|-&lt;br /&gt;
| 0468 &lt;br /&gt;
| ad_e0120_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s this? &amp;quot;Station Square saved from a life-threatening missile attack. The city has awarded its famed prize to the boy who saved Station Square. Miles &#039;Tails&#039; Prower was given the Chaos Emerald as a testament of his heroic deed at a ceremony held at city hall.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0469 &lt;br /&gt;
| ad_e0120_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! This makes things a whole lot easier. Hurry, go back to Earth and find them fast! I want that Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0470 &lt;br /&gt;
| ad_e0120_0122_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the last line in 0469 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0471 &lt;br /&gt;
| ad_e0120_0130_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Did you get that? &lt;br /&gt;
|-&lt;br /&gt;
| 0472 &lt;br /&gt;
| ad_e0120_0140_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Soon enough, Maria. &lt;br /&gt;
|-&lt;br /&gt;
| 0473 &lt;br /&gt;
| ad_e0120_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge reporting. Currently, I have not been able to confirm if Shadow is the Ultimate Life Form or not. I will continue my research on Project Shadow and have a follow-up report very shortly. Just a reminder. Don&#039;t forget about my jewels! &lt;br /&gt;
|-&lt;br /&gt;
| 0474 &lt;br /&gt;
| ad_e0121_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| They got away! &lt;br /&gt;
|-&lt;br /&gt;
| 0475 &lt;br /&gt;
| ad_e0121_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shadow, they&#039;re in that blue plane! Spotted at 11 o&#039; clock. &lt;br /&gt;
|-&lt;br /&gt;
| 0476 &lt;br /&gt;
| ad_e0121_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Copy that. I&#039;m in pursuit. &lt;br /&gt;
|-&lt;br /&gt;
| 0477 &lt;br /&gt;
| ad_e0122_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Doctor, they&#039;re heading directly toward us. What should we do? &lt;br /&gt;
|-&lt;br /&gt;
| 0478 &lt;br /&gt;
| ad_e0122_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Just sit tight! I&#039;ve got them on radar. There&#039;s no way they can get away! I don&#039;t know what they are planning, but I&#039;ll be sure to give them a warm welcome! &lt;br /&gt;
|-&lt;br /&gt;
| 0479 &lt;br /&gt;
| ad_e0123_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; That was pretty rough! &lt;br /&gt;
|-&lt;br /&gt;
| 0480 &lt;br /&gt;
| ad_e0123_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We did it! Let&#039;s go, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0481 &lt;br /&gt;
| ad_e0123_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You little thieves! Did you really think you could get out of here alive? &lt;br /&gt;
|-&lt;br /&gt;
| 0482 &lt;br /&gt;
| ad_e0123_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Come and get some, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0483 &lt;br /&gt;
| ad_e0123_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0484 &lt;br /&gt;
| ad_e0123_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 0485 &lt;br /&gt;
| ad_e0123_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll take your lives as well as the Chaos Emerald! I call on you to destroy these pests! Come out, my servant! &lt;br /&gt;
|-&lt;br /&gt;
| 0486 &lt;br /&gt;
| ad_e0123_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now go! And squash that blue hedgehog Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0487 &lt;br /&gt;
| ad_e0123_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ha! &lt;br /&gt;
|-&lt;br /&gt;
| 0488 &lt;br /&gt;
| ad_e0123_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| TERIAA &lt;br /&gt;
|-&lt;br /&gt;
| 0489 &lt;br /&gt;
| ad_e0123_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| NOOO &lt;br /&gt;
|-&lt;br /&gt;
| 0490 &lt;br /&gt;
| ad_e0123_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| When Sonic struck his head, he must have broken the restraining mechanism. &lt;br /&gt;
|-&lt;br /&gt;
| 0491 &lt;br /&gt;
| ad_e0123_0140_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Agh! What a piece of junk! &lt;br /&gt;
|-&lt;br /&gt;
| 0492 &lt;br /&gt;
| ad_e0123_0150_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0493 &lt;br /&gt;
| ad_e0123_0160_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh? &lt;br /&gt;
|-&lt;br /&gt;
| 0494 &lt;br /&gt;
| ad_e0123_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0495 &lt;br /&gt;
| ad_e0123_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0496 &lt;br /&gt;
| ad_e0124_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hi, Doctor. How&#039;s it going? What? What do you mean they escaped? That&#039;s okay. I will go after them myself. Can you tell me the password for the space colony control? &lt;br /&gt;
|-&lt;br /&gt;
| 0497 &lt;br /&gt;
| ad_e0124_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! Tricking that old doctor is just too easy! All right, it&#039;s time to get to work. &lt;br /&gt;
|-&lt;br /&gt;
| 0498 &lt;br /&gt;
| ad_e0124_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The password is MA-RI-A. Maria, hm? I&#039;ve heard that name somewhere before... oh well! &lt;br /&gt;
|-&lt;br /&gt;
| 0499 &lt;br /&gt;
| ad_e0124_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is it! Research Project Shadow, the Ultimate Life Form. Let&#039;s see now... &lt;br /&gt;
|-&lt;br /&gt;
| 0500 &lt;br /&gt;
| ad_e0124_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world is this? This can&#039;t be right. Just what is Shadow, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0501 &lt;br /&gt;
| ad_e0124_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! I guess I&#039;ll just have to take the last pieces of the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0502 &lt;br /&gt;
| ad_e0125_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Long time no see, treasure hunter! Did you find my emeralds? &lt;br /&gt;
|-&lt;br /&gt;
| 0503 &lt;br /&gt;
| ad_e0125_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s a good one. Your emerald? Talking to you is a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 0504 &lt;br /&gt;
| ad_e0126_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;breathing heavily&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0505 &lt;br /&gt;
| ad_e0126_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;breathing heavily&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0506 &lt;br /&gt;
| ad_e0126_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Stop fooling around and give me back my emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0507 &lt;br /&gt;
| ad_e0126_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Stop fooling around and give me back my emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0508 &lt;br /&gt;
| ad_e0126_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you babbling about? You call yourself a hunter? Attacking a lady? Shame on you! &lt;br /&gt;
|-&lt;br /&gt;
| 0509 &lt;br /&gt;
| ad_e0126_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of lady goes around stealing gems, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0510 &lt;br /&gt;
| ad_e0126_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Those belong to me... aah! &lt;br /&gt;
|-&lt;br /&gt;
| 0511 &lt;br /&gt;
| ad_e0126_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Keep your hands to yourself! Don&#039;t touch me! &lt;br /&gt;
|-&lt;br /&gt;
| 0512 &lt;br /&gt;
| ad_e0126_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is that how you say thanks to someone who just saved your life? &lt;br /&gt;
|-&lt;br /&gt;
| 0513 &lt;br /&gt;
| ad_e0126_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Saving my life. Don&#039;t think I owe you one. You just wanted to hold my hand, didn&#039;t you? That&#039;s why you saved me. You&#039;re such a creep! &lt;br /&gt;
|-&lt;br /&gt;
| 0514 &lt;br /&gt;
| ad_e0126_0110_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This isn&#039;t a joke, you know. Think what you want, bat girl. I was saving the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0515 &lt;br /&gt;
| ad_e0126_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; No matter what you say, it sounds crazy! &lt;br /&gt;
|-&lt;br /&gt;
| 0516 &lt;br /&gt;
| ad_e0126_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0517 &lt;br /&gt;
| ad_e0126_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Fine, then just take them. They stink like echidnas do! &lt;br /&gt;
|-&lt;br /&gt;
| 0518 &lt;br /&gt;
| ad_e0126_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If that&#039;s what you thought, you should have given me them in the first place! &lt;br /&gt;
|-&lt;br /&gt;
| 0519 &lt;br /&gt;
| ad_e0126_0160_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Finally! &lt;br /&gt;
|-&lt;br /&gt;
| 0520 &lt;br /&gt;
| ad_e0126_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0521 &lt;br /&gt;
| ad_e0126_0180_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m sorry... if I hurt you. &lt;br /&gt;
|-&lt;br /&gt;
| 0522 &lt;br /&gt;
| ad_e0126_0190_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We should get going. &lt;br /&gt;
|-&lt;br /&gt;
| 0523 &lt;br /&gt;
| ad_e0126_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0524 &lt;br /&gt;
| ad_e0126_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world? &lt;br /&gt;
|-&lt;br /&gt;
| 0525 &lt;br /&gt;
| ad_e0127_0011_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s Rouge up to, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0526 &lt;br /&gt;
| ad_e0127_0012_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is strange. It&#039;s showing energy readings from two seperate Chaos Emeralds! Did they really think they could trick me with that fake emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0527 &lt;br /&gt;
| ad_e0127_0021_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait, Shadow! I&#039;m the one who should be telling them the end is near, not you! &lt;br /&gt;
|-&lt;br /&gt;
| 0528 &lt;br /&gt;
| ad_e0127_0022_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now is the time to end this long, drawn-out battle, and mark myself a place in history as the ultimate genius! &lt;br /&gt;
|-&lt;br /&gt;
| 0529 &lt;br /&gt;
| ad_e0127_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If something happens to me, I&#039;m counting on you to finish the job! &lt;br /&gt;
|-&lt;br /&gt;
| 0530 &lt;br /&gt;
| ad_e0127_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurry! The moment for attack has come. It&#039;s now or never! &lt;br /&gt;
|-&lt;br /&gt;
| 0531 &lt;br /&gt;
| ad_e0128_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Darn! Why do they always leave a sweet little innocent girl like me alone? &lt;br /&gt;
|-&lt;br /&gt;
| 0532 &lt;br /&gt;
| ad_e0128_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, well, young lady. Is there something I can help you with? &lt;br /&gt;
|-&lt;br /&gt;
| 0533 &lt;br /&gt;
| ad_e0128_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Dr. Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0534 &lt;br /&gt;
| ad_e0128_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If you value your life, you will tell me where Sonic and Tails are! &lt;br /&gt;
|-&lt;br /&gt;
| 0535 &lt;br /&gt;
| ad_e0128_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take care of business first, shall we, Sonic? Hand over the Chaos Emerald, slowly, and then we&#039;ll talk about your girlfriend. That is, if you really care for her! &lt;br /&gt;
|-&lt;br /&gt;
| 0536 &lt;br /&gt;
| ad_e0128_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Handing over the fake emerald... I can kill two birds with one stone! &lt;br /&gt;
|-&lt;br /&gt;
| 0537 &lt;br /&gt;
| ad_e0128_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Put the emerald down right there and back off! &lt;br /&gt;
|-&lt;br /&gt;
| 0538 &lt;br /&gt;
| ad_e0128_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You&#039;ve turned into a big-time villain, Doctor! &lt;br /&gt;
|-&lt;br /&gt;
| 0539 &lt;br /&gt;
| ad_e0128_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You thought you could trick me with that fake emerald, didn&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0540 &lt;br /&gt;
| ad_e0128_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| So... how did you know it wasn&#039;t the real one? &lt;br /&gt;
|-&lt;br /&gt;
| 0541 &lt;br /&gt;
| ad_e0128_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0542 &lt;br /&gt;
| ad_e0128_0150_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heh, because you just told me, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 0543 &lt;br /&gt;
| ad_e0128_0171_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, for a little space ride! &lt;br /&gt;
|-&lt;br /&gt;
| 0544 &lt;br /&gt;
| ad_e0128_0172_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The capsule clears the colony, bam! &lt;br /&gt;
|-&lt;br /&gt;
| 0545 &lt;br /&gt;
| ad_e0128_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m counting on you, Tails! And Amy... take care of yourself. &lt;br /&gt;
|-&lt;br /&gt;
| 0546 &lt;br /&gt;
| ad_e0128_0190_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0547 &lt;br /&gt;
| ad_e0128_0200_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not fair, Eggman! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0548 &lt;br /&gt;
| ad_e0128_0220_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0549 &lt;br /&gt;
| ad_e0128_0230_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic, my admirable adversary... &lt;br /&gt;
|-&lt;br /&gt;
| 0550 &lt;br /&gt;
| ad_e0128_0240_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Soniiiic! &#039;&#039;crying&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0551 &lt;br /&gt;
| ad_e0128_0250_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now we have some unfinished business to take care of. If you give me the real emerald, I will release you both. You have my promise! &lt;br /&gt;
|-&lt;br /&gt;
| 0552 &lt;br /&gt;
| ad_e0128_0260_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0553 &lt;br /&gt;
| ad_e0128_0270_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0554 &lt;br /&gt;
| ad_e0128_0280_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic has asked me for the first time to do something for him. I won&#039;t let him down! I won&#039;t give up!! &lt;br /&gt;
|-&lt;br /&gt;
| 0555 &lt;br /&gt;
| ad_e0128_0290_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0556 &lt;br /&gt;
| ad_e0128_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha &lt;br /&gt;
|-&lt;br /&gt;
| 0557 &lt;br /&gt;
| ad_e0129_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I guess he was just a regular hedgehog, after all. &lt;br /&gt;
|-&lt;br /&gt;
| 0558 &lt;br /&gt;
| ad_e0129_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Legend has it, when all seven Chaos Emeralds are collected, the power creates a miracle. I have six of them! They&#039;re mine, all mine! &lt;br /&gt;
|-&lt;br /&gt;
| 0559 &lt;br /&gt;
| ad_e0129_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I don&#039;t think so! &lt;br /&gt;
|-&lt;br /&gt;
| 0560 &lt;br /&gt;
| ad_e0129_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0561 &lt;br /&gt;
| ad_e0129_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So that was your plan from the very beginning, huh? Or was it a direct order from the President? Now I know who you are. You&#039;re that government spy, Rouge the Bat, aren&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0562 &lt;br /&gt;
| ad_e0129_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So you did your homework. Is that it? I would say that&#039;s an invasion of privacy. &lt;br /&gt;
|-&lt;br /&gt;
| 0563 &lt;br /&gt;
| ad_e0129_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I could say the same thing about you. &lt;br /&gt;
|-&lt;br /&gt;
| 0564 &lt;br /&gt;
| ad_e0129_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! It looks like things aren&#039;t quite going your way, but since my job was done, I thought it was time to take what&#039;s mine and get out of this place. &lt;br /&gt;
|-&lt;br /&gt;
| 0565 &lt;br /&gt;
| ad_e0129_0090_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You are one pathetic creature! &lt;br /&gt;
|-&lt;br /&gt;
| 0566 &lt;br /&gt;
| ad_e0129_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm. Look who&#039;s talking. What about you? &lt;br /&gt;
|-&lt;br /&gt;
| 0567 &lt;br /&gt;
| ad_e0129_0110_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here are the results of the research project called the Ultimate Life Form. But if this picture is of the real Ultimate Life Form named Shadow... &lt;br /&gt;
|-&lt;br /&gt;
| 0568 &lt;br /&gt;
| ad_e0129_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Then exactly who, or what, is standing in front of me? &lt;br /&gt;
|-&lt;br /&gt;
| 0569 &lt;br /&gt;
| ad_e0129_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is Dr. Eggman. I have found all seven Chaos Emeralds! Shadow! Someone is trying to get to the Eclipse Cannon. There&#039;s not much time left before the cannon fires again. Can you get over there? &lt;br /&gt;
|-&lt;br /&gt;
| 0570 &lt;br /&gt;
| ad_e0129_0140_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| If you want to live, leave the Chaos Emeralds where they are. The fake emerald is good enough for you! &lt;br /&gt;
|-&lt;br /&gt;
| 0571 &lt;br /&gt;
| ad_e0129_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you actually believe that you&#039;re the real Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0572 &lt;br /&gt;
| ad_e0129_0160_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No doubt. &lt;br /&gt;
|-&lt;br /&gt;
| 0573 &lt;br /&gt;
| ad_e0129_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Even your memories might not be real, you know? &lt;br /&gt;
|-&lt;br /&gt;
| 0574 &lt;br /&gt;
| ad_e0129_0180_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Even if my memories are not real, it&#039;s still me, Shadow. And I will fulfill my promise to Maria. That&#039;s the only thing that matters to me now. &lt;br /&gt;
|-&lt;br /&gt;
| 0575 &lt;br /&gt;
| ad_e0130_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You never cease to surprise me, blue hedgehog. I thought that capsule you were in exploded in space. &lt;br /&gt;
|-&lt;br /&gt;
| 0576 &lt;br /&gt;
| ad_e0130_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You know, what can I say? I die hard! &lt;br /&gt;
|-&lt;br /&gt;
| 0577 &lt;br /&gt;
| ad_e0130_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So, there&#039;s more to you than just looking like me. What are you, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0578 &lt;br /&gt;
| ad_e0130_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What you see is what you get. Just a guy that loves adventure. I&#039;m Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0579 &lt;br /&gt;
| ad_e0130_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I see. But you know, I can&#039;t let you live. Your adventuring days are coming to an end! &lt;br /&gt;
|-&lt;br /&gt;
| 0580 &lt;br /&gt;
| ad_e0131_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha! This completes my plan to take over the world. Now begins the glorious era of the Empire of Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0581 &lt;br /&gt;
| ad_e0131_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| HAHAHAHAHAHA &lt;br /&gt;
|-&lt;br /&gt;
| 0582 &lt;br /&gt;
| ad_e0132_0010_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| The military&#039;s top secret weapon, Project Shadow, was stolen from the military base located on a deserted island in the southern seas. This incident increased worldwide terrorist activities. Sonic the Hedgehog was arrested. &lt;br /&gt;
| 0582 to 0584 are leftovers from the Hero Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0583 &lt;br /&gt;
| ad_e0132_0020_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| The adventure for truth leads to the incidents that shock the entire world. The story takes our hero, Sonic, from the Earth and into outer space. Sonic Adventure 2: Hero Side Story. &lt;br /&gt;
|-&lt;br /&gt;
| 0584 &lt;br /&gt;
| ad_e0132_0030_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Farewell, Sonic, forever... &lt;br /&gt;
|-&lt;br /&gt;
| 0585 &lt;br /&gt;
| ad_e0200_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Argh! What the... what&#039;s going on? Why doesn&#039;t the cannon fire? &lt;br /&gt;
|-&lt;br /&gt;
| 0586 &lt;br /&gt;
| ad_e0200_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? What&#039;s happening here? &lt;br /&gt;
|-&lt;br /&gt;
| 0587 &lt;br /&gt;
| ad_e0200_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It&#039;s... it&#039;s my grandfather. Gerald Robotnik! &lt;br /&gt;
|-&lt;br /&gt;
| 0588 &lt;br /&gt;
| ad_e0201_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that, that vibration? &lt;br /&gt;
|-&lt;br /&gt;
| 0589 &lt;br /&gt;
| ad_e0201_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, wait! Someone is coming. &lt;br /&gt;
|-&lt;br /&gt;
| 0590 &lt;br /&gt;
| ad_e0201_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You. You haven&#039;t given up yet? &lt;br /&gt;
|-&lt;br /&gt;
| 0591 &lt;br /&gt;
| ad_e0201_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s all over for us. &lt;br /&gt;
|-&lt;br /&gt;
| 0592 &lt;br /&gt;
| ad_e0201_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What do you mean? &lt;br /&gt;
|-&lt;br /&gt;
| 0593 &lt;br /&gt;
| ad_e0201_0061_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve just received a message from my boss. The Space Colony ARK is currently approaching the Earth at an incredible velocity. &lt;br /&gt;
|-&lt;br /&gt;
| 0594 &lt;br /&gt;
| ad_e0201_0062_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It... probably... &lt;br /&gt;
|-&lt;br /&gt;
| 0595 &lt;br /&gt;
| ad_e0201_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate version of 0596 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0596 &lt;br /&gt;
| ad_e0201_0072_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Will impact Earth. &lt;br /&gt;
|-&lt;br /&gt;
| 0597 &lt;br /&gt;
| ad_e0201_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that on the screen? &lt;br /&gt;
|-&lt;br /&gt;
| 0598 &lt;br /&gt;
| ad_e0202_0010_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| This is a death sentence for every human being on Earth. If my calculations are correct, the Space Colony ARK will impact the Earth in 27 minutes and 53 seconds. All of you will be destroyed, along with your beloved planet Earth! &lt;br /&gt;
| This is a leftover from the FMV sequence featuring Gerald&#039;s televised revenge declaration&lt;br /&gt;
|-&lt;br /&gt;
| 0599 &lt;br /&gt;
| ad_e0202_0012_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| &#039;&#039;copy of 0598&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0600 &lt;br /&gt;
| ad_e0203_0010_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| I plan to give you a taste of my revenge once all the seven Chaos Emeralds are collected. Once I initiate this program, it cannot be disabled. All of you ungrateful humans who took everything away from me will feel my loss and despair! &lt;br /&gt;
|-&lt;br /&gt;
| 0601 &lt;br /&gt;
| ad_e0203_0012_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0600 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0602 &lt;br /&gt;
| ad_e0203_0020_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| No. &lt;br /&gt;
|-&lt;br /&gt;
| 0603 &lt;br /&gt;
| ad_e0203_0031_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Is there anything else you want to say? &lt;br /&gt;
|-&lt;br /&gt;
| 0604 &lt;br /&gt;
| ad_e0203_0032_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Ready! &lt;br /&gt;
|-&lt;br /&gt;
| 0605 &lt;br /&gt;
| ad_e0203_0040_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| This is a death sentence for every human being on Earth. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0606 &lt;br /&gt;
| ad_e0203_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, the vibration&#039;s getting worse! &lt;br /&gt;
|-&lt;br /&gt;
| 0607 &lt;br /&gt;
| ad_e0203_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s going on here? Who is that? &lt;br /&gt;
|-&lt;br /&gt;
| 0608 &lt;br /&gt;
| ad_e0203_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Professor Gerald Robotnik, one of the greatest scientific minds in the world, and my grandfather. &lt;br /&gt;
|-&lt;br /&gt;
| 0609 &lt;br /&gt;
| ad_e0203_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? I knew you were behind all this! Stop it right now, or else...! &lt;br /&gt;
|-&lt;br /&gt;
| 0610 &lt;br /&gt;
| ad_e0203_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;d have done this a long time ago if I had the chance. &lt;br /&gt;
|-&lt;br /&gt;
| 0611 &lt;br /&gt;
| ad_e0203_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What do you mean? &lt;br /&gt;
|-&lt;br /&gt;
| 0612 &lt;br /&gt;
| ad_e0203_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re pretty persistent for a hedgehog, aren&#039;t you? You&#039;re still alive, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0613 &lt;br /&gt;
| ad_e0203_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh! Just letting Knuckles pilot the shuttle on the way over here was more dangerous than you could ever be. &lt;br /&gt;
|-&lt;br /&gt;
| 0614 &lt;br /&gt;
| ad_e0203_0122_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No worries, egghead! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0615 &lt;br /&gt;
| ad_e0203_0130_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What is this? &lt;br /&gt;
|-&lt;br /&gt;
| 0616 &lt;br /&gt;
| ad_e0203_0140_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is my grandfather&#039;s diary. &lt;br /&gt;
|-&lt;br /&gt;
| 0617 &lt;br /&gt;
| ad_e0203_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;I don&#039;t quite know what happened or what went wrong. Was it a mistake to create the Ultimate Life Form? I thought it would be something that would benefit mankind, but then the military guards landed on the colony that day. They were sent to destroy the research project that I had been working on. My colleagues at the research facility, my granddaughter, Maria, I hope you are all safe.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0618 &lt;br /&gt;
| ad_e0203_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;The colony was completely shut down, probably to keep the prototype from falling into the wrong hands.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0619 &lt;br /&gt;
| ad_e0203_0170_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| The colony was closed down, probably to keep the prototype from falling into the wrong hands. The ARK was shut down under the premise that there had been an accident. &lt;br /&gt;
|-&lt;br /&gt;
| 0620 &lt;br /&gt;
| ad_e0203_0180_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| I found Maria&#039;s name among those who died when the ARK was shut down. She meant everything to me, and I couldn&#039;t bear the thought that she died because of my research. I lost everything. I had nothing more to live for. I went insane. All I could think about was to avenge her, somehow, some way. I got scared as I no longer was able to control my thoughts. All I could think about was that I wanted it all to end. &lt;br /&gt;
|-&lt;br /&gt;
| 0621 &lt;br /&gt;
| ad_e0203_0190_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| Based on my original projections, I was able to complete my project: Shadow. I designed its mind to be perfect. Pure. I will leave everything to him. If you wish, release and awaken it to the world! &lt;br /&gt;
|-&lt;br /&gt;
| 0622 &lt;br /&gt;
| ad_e0203_0192_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0621 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0623 &lt;br /&gt;
| ad_e0203_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;If you wish to fill the world with destruction.&amp;quot; So that&#039;s why you released Shadow from the base! &lt;br /&gt;
|-&lt;br /&gt;
| 0624 &lt;br /&gt;
| ad_e0203_0210_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The core of the Eclipse Cannon is now highly reactive and explosive. This is because the energy of the Chaos Emeralds is overpowered. If the colony collides with Earth, it will shatter into pieces like my grandfather predicted. That mad scientist! &lt;br /&gt;
|-&lt;br /&gt;
| 0625 &lt;br /&gt;
| ad_e0203_0211_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of part of 0624 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0626 &lt;br /&gt;
| ad_e0203_0212_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of part of 0624 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0627 &lt;br /&gt;
| ad_e0203_0220_am &lt;br /&gt;
| Amy &lt;br /&gt;
| That should be you, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0628 &lt;br /&gt;
| ad_e0203_0230_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We have to stop the space colony now! &lt;br /&gt;
|-&lt;br /&gt;
| 0629 &lt;br /&gt;
| ad_e0203_0240_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The Space Colony ARK position may have shifted due to the amount of energy given off by the emeralds! We have to stop the energy! &lt;br /&gt;
|-&lt;br /&gt;
| 0630 &lt;br /&gt;
| ad_e0203_0250_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| But how? &lt;br /&gt;
|-&lt;br /&gt;
| 0631 &lt;br /&gt;
| ad_e0203_0260_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm. That&#039;s it! There is a way to stop the energy. We have to use your emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0632 &lt;br /&gt;
| ad_e0203_0270_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You&#039;re the one that told me that the Master Emerald has the power to stop the Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0633 &lt;br /&gt;
| ad_e0203_0280_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s right! If I use this, I just might be able to stop the Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0634 &lt;br /&gt;
| ad_e0203_0290_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The reaction of the Chaos Emeralds is moving toward the Cannon&#039;s Core! It may be too late! &lt;br /&gt;
|-&lt;br /&gt;
| 0635 &lt;br /&gt;
| ad_e0203_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There still may be some time left. If we pull together, we might be able to get to the shortcut that leads to the core! &lt;br /&gt;
|-&lt;br /&gt;
| 0636 &lt;br /&gt;
| ad_e0203_0310_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No worries! Just leave it to me. I&#039;m the world&#039;s fastest hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0637 &lt;br /&gt;
| ad_e0203_0320_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Then, let&#039;s get to work! &lt;br /&gt;
|-&lt;br /&gt;
| 0638 &lt;br /&gt;
| ad_e0204_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh, I hate it when they leave me behind! &lt;br /&gt;
|-&lt;br /&gt;
| 0639 &lt;br /&gt;
| ad_e0204_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Look. It&#039;s Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0640 &lt;br /&gt;
| ad_e0204_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;ve really got to stop whining. Everyone&#039;s trying their best to help out and so must I! &lt;br /&gt;
|-&lt;br /&gt;
| 0641 &lt;br /&gt;
| ad_e0204_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow, we need you! Please help us! &lt;br /&gt;
|-&lt;br /&gt;
| 0642 &lt;br /&gt;
| ad_e0204_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s all going according to plan. There&#039;s no reason for me to help them. Besides, there&#039;s no way to save anyone. &lt;br /&gt;
|-&lt;br /&gt;
| 0643 &lt;br /&gt;
| ad_e0204_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| There has to be! &lt;br /&gt;
|-&lt;br /&gt;
| 0644 &lt;br /&gt;
| ad_e0204_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I know that people fight over the most trivial things. Some people may be selfish, like the professor said. &lt;br /&gt;
|-&lt;br /&gt;
| 0645 &lt;br /&gt;
| ad_e0204_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| But they&#039;re basically good, if they try their best and never give up on their wishes. &lt;br /&gt;
|-&lt;br /&gt;
| 0646 &lt;br /&gt;
| ad_e0204_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| They always have a reason to be happy. That&#039;s why you should help them out. Saving them is a good thing! &lt;br /&gt;
|-&lt;br /&gt;
| 0647 &lt;br /&gt;
| ad_e0204_0100_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow, I beg you. Please do it for them. Give them a chance! &lt;br /&gt;
|-&lt;br /&gt;
| 0648 &lt;br /&gt;
| ad_e0204_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Give them a chance... &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0649 &lt;br /&gt;
| ad_e0204_0120_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, I beg of you. Please... do it for me. For a better future! &lt;br /&gt;
|-&lt;br /&gt;
| 0650 &lt;br /&gt;
| ad_e0204_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0651 &lt;br /&gt;
| ad_e0204_0140_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| For all people who live on that planet... &lt;br /&gt;
|-&lt;br /&gt;
| 0652 &lt;br /&gt;
| ad_e0204_0142_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Give them a chance to be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 0653 &lt;br /&gt;
| ad_e0204_0143_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Let them live for their dreams. Shadow, I know you can do it. That&#039;s the reason why you were brought into this world. &lt;br /&gt;
|-&lt;br /&gt;
| 0654 &lt;br /&gt;
| ad_e0204_0150_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Sayonara, Shadow... the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0655 &lt;br /&gt;
| ad_e0204_0160_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s what I&#039;ve promised her, and I must keep that promise. That&#039;s what Maria wished for. &lt;br /&gt;
|-&lt;br /&gt;
| 0656 &lt;br /&gt;
| ad_e0204_0170_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0657 &lt;br /&gt;
| ad_e0204_0180_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ve got to go now! I have to keep my promise to Maria and you! &lt;br /&gt;
|-&lt;br /&gt;
| 0658 &lt;br /&gt;
| ad_e0205_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that? It looks just like the shrine of the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0659 &lt;br /&gt;
| ad_e0205_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| They probably designed the core like the shrine to harness the power of the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0660 &lt;br /&gt;
| ad_e0205_0030_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| All of you ungrateful humans who took everything away from me will feel my loss and despair! &lt;br /&gt;
|-&lt;br /&gt;
| 0661 &lt;br /&gt;
| ad_e0205_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Knuckles, here it comes! &lt;br /&gt;
|-&lt;br /&gt;
| 0662 &lt;br /&gt;
| ad_e0205_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Could this be the prototype of the Ultimate Life Form that was supposed to be encapsulated? &lt;br /&gt;
|-&lt;br /&gt;
| 0663 &lt;br /&gt;
| ad_e0205_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time for this! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0664 &lt;br /&gt;
| ad_e0205_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Leave this one to me. &lt;br /&gt;
|-&lt;br /&gt;
| 0665 &lt;br /&gt;
| ad_e0205_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, what are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 0666 &lt;br /&gt;
| ad_e0205_0090_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll take care of this while you run to get the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0667 &lt;br /&gt;
| ad_e0205_0091_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0666 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0668 &lt;br /&gt;
| ad_e0205_0100_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0669 &lt;br /&gt;
| ad_e0206_0011_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The servers are the seven Chaos. Chaos is power. Power is enriched by the heart. &lt;br /&gt;
|-&lt;br /&gt;
| 0670 &lt;br /&gt;
| ad_e0206_0012_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The controller is the one that unifies the Chaos. Only you can do this. Stop the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0671 &lt;br /&gt;
| ad_e0206_0020_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0672 &lt;br /&gt;
| ad_e0206_0030_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0673 &lt;br /&gt;
| ad_e0206_0040_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is it gone? &lt;br /&gt;
|-&lt;br /&gt;
| 0674 &lt;br /&gt;
| ad_e0206_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Is that what Chaos Control is? &lt;br /&gt;
|-&lt;br /&gt;
| 0675 &lt;br /&gt;
| ad_e0206_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Since we&#039;ve stopped the Chaos Emeralds, why is the space colony still on a crash-course with Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0676 &lt;br /&gt;
| ad_e0206_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The prototype is still alive and he&#039;s controlling the space colony as it&#039;s falling to Earth! He&#039;s become one with the space colony and is determined to keep it on its collision course! &lt;br /&gt;
|-&lt;br /&gt;
| 0677 &lt;br /&gt;
| ad_e0206_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0678 &lt;br /&gt;
| ad_e0207_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| The space colony is still accelerating toward Earth. In five minutes, there will be no way to stop it. &lt;br /&gt;
| 0678 to 0683 are all unused&lt;br /&gt;
|-&lt;br /&gt;
| 0679 &lt;br /&gt;
| ad_e0207_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| Nothing can stop the colony now... &lt;br /&gt;
|-&lt;br /&gt;
| 0680 &lt;br /&gt;
| ad_e0207_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Mr. President, don&#039;t give up just yet! Sonic and his friends can still help us! &lt;br /&gt;
|-&lt;br /&gt;
| 0681 &lt;br /&gt;
| ad_e0207_0040_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| I&#039;ve located the two hedgehogs. They&#039;re in the lower quadrant. The space colony has entered the Earth&#039;s atmosphere and is accelerating. &lt;br /&gt;
|-&lt;br /&gt;
| 0682 &lt;br /&gt;
| ad_e0207_0050_pr &lt;br /&gt;
| President &lt;br /&gt;
| That&#039;s ridiculous! There&#039;s no way two hedgehogs can stop the colony now. &lt;br /&gt;
|-&lt;br /&gt;
| 0683 &lt;br /&gt;
| ad_e0207_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| They can! I believe in them. Together, they can do it, I just know it! &lt;br /&gt;
|-&lt;br /&gt;
| 0684 &lt;br /&gt;
| ad_e0208_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way that&#039;s getting through! &lt;br /&gt;
|-&lt;br /&gt;
| 0685 &lt;br /&gt;
| ad_e0208_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go for it, Sonic! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0686 &lt;br /&gt;
| ad_e0208_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, we&#039;re counting on you! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0687 &lt;br /&gt;
| ad_e0208_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m counting on both of you! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0688 &lt;br /&gt;
| ad_e0208_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hang in there Sonic, Shadow! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0689 &lt;br /&gt;
| ad_e0208_0061_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, I beg of you... &lt;br /&gt;
|-&lt;br /&gt;
| 0690 &lt;br /&gt;
| ad_e0208_0062_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Give them a chance to be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 0691 &lt;br /&gt;
| ad_e0208_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0692 &lt;br /&gt;
| ad_e0208_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now, Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0693 &lt;br /&gt;
| ad_e0208_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0694 &lt;br /&gt;
| ad_e0208_0100_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0695 &lt;br /&gt;
| ad_e0208_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, this is what you wanted, right? This is my promise I made to you. &lt;br /&gt;
|-&lt;br /&gt;
| 0696 &lt;br /&gt;
| ad_e0209_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s an emergency message from the space bureau. They are tracking the space colony&#039;s re-entry trajectory and it seems to have reappeared in quadrant L1. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0697 &lt;br /&gt;
| ad_e0209_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| You know, when I was a kid, I used to dream about heroes like them, and their heroic deeds. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0698 &lt;br /&gt;
| ad_e0209_0030_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, that&#039;s why you should be like them. Never give up believing in your dreams. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0699 &lt;br /&gt;
| ad_e0210_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0700 &lt;br /&gt;
| ad_e0210_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you really think that the professor created him- Shadow, to carry out the revenge on all those who live here on Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0701 &lt;br /&gt;
| ad_e0210_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He was what he was: a brave and heroic hedgehog, who gave his life to save this planet. Shadow the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0702 &lt;br /&gt;
| ad_e0210_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I guess you&#039;re right. &lt;br /&gt;
|-&lt;br /&gt;
| 0703 &lt;br /&gt;
| ad_e0210_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| As a child, I looked up to my grandfather because of all the great things he accomplished in his life. He was my hero, and I wanted to be a great scientist like him, but... did he really mean to destroy us? &lt;br /&gt;
|-&lt;br /&gt;
| 0704 &lt;br /&gt;
| ad_e0210_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I don&#039;t know, but what I do know is... &lt;br /&gt;
|-&lt;br /&gt;
| 0705 &lt;br /&gt;
| ad_e0210_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We all did it together! &lt;br /&gt;
|-&lt;br /&gt;
| 0706 &lt;br /&gt;
| ad_e0210_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re right. &lt;br /&gt;
|-&lt;br /&gt;
| 0707 &lt;br /&gt;
| ad_e0210_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Where are you going? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0708 &lt;br /&gt;
| ad_e0210_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Next time, I will pull this off without anyone&#039;s help! I will use my own power to take over the world. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0709 &lt;br /&gt;
| ad_e0210_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Next time we meet, all bets are off! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0710 &lt;br /&gt;
| ad_e0210_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Same here! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0711 &lt;br /&gt;
| ad_e0210_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| So what&#039;s next for you, Rouge? Off again to find those jewels you love so much? &lt;br /&gt;
|-&lt;br /&gt;
| 0712 &lt;br /&gt;
| ad_e0210_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Nah, I think I&#039;m going to give up this line of work. Too much work for too little pay! &lt;br /&gt;
|-&lt;br /&gt;
| 0713 &lt;br /&gt;
| ad_e0210_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Anyway, I&#039;ve got something better than jewels that I&#039;m thinking about right now... &lt;br /&gt;
|-&lt;br /&gt;
| 0714 &lt;br /&gt;
| ad_e0210_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;ll all work out, you&#039;ll see. &lt;br /&gt;
|-&lt;br /&gt;
| 0715 &lt;br /&gt;
| ad_e0210_0170_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If you say so. &lt;br /&gt;
|-&lt;br /&gt;
| 0716 &lt;br /&gt;
| ad_e0210_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Created the Ultimate Life Form... &lt;br /&gt;
|-&lt;br /&gt;
| 0717 &lt;br /&gt;
| ad_e0210_0190_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s the matter, Sonic? &lt;br /&gt;
|-&lt;br /&gt;
| 0718 &lt;br /&gt;
| ad_e0210_0200_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oh, it&#039;s nothing. Come on! Let&#039;s go home! To the planet as cool and blue as me! &lt;br /&gt;
|-&lt;br /&gt;
| 0719 &lt;br /&gt;
| ad_e0210_0210_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sayonara, Shadow the Hedgehog... &lt;br /&gt;
|-&lt;br /&gt;
| 0720 &lt;br /&gt;
| adt_ac_le_kr_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the special action for Knuckles and Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 0721 &lt;br /&gt;
| adt_ac_le_kr_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are quite a few special actions for both of them. Try mastering them all! &lt;br /&gt;
|-&lt;br /&gt;
| 0722 &lt;br /&gt;
| adt_ac_le_kr_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is attack action. &lt;br /&gt;
|-&lt;br /&gt;
| 0723 &lt;br /&gt;
| adt_ac_le_kr_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles&#039; specialty is punching, while Rouge&#039;s is kicking. &lt;br /&gt;
|-&lt;br /&gt;
| 0724 &lt;br /&gt;
| adt_ac_le_kr_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button and try it! &lt;br /&gt;
|-&lt;br /&gt;
| 0725 &lt;br /&gt;
| adt_ac_le_kr_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the different actions available when you press B button multiple times, or press it while running. &lt;br /&gt;
|-&lt;br /&gt;
| 0726 &lt;br /&gt;
| adt_ac_le_kr_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try breaking wooden containers with this! &lt;br /&gt;
|-&lt;br /&gt;
| 0727 &lt;br /&gt;
| adt_ac_le_kr_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge both have the special ability to glide. &lt;br /&gt;
|-&lt;br /&gt;
| 0728 &lt;br /&gt;
| adt_ac_le_kr_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| While in mid-jump, press and hold A button to glide. &lt;br /&gt;
|-&lt;br /&gt;
| 0729 &lt;br /&gt;
| adt_ac_le_kr_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can only glide downwards. Gliding upwards is not possible! &lt;br /&gt;
|-&lt;br /&gt;
| 0730 &lt;br /&gt;
| adt_ac_le_kr_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To stop gliding, release A button to drop. &lt;br /&gt;
|-&lt;br /&gt;
| 0731 &lt;br /&gt;
| adt_ac_le_kr_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge can scale any wall with ease. &lt;br /&gt;
|-&lt;br /&gt;
| 0732 &lt;br /&gt;
| adt_ac_le_kr_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To grab onto a wall, just glide into it or use forward and A button. &lt;br /&gt;
|-&lt;br /&gt;
| 0733 &lt;br /&gt;
| adt_ac_le_kr_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you&#039;ve grabbed onto the wall, use the analogue thumbpad to move. &lt;br /&gt;
|-&lt;br /&gt;
| 0734 &lt;br /&gt;
| adt_ac_le_kr_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If a wall or overhang is a 90 degree angle, you cannot scale it. &lt;br /&gt;
|-&lt;br /&gt;
| 0735 &lt;br /&gt;
| adt_ac_le_kr_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge are also good swimmers. &lt;br /&gt;
|-&lt;br /&gt;
| 0736 &lt;br /&gt;
| adt_ac_le_kr_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump into the water and press B button to dive underwater. &lt;br /&gt;
|-&lt;br /&gt;
| 0737 &lt;br /&gt;
| adt_ac_le_kr_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Underwater, press A button to swim up and B button to swim down. &lt;br /&gt;
|-&lt;br /&gt;
| 0738 &lt;br /&gt;
| adt_ac_le_kr_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to come up for breaths of air. You cannot stay under forever! &lt;br /&gt;
|-&lt;br /&gt;
| 0739 &lt;br /&gt;
| adt_ac_le_kr_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles digs with his hands, and Rouge digs with her feet. &lt;br /&gt;
|-&lt;br /&gt;
| 0740 &lt;br /&gt;
| adt_ac_le_kr_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is easy to master! Just press B button while jumping or gliding. &lt;br /&gt;
|-&lt;br /&gt;
| 0741 &lt;br /&gt;
| adt_ac_le_kr_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change the action window. Select &amp;quot;Dig&amp;quot; and you can burrow where you are standing. &lt;br /&gt;
|-&lt;br /&gt;
| 0742 &lt;br /&gt;
| adt_ac_le_kr_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| One more important thing. &lt;br /&gt;
|-&lt;br /&gt;
| 0743 &lt;br /&gt;
| adt_ac_le_kr_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you are scaling a wall, you can dig into it by pressing B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0744 &lt;br /&gt;
| adt_ac_le_kr_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Besides the emeralds, there are a lot of items buried undergroud. Make sure you dig to find them all! &lt;br /&gt;
|-&lt;br /&gt;
| 0745 &lt;br /&gt;
| adt_ac_le_kr_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you find the Iron Gloves or Boots, your punches and kicks are stronger! &lt;br /&gt;
|-&lt;br /&gt;
| 0746 &lt;br /&gt;
| adt_ac_le_kr_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can break the steel containers with this! &lt;br /&gt;
|-&lt;br /&gt;
| 0747 &lt;br /&gt;
| adt_ac_le_kr_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a very useful Level-Up Item! &lt;br /&gt;
|-&lt;br /&gt;
| 0748 &lt;br /&gt;
| adt_ac_le_kr_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change the action window, then press B button to use the glasses. &lt;br /&gt;
|-&lt;br /&gt;
| 0749 &lt;br /&gt;
| adt_ac_le_kr_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Sunglasses will allow you to see things you couldn&#039;t before. It may even help you locate the emeralds quicker! &lt;br /&gt;
|-&lt;br /&gt;
| 0750 &lt;br /&gt;
| adt_ac_le_kr_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you use them, you&#039;ll be able to see things you couldn&#039;t before! &lt;br /&gt;
|-&lt;br /&gt;
| 0751 &lt;br /&gt;
| adt_ac_le_kr_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using it in different places! &lt;br /&gt;
|-&lt;br /&gt;
| 0752 &lt;br /&gt;
| adt_ac_le_kr_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you want to take them off, just press A button to jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0753 &lt;br /&gt;
| adt_ac_le_kr_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You found something really cool! &lt;br /&gt;
|-&lt;br /&gt;
| 0754 &lt;br /&gt;
| adt_ac_le_kr_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using it in the water. It will let you breathe underwater. &lt;br /&gt;
|-&lt;br /&gt;
| 0755 &lt;br /&gt;
| adt_ac_le_kr_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you have nothing to be afraid of. &lt;br /&gt;
|-&lt;br /&gt;
| 0756 &lt;br /&gt;
| adt_ac_le_kr_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of special actions for Knuckles and Rouge will increase when you find more Level-Up Items. &lt;br /&gt;
|-&lt;br /&gt;
| 0757 &lt;br /&gt;
| adt_ac_le_kr_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me explain Knuckles and Rouge&#039;s 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0758 &lt;br /&gt;
| adt_ac_le_kr_38_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple. The first one to find two of the three hidden emeralds is the winner! &lt;br /&gt;
|-&lt;br /&gt;
| 0759 &lt;br /&gt;
| adt_ac_le_kr_39_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Pay close attention to your opponent&#039;s hint messages and radar, as it may help you locate the emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0760 &lt;br /&gt;
| adt_ac_le_ss_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me start by explaining the actions for Sonic and Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 0761 &lt;br /&gt;
| adt_ac_le_ss_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Homing Attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0762 &lt;br /&gt;
| adt_ac_le_ss_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to jump and again while in midair to do the Homing Attack against your enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0763 &lt;br /&gt;
| adt_ac_le_ss_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The best way to defeat the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 0764 &lt;br /&gt;
| adt_ac_le_ss_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somersault! This is a brand-new action for Sonic. Use B button to Somersault. &lt;br /&gt;
|-&lt;br /&gt;
| 0765 &lt;br /&gt;
| adt_ac_le_ss_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Somersault can be used to defeat enemies, break wooden containers, and get through tight spaces. &lt;br /&gt;
|-&lt;br /&gt;
| 0766 &lt;br /&gt;
| adt_ac_le_ss_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try Spin Dash to run at supersonic speed! &lt;br /&gt;
|-&lt;br /&gt;
| 0767 &lt;br /&gt;
| adt_ac_le_ss_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press and hold B button to charge up, then release the button to do the Spin Dash. &lt;br /&gt;
|-&lt;br /&gt;
| 0768 &lt;br /&gt;
| adt_ac_le_ss_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Spin Dash is very fast! Practice using the technique and use it wisely. &lt;br /&gt;
|-&lt;br /&gt;
| 0769 &lt;br /&gt;
| adt_ac_le_ss_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grinding! This is also a brand-new Sonic action. &lt;br /&gt;
|-&lt;br /&gt;
| 0770 &lt;br /&gt;
| adt_ac_le_ss_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grind down anything that resembles a rail. Give it a try! &lt;br /&gt;
|-&lt;br /&gt;
| 0771 &lt;br /&gt;
| adt_ac_le_ss_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find a rail and sport a grind! &lt;br /&gt;
|-&lt;br /&gt;
| 0772 &lt;br /&gt;
| adt_ac_le_ss_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to keep your character upright as possible to maintain speed and to avoid falling off the rail. &lt;br /&gt;
|-&lt;br /&gt;
| 0773 &lt;br /&gt;
| adt_ac_le_ss_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you find the Level-Up Item, then you can do the Light Dash! &lt;br /&gt;
|-&lt;br /&gt;
| 0774 &lt;br /&gt;
| adt_ac_le_ss_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Light Dash is a very useful action. It allows you to quickly move along ring paths. &lt;br /&gt;
|-&lt;br /&gt;
| 0775 &lt;br /&gt;
| adt_ac_le_ss_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| As you get close to a row of rings, the action window will open and all you do is press B button! &lt;br /&gt;
|-&lt;br /&gt;
| 0776 &lt;br /&gt;
| adt_ac_le_ss_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Light Attack to defeat many enemies quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 0777 &lt;br /&gt;
| adt_ac_le_ss_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button to charge up, then release B button once you&#039;re fully charged. &lt;br /&gt;
|-&lt;br /&gt;
| 0778 &lt;br /&gt;
| adt_ac_le_ss_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| We haven&#039;t figured out where it&#039;s best used, though. It&#039;s a very dangerous special attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0779 &lt;br /&gt;
| adt_ac_le_ss_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bounce Attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0780 &lt;br /&gt;
| adt_ac_le_ss_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| While in mid-jump, press B button and bounce like a rubber ball. &lt;br /&gt;
|-&lt;br /&gt;
| 0781 &lt;br /&gt;
| adt_ac_le_ss_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this attack for enemies below you, or to reach places too far for a regular jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0782 &lt;br /&gt;
| adt_ac_le_ss_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Power-up version of the Somersault: the Fire Somersault. Use it to break steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 0783 &lt;br /&gt;
| adt_ac_le_ss_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic is the only one who can use this special technique called the Magic Hand. It turns enemies into small balls! &lt;br /&gt;
|-&lt;br /&gt;
| 0784 &lt;br /&gt;
| adt_ac_le_ss_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to select the action window. Press B button to pull in the closest enemy. &lt;br /&gt;
|-&lt;br /&gt;
| 0785 &lt;br /&gt;
| adt_ac_le_ss_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once the enemy is turned into a ball, throw it at enemies far away. Pretty cool, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0786 &lt;br /&gt;
| adt_ac_le_ss_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try turning different kinds of enemies into balls. It&#039;s fun! &lt;br /&gt;
|-&lt;br /&gt;
| 0787 &lt;br /&gt;
| adt_ac_le_ss_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A mysterious melody indeed. Use Y button to select the action window, then press B button to play a melody. &lt;br /&gt;
|-&lt;br /&gt;
| 0788 &lt;br /&gt;
| adt_ac_le_ss_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What&#039;s it used for? &lt;br /&gt;
|-&lt;br /&gt;
| 0789 &lt;br /&gt;
| adt_ac_le_ss_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Well, that&#039;s a secret! &lt;br /&gt;
|-&lt;br /&gt;
| 0790 &lt;br /&gt;
| adt_ac_le_ss_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try playing it in front of something and watch what happens. &lt;br /&gt;
|-&lt;br /&gt;
| 0791 &lt;br /&gt;
| adt_ac_le_ss_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Actually, the number of special actions for each character will increase if you find more Level-Up Items. &lt;br /&gt;
|-&lt;br /&gt;
| 0792 &lt;br /&gt;
| adt_ac_le_ss_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You don&#039;t know what a Level-Up Item is? &lt;br /&gt;
|-&lt;br /&gt;
| 0793 &lt;br /&gt;
| adt_ac_le_ss_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somewhere in each stage are hidden Level-Up Items. There are also power-up items, as well. &lt;br /&gt;
|-&lt;br /&gt;
| 0794 &lt;br /&gt;
| adt_ac_le_ss_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the item and I will tell you more about the action. &lt;br /&gt;
|-&lt;br /&gt;
| 0795 &lt;br /&gt;
| adt_ac_le_ss_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try learning how to use them all to increase your score. &lt;br /&gt;
|-&lt;br /&gt;
| 0796 &lt;br /&gt;
| adt_ac_le_ss_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the Sonic and Shadow 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0797 &lt;br /&gt;
| adt_ac_le_ss_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple. The first one to the Goal Ring is the winner! &lt;br /&gt;
|-&lt;br /&gt;
| 0798 &lt;br /&gt;
| adt_ac_le_vs_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| One more thing. &lt;br /&gt;
|-&lt;br /&gt;
| 0799 &lt;br /&gt;
| adt_ac_le_vs_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are very special attacks used only in the Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0800 &lt;br /&gt;
| adt_ac_le_vs_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Special attacks are awarded after collecting 20, 50, and 100 rings. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0801 &lt;br /&gt;
| adt_ac_le_vs_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you have the special attack, the action window will appear onscreen. Press B button to use the attack. &lt;br /&gt;
|-&lt;br /&gt;
| 0802 &lt;br /&gt;
| adt_ac_le_vs_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The more rings you collect, the more special attacks you can use. &lt;br /&gt;
|-&lt;br /&gt;
| 0803 &lt;br /&gt;
| adt_ac_le_vs_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Special attacks are awarded after collecting 20, 40, and 60 rings. &lt;br /&gt;
|-&lt;br /&gt;
| 0804 &lt;br /&gt;
| adt_ac_le_wk_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me explain Tails and Eggman&#039;s special actions. &lt;br /&gt;
|-&lt;br /&gt;
| 0805 &lt;br /&gt;
| adt_ac_le_wk_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| By using the homing missile, you can defeat multiple enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0806 &lt;br /&gt;
| adt_ac_le_wk_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Activate the homing laser by holding down B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0807 &lt;br /&gt;
| adt_ac_le_wk_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the analogue thumbpad to lock on the enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0808 &lt;br /&gt;
| adt_ac_le_wk_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you have locked on, release B button to fire the homing missiles. &lt;br /&gt;
|-&lt;br /&gt;
| 0809 &lt;br /&gt;
| adt_ac_le_wk_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try locking onto multiple enemies with the homing laser. More the better! &lt;br /&gt;
|-&lt;br /&gt;
| 0810 &lt;br /&gt;
| adt_ac_le_wk_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Defeating multiple enemies with a single lock-on scores you technique points. &lt;br /&gt;
|-&lt;br /&gt;
| 0811 &lt;br /&gt;
| adt_ac_le_wk_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| But it&#039;s important to remember this. &lt;br /&gt;
|-&lt;br /&gt;
| 0812 &lt;br /&gt;
| adt_ac_le_wk_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The aiming laser and lock-on only last a few seconds before they disappear. Fire quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 0813 &lt;br /&gt;
| adt_ac_le_wk_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Besides the homing missile, you also have a powerful Vulcan Missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0814 &lt;br /&gt;
| adt_ac_le_wk_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Just press B button to fire it. &lt;br /&gt;
|-&lt;br /&gt;
| 0815 &lt;br /&gt;
| adt_ac_le_wk_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Vulcan Missile to destroy items that you cannot lock onto. &lt;br /&gt;
|-&lt;br /&gt;
| 0816 &lt;br /&gt;
| adt_ac_le_wk_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The most important Level-Up action is Hovering. &lt;br /&gt;
|-&lt;br /&gt;
| 0817 &lt;br /&gt;
| adt_ac_le_wk_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Holding down A button will allow you to hover over short distances. &lt;br /&gt;
|-&lt;br /&gt;
| 0818 &lt;br /&gt;
| adt_ac_le_wk_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use it to fly over short distances or to slowly descend down. &lt;br /&gt;
|-&lt;br /&gt;
| 0819 &lt;br /&gt;
| adt_ac_le_wk_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Release A button to drop. &lt;br /&gt;
|-&lt;br /&gt;
| 0820 &lt;br /&gt;
| adt_ac_le_wk_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the power-up version of the Vulcan Missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0821 &lt;br /&gt;
| adt_ac_le_wk_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This will allow you to break steel containers that you couldn&#039;t before. &lt;br /&gt;
|-&lt;br /&gt;
| 0822 &lt;br /&gt;
| adt_ac_le_wk_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the power-up item for the homing missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0823 &lt;br /&gt;
| adt_ac_le_wk_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After it hits an enemy, the missile scatters and will take out nearby items and enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0824 &lt;br /&gt;
| adt_ac_le_wk_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a special device only used to power up Eggman&#039;s plane. &lt;br /&gt;
|-&lt;br /&gt;
| 0825 &lt;br /&gt;
| adt_ac_le_wk_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The health meter is now increased two points! &lt;br /&gt;
|-&lt;br /&gt;
| 0826 &lt;br /&gt;
| adt_ac_le_wk_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Makes clearing stages a breeze! &lt;br /&gt;
|-&lt;br /&gt;
| 0827 &lt;br /&gt;
| adt_ac_le_wk_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of Tails&#039; actions will increase as you find more Level-Up Items during the action stages. &lt;br /&gt;
|-&lt;br /&gt;
| 0828 &lt;br /&gt;
| adt_ac_le_wk_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Tails and Eggman&#039;s 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0829 &lt;br /&gt;
| adt_ac_le_wk_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: Attack your opponent until his health is gone. That&#039;s it! &lt;br /&gt;
|-&lt;br /&gt;
| 0830 &lt;br /&gt;
| adt_ac_le_wk_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| But remember, your opponent will be shooting homing missiles at you! &lt;br /&gt;
|-&lt;br /&gt;
| 0831 &lt;br /&gt;
| adt_ac_le_wk_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The homing missiles will home in on you, so remember to use the walls and springs to avoid them. &lt;br /&gt;
|-&lt;br /&gt;
| 0832 &lt;br /&gt;
| adt_ac_le_wk_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try locking on to your opponent while avoid his homing missiles. &lt;br /&gt;
|-&lt;br /&gt;
| 0833 &lt;br /&gt;
| adt_bc_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s the controller configuration! &lt;br /&gt;
|-&lt;br /&gt;
| 0834 &lt;br /&gt;
| adt_bc_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Move your character using the analogue thumbpad. &lt;br /&gt;
|-&lt;br /&gt;
| 0835 &lt;br /&gt;
| adt_bc_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0836 &lt;br /&gt;
| adt_bc_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Action assigned to B button differs depending on the character you choose. Each character has their own special actions. &lt;br /&gt;
|-&lt;br /&gt;
| 0837 &lt;br /&gt;
| adt_bc_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What special actions? &lt;br /&gt;
|-&lt;br /&gt;
| 0838 &lt;br /&gt;
| adt_bc_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The action window in the upper-right corner indicates what action is performed with B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0839 &lt;br /&gt;
| adt_bc_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Actions include Whistle, Pick Up, Throw, and Look. In 2P Versus mode, B button can be used for the special attack. These will automatically appear in the action window. &lt;br /&gt;
|-&lt;br /&gt;
| 0840 &lt;br /&gt;
| adt_bc_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try different actions with different items. &lt;br /&gt;
|-&lt;br /&gt;
| 0841 &lt;br /&gt;
| adt_bc_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| And don&#039;t forget about Y button. It&#039;s important, too! &lt;br /&gt;
|-&lt;br /&gt;
| 0842 &lt;br /&gt;
| adt_bc_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Pressing Y button allows you to change the action display. &lt;br /&gt;
|-&lt;br /&gt;
| 0843 &lt;br /&gt;
| adt_bc_tu_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I almost forgot. X and B buttons are the same. Use either one you like! &lt;br /&gt;
|-&lt;br /&gt;
| 0844 &lt;br /&gt;
| adt_bc_tu_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use L/R triggers to change the camera angle. &lt;br /&gt;
|-&lt;br /&gt;
| 0845 &lt;br /&gt;
| adt_bc_tu_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let&#039;s not forget Start button! &lt;br /&gt;
|-&lt;br /&gt;
| 0846 &lt;br /&gt;
| adt_bc_tu_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press this button to pause your game. &lt;br /&gt;
|-&lt;br /&gt;
| 0847 &lt;br /&gt;
| adt_bc_tu_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| From the pause menu, you&#039;ll be able to either exit the game or restart the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0848 &lt;br /&gt;
| adt_en_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you get all of that? &lt;br /&gt;
|-&lt;br /&gt;
| 0849 &lt;br /&gt;
| adt_en_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s all! &lt;br /&gt;
|-&lt;br /&gt;
| 0850 &lt;br /&gt;
| adt_kr_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge&#039;s games are treasure hunting games. &lt;br /&gt;
|-&lt;br /&gt;
| 0851 &lt;br /&gt;
| adt_kr_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You have to find the three pieces of the Master Emerald in each stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0852 &lt;br /&gt;
| adt_kr_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the radar and hints to find them. &lt;br /&gt;
|-&lt;br /&gt;
| 0853 &lt;br /&gt;
| adt_kr_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The radar is at the bottom of the screen. When you get close to the emerald, the color of the light becomes red. &lt;br /&gt;
|-&lt;br /&gt;
| 0854 &lt;br /&gt;
| adt_kr_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hints are also useful in finding emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0855 &lt;br /&gt;
| adt_kr_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Touchscreen monitors will give you up to three hints for each emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0856 &lt;br /&gt;
| adt_kr_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you forget the hint, just pause the game and they will be displayed. &lt;br /&gt;
|-&lt;br /&gt;
| 0857 &lt;br /&gt;
| adt_kr_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of hints you use is key. &lt;br /&gt;
|-&lt;br /&gt;
| 0858 &lt;br /&gt;
| adt_kr_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Fewer hints you use in finding the emeralds, the higher the score you&#039;ll get. &lt;br /&gt;
|-&lt;br /&gt;
| 0859 &lt;br /&gt;
| adt_kr_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Quickly find the emeralds without the hints to earn rank-up points. &lt;br /&gt;
|-&lt;br /&gt;
| 0860 &lt;br /&gt;
| adt_mn_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao. Let me be your guide. Select the category that you would like to explore. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0861 &lt;br /&gt;
| adt_mn_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select! &lt;br /&gt;
|-&lt;br /&gt;
| 0862 &lt;br /&gt;
| adt_mn_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to confirm your selection. &lt;br /&gt;
|-&lt;br /&gt;
| 0863 &lt;br /&gt;
| adt_mn_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to go back to the previous screen. &lt;br /&gt;
|-&lt;br /&gt;
| 0864 &lt;br /&gt;
| adt_mn_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What happened? &lt;br /&gt;
|-&lt;br /&gt;
| 0865 &lt;br /&gt;
| adt_mn_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Sonic and Shadow&#039;s game. &lt;br /&gt;
|-&lt;br /&gt;
| 0866 &lt;br /&gt;
| adt_mn_tu_06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Sonic and Shadow&#039;s game. &lt;br /&gt;
| Alternate take of 0865, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0867 &lt;br /&gt;
| adt_mn_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Eggman and Tails&#039; game. &lt;br /&gt;
|-&lt;br /&gt;
| 0868 &lt;br /&gt;
| adt_mn_tu_07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Eggman and Tails&#039; game &lt;br /&gt;
| Alternate take of 0867, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0869 &lt;br /&gt;
| adt_mn_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Knuckles and Rouge&#039;s game. &lt;br /&gt;
|-&lt;br /&gt;
| 0870 &lt;br /&gt;
| adt_mn_tu_08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Knuckles and Rouge&#039;s game. &lt;br /&gt;
| Alternate take of 0869, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0871 &lt;br /&gt;
| adt_mn_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 0872 &lt;br /&gt;
| adt_mn_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the basic controls used for all characters. &lt;br /&gt;
|-&lt;br /&gt;
| 0873 &lt;br /&gt;
| adt_ss_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic and Shadow&#039;s games are high-speed 3D action games. &lt;br /&gt;
|-&lt;br /&gt;
| 0874 &lt;br /&gt;
| adt_ss_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: make your way to the center of the screen and the first to touch the Goal Ring clears the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0875 &lt;br /&gt;
| adt_ss_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After clearing the stage, a ranking screen will appear with time and score. &lt;br /&gt;
|-&lt;br /&gt;
| 0876 &lt;br /&gt;
| adt_ss_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your score is based on enemies destroyed, rings collected, and tricks performed. &lt;br /&gt;
|-&lt;br /&gt;
| 0877 &lt;br /&gt;
| adt_ss_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Fast, and with a little style of your own. This is how you get rank-up points! &lt;br /&gt;
|-&lt;br /&gt;
| 0878 &lt;br /&gt;
| adt_ss_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Most important are the rings! &lt;br /&gt;
|-&lt;br /&gt;
| 0879 &lt;br /&gt;
| adt_ss_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Taking damage without having any rings will end your game, but you knew that already. &lt;br /&gt;
|-&lt;br /&gt;
| 0880 &lt;br /&gt;
| adt_ss_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get as may rings as you can! Don&#039;t forget! &lt;br /&gt;
|-&lt;br /&gt;
| 0881 &lt;br /&gt;
| adt_ss_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t forget about the action link! &lt;br /&gt;
|-&lt;br /&gt;
| 0882 &lt;br /&gt;
| adt_ss_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In certain places, you can perform action combos to score technique points. &lt;br /&gt;
|-&lt;br /&gt;
| 0883 &lt;br /&gt;
| adt_thm_00_01_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Story Select. &lt;br /&gt;
|-&lt;br /&gt;
| 0884 &lt;br /&gt;
| adt_thm_00_02_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Scene select. &lt;br /&gt;
|-&lt;br /&gt;
| 0885 &lt;br /&gt;
| adt_thm_00_03_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Character select. &lt;br /&gt;
|-&lt;br /&gt;
| 0886 &lt;br /&gt;
| adt_thm_00_04_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Stage select. &lt;br /&gt;
|-&lt;br /&gt;
| 0887 &lt;br /&gt;
| adt_thm_00_05_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Type select. &lt;br /&gt;
|-&lt;br /&gt;
| 0888 &lt;br /&gt;
| adt_thm_00_06_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Records. &lt;br /&gt;
|-&lt;br /&gt;
| 0889 &lt;br /&gt;
| adt_thm_00_07_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Group select. &lt;br /&gt;
|-&lt;br /&gt;
| 0890 &lt;br /&gt;
| adt_thm_00_08_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Game select. &lt;br /&gt;
|-&lt;br /&gt;
| 0891 &lt;br /&gt;
| adt_thm_00_09_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| (Beep sound, dialogue only exists in SA2: Preview for &amp;quot;Lesson&amp;quot;) &lt;br /&gt;
| Voice data does not exist in retail releases of SA2&lt;br /&gt;
|-&lt;br /&gt;
| 0892 &lt;br /&gt;
| adt_thm_00_10_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Options. &lt;br /&gt;
|-&lt;br /&gt;
| 0893 &lt;br /&gt;
| adt_thm_00_11_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Sound Test. &lt;br /&gt;
|-&lt;br /&gt;
| 0894 &lt;br /&gt;
| adt_thm_00_12_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Access to the world. &lt;br /&gt;
|-&lt;br /&gt;
| 0895 &lt;br /&gt;
| adt_thm_00_13_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| File select. &lt;br /&gt;
|-&lt;br /&gt;
| 0896 &lt;br /&gt;
| adt_thm_00_14_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| System alert. &lt;br /&gt;
|-&lt;br /&gt;
| 0897 &lt;br /&gt;
| adt_thm_00_15_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Congratulations. &lt;br /&gt;
|-&lt;br /&gt;
| 0898 &lt;br /&gt;
| adt_thm_00_18_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| World Ranking. &lt;br /&gt;
|-&lt;br /&gt;
| 0899 &lt;br /&gt;
| adt_thm_00_19_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Emblem records. &lt;br /&gt;
|-&lt;br /&gt;
| 0900 &lt;br /&gt;
| adt_thm_00_20_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 0901 &lt;br /&gt;
| adt_thm_00_21_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Download events. &lt;br /&gt;
|-&lt;br /&gt;
| 0902 &lt;br /&gt;
| adt_thm_00_22_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Theme select. &lt;br /&gt;
|-&lt;br /&gt;
| 0903 &lt;br /&gt;
| adt_thm_00_23_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| TV setting. &lt;br /&gt;
|-&lt;br /&gt;
| 0904 &lt;br /&gt;
| adt_thm_00_24_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Access to the database. &lt;br /&gt;
|-&lt;br /&gt;
| 0905 &lt;br /&gt;
| adt_thm_00_25_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 0906 &lt;br /&gt;
| adt_thm_chr_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a story! &lt;br /&gt;
|-&lt;br /&gt;
| 0907 &lt;br /&gt;
| adt_thm_chr_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0908 &lt;br /&gt;
| adt_thm_chr_01_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0907 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0909 &lt;br /&gt;
| adt_thm_chr_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0910 &lt;br /&gt;
| adt_thm_chr_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0911 &lt;br /&gt;
| adt_thm_chr_01_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0912 &lt;br /&gt;
| adt_thm_chr_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0913 &lt;br /&gt;
| adt_thm_chr_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0914 &lt;br /&gt;
| adt_thm_chr_01_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story do you wish to try? &lt;br /&gt;
|-&lt;br /&gt;
| 0915 &lt;br /&gt;
| adt_thm_chr_01_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story do you wish to try, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0916 &lt;br /&gt;
| adt_thm_chr_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select your story! &lt;br /&gt;
|-&lt;br /&gt;
| 0917 &lt;br /&gt;
| adt_thm_chr_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0918 &lt;br /&gt;
| adt_thm_chr_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0919 &lt;br /&gt;
| adt_thm_chr_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0920 &lt;br /&gt;
| adt_thm_chr_02_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0919 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0921 &lt;br /&gt;
| adt_thm_chr_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Which scene do you want to start? &lt;br /&gt;
|-&lt;br /&gt;
| 0922 &lt;br /&gt;
| adt_thm_chr_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0923 &lt;br /&gt;
| adt_thm_chr_02_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0924 &lt;br /&gt;
| adt_thm_chr_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0925 &lt;br /&gt;
| adt_thm_chr_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Next, select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0926 &lt;br /&gt;
| adt_thm_chr_02_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0927 &lt;br /&gt;
| adt_thm_chr_02_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a scene, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0928 &lt;br /&gt;
| adt_thm_chr_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Which scene do you want to start from? &lt;br /&gt;
|-&lt;br /&gt;
| 0929 &lt;br /&gt;
| adt_thm_chr_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Where do you want to start from? &lt;br /&gt;
|-&lt;br /&gt;
| 0930 &lt;br /&gt;
| adt_thm_chr_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select your character! &lt;br /&gt;
|-&lt;br /&gt;
| 0931 &lt;br /&gt;
| adt_thm_chr_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0932 &lt;br /&gt;
| adt_thm_chr_03_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0931 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0933 &lt;br /&gt;
| adt_thm_chr_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select me! &lt;br /&gt;
|-&lt;br /&gt;
| 0934 &lt;br /&gt;
| adt_thm_chr_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0935 &lt;br /&gt;
| adt_thm_chr_03_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0936 &lt;br /&gt;
| adt_thm_chr_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Who are you going to be? &lt;br /&gt;
|-&lt;br /&gt;
| 0937 &lt;br /&gt;
| adt_thm_chr_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Who will you be? &lt;br /&gt;
|-&lt;br /&gt;
| 0938 &lt;br /&gt;
| adt_thm_chr_03_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0939 &lt;br /&gt;
| adt_thm_chr_03_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a character, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0940 &lt;br /&gt;
| adt_thm_chr_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Who do you want to be? &lt;br /&gt;
|-&lt;br /&gt;
| 0941 &lt;br /&gt;
| adt_thm_chr_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0942 &lt;br /&gt;
| adt_thm_chr_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a fun stage! &lt;br /&gt;
|-&lt;br /&gt;
| 0943 &lt;br /&gt;
| adt_thm_chr_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0944 &lt;br /&gt;
| adt_thm_chr_04_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0943 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0945 &lt;br /&gt;
| adt_thm_chr_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0946 &lt;br /&gt;
| adt_thm_chr_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0947 &lt;br /&gt;
| adt_thm_chr_04_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0948 &lt;br /&gt;
| adt_thm_chr_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Decide which stage to go to. &lt;br /&gt;
|-&lt;br /&gt;
| 0949 &lt;br /&gt;
| adt_thm_chr_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0950 &lt;br /&gt;
| adt_thm_chr_04_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this the stage you would like to go to? &lt;br /&gt;
|-&lt;br /&gt;
| 0951 &lt;br /&gt;
| adt_thm_chr_04_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this the stage you would like to go to, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0952 &lt;br /&gt;
| adt_thm_chr_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0953 &lt;br /&gt;
| adt_thm_chr_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What stage are we going to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0954 &lt;br /&gt;
| adt_thm_chr_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Which one do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 0955 &lt;br /&gt;
| adt_thm_chr_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Which one would you like? &lt;br /&gt;
|-&lt;br /&gt;
| 0956 &lt;br /&gt;
| adt_thm_chr_05_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0955 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0957 &lt;br /&gt;
| adt_thm_chr_05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Which game? &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0958 &lt;br /&gt;
| adt_thm_chr_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Which game do you want to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0959 &lt;br /&gt;
| adt_thm_chr_05_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select one from here. &lt;br /&gt;
|-&lt;br /&gt;
| 0960 &lt;br /&gt;
| adt_thm_chr_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Which story? &lt;br /&gt;
|-&lt;br /&gt;
| 0961 &lt;br /&gt;
| adt_thm_chr_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Which one? &lt;br /&gt;
|-&lt;br /&gt;
| 0962 &lt;br /&gt;
| adt_thm_chr_05_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story are you interested in? &lt;br /&gt;
|-&lt;br /&gt;
| 0963 &lt;br /&gt;
| adt_thm_chr_05_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story are you interested in, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0964 &lt;br /&gt;
| adt_thm_chr_05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Choose one. &lt;br /&gt;
|-&lt;br /&gt;
| 0965 &lt;br /&gt;
| adt_thm_chr_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose something good! &lt;br /&gt;
|-&lt;br /&gt;
| 0966 &lt;br /&gt;
| adt_thm_chr_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Want to look at your results? &lt;br /&gt;
|-&lt;br /&gt;
| 0967 &lt;br /&gt;
| adt_thm_chr_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Check on your results here. &lt;br /&gt;
|-&lt;br /&gt;
| 0968 &lt;br /&gt;
| adt_thm_chr_06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0968 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0969 &lt;br /&gt;
| adt_thm_chr_06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I saved your results so far. &lt;br /&gt;
|-&lt;br /&gt;
| 0970 &lt;br /&gt;
| adt_thm_chr_06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Check your results. &lt;br /&gt;
|-&lt;br /&gt;
| 0971 &lt;br /&gt;
| adt_thm_chr_06_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| I will tell you how to save. &lt;br /&gt;
|-&lt;br /&gt;
| 0972 &lt;br /&gt;
| adt_thm_chr_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is the database. &lt;br /&gt;
|-&lt;br /&gt;
| 0973 &lt;br /&gt;
| adt_thm_chr_06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Remember to save this. &lt;br /&gt;
|-&lt;br /&gt;
| 0974 &lt;br /&gt;
| adt_thm_chr_06_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please take a look at your past results. &lt;br /&gt;
|-&lt;br /&gt;
| 0975 &lt;br /&gt;
| adt_thm_chr_06_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please take a look at your past results, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0976 &lt;br /&gt;
| adt_thm_chr_06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You can check your results if you want. &lt;br /&gt;
|-&lt;br /&gt;
| 0977 &lt;br /&gt;
| adt_thm_chr_06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Let&#039;s peek at the results! &lt;br /&gt;
|-&lt;br /&gt;
| 0978 &lt;br /&gt;
| adt_thm_chr_07_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Good guy, or bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0979 &lt;br /&gt;
| adt_thm_chr_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Want to be the hero, or villain? &lt;br /&gt;
|-&lt;br /&gt;
| 0980 &lt;br /&gt;
| adt_thm_chr_07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0979 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0981 &lt;br /&gt;
| adt_thm_chr_07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You better choose the dark side! &lt;br /&gt;
|-&lt;br /&gt;
| 0982 &lt;br /&gt;
| adt_thm_chr_07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Are you a good guy or a bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0983 &lt;br /&gt;
| adt_thm_chr_07_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Which do you like? &lt;br /&gt;
|-&lt;br /&gt;
| 0984 &lt;br /&gt;
| adt_thm_chr_07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Which side do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 0985 &lt;br /&gt;
| adt_thm_chr_07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hero? Villain? Which one? &lt;br /&gt;
|-&lt;br /&gt;
| 0986 &lt;br /&gt;
| adt_thm_chr_07_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Consider which one you prefer. &lt;br /&gt;
|-&lt;br /&gt;
| 0987 &lt;br /&gt;
| adt_thm_chr_07_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Consider which one you prefer, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0988 &lt;br /&gt;
| adt_thm_chr_07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So who&#039;s going to be the hero? &lt;br /&gt;
|-&lt;br /&gt;
| 0989 &lt;br /&gt;
| adt_thm_chr_07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Good guy or bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0990 &lt;br /&gt;
| adt_thm_chr_08_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Who are you playing with? &lt;br /&gt;
|-&lt;br /&gt;
| 0991 &lt;br /&gt;
| adt_thm_chr_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select your battle. &lt;br /&gt;
|-&lt;br /&gt;
| 0992 &lt;br /&gt;
| adt_thm_chr_08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0991 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0993 &lt;br /&gt;
| adt_thm_chr_08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heroes are wimpy! &lt;br /&gt;
| Character Select&lt;br /&gt;
|-&lt;br /&gt;
| 0994 &lt;br /&gt;
| adt_thm_chr_08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Fight by these rules? &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0995 &lt;br /&gt;
| adt_thm_chr_08_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a game. &lt;br /&gt;
|-&lt;br /&gt;
| 0996 &lt;br /&gt;
| adt_thm_chr_08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select one from here. &lt;br /&gt;
|-&lt;br /&gt;
| 0997 &lt;br /&gt;
| adt_thm_chr_08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Decide the rules of engagement. &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0998 &lt;br /&gt;
| adt_thm_chr_08_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which game would you like to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0999 &lt;br /&gt;
| adt_thm_chr_08_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which game would you like to play, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1000 &lt;br /&gt;
| adt_thm_chr_08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Better not let the dark side win! &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 1001 &lt;br /&gt;
| adt_thm_chr_08_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Who are you going to be? Me? &lt;br /&gt;
|-&lt;br /&gt;
| 1002 &lt;br /&gt;
| adt_thm_chr_10_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1003 &lt;br /&gt;
| adt_thm_chr_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Looks like you can change things here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1004 &lt;br /&gt;
| adt_thm_chr_10_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1003 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1005 &lt;br /&gt;
| adt_thm_chr_10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Looks like you can change settings. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1006 &lt;br /&gt;
| adt_thm_chr_10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can choose various settings. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1007 &lt;br /&gt;
| adt_thm_chr_10_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1008 &lt;br /&gt;
| adt_thm_chr_10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1009 &lt;br /&gt;
| adt_thm_chr_10_sc &lt;br /&gt;
| Secretary &lt;br /&gt;
| You can change things to your liking here, Mr. President. &lt;br /&gt;
| Unused, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 1010 &lt;br /&gt;
| adt_thm_chr_10_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Set options. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1011 &lt;br /&gt;
| adt_thm_chr_10_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| You can change things to your liking here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1012 &lt;br /&gt;
| adt_thm_chr_10_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| (Beep sound, Japanese dub uses 1003 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1013 &lt;br /&gt;
| adt_thm_chr_10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Want to change the settings? &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1014 &lt;br /&gt;
| adt_thm_chr_10_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Customize your settings here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1015 &lt;br /&gt;
| adt_thm_chr_11_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Listen to some cool songs! &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1016 &lt;br /&gt;
| adt_thm_chr_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can listen to songs here. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1017 &lt;br /&gt;
| adt_thm_chr_11_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1016 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1018 &lt;br /&gt;
| adt_thm_chr_11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There&#039;s no time to be listening to music! &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1019 &lt;br /&gt;
| adt_thm_chr_11_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Listen to various sounds in the game. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1020 &lt;br /&gt;
| adt_thm_chr_11_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can listen to songs here. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1021 &lt;br /&gt;
| adt_thm_chr_11_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a song, if you like. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1022 &lt;br /&gt;
| adt_thm_chr_11_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m not interested. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1023 &lt;br /&gt;
| adt_thm_chr_11_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which music would you like to listen to? &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1024 &lt;br /&gt;
| adt_thm_chr_11_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which music would you like to listen to, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1025 &lt;br /&gt;
| adt_thm_chr_11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Want to hear something? &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1026 &lt;br /&gt;
| adt_thm_chr_11_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Listen to music, if you want. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1027 &lt;br /&gt;
| adt_thm_chr_12_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1028 &lt;br /&gt;
| adt_thm_chr_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1029 &lt;br /&gt;
| adt_thm_chr_12_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1028 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1030 &lt;br /&gt;
| adt_thm_chr_12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1031 &lt;br /&gt;
| adt_thm_chr_12_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1032 &lt;br /&gt;
| adt_thm_chr_12_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Tell me your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1033 &lt;br /&gt;
| adt_thm_chr_12_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1034 &lt;br /&gt;
| adt_thm_chr_12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1035 &lt;br /&gt;
| adt_thm_chr_12_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1036 &lt;br /&gt;
| adt_thm_chr_12_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please enter your ID and password, Mr. President &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1037 &lt;br /&gt;
| adt_thm_chr_12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1038 &lt;br /&gt;
| adt_thm_chr_12_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1039 &lt;br /&gt;
| adt_thm_chr_13_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Which file? &lt;br /&gt;
|-&lt;br /&gt;
| 1040 &lt;br /&gt;
| adt_thm_chr_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Which file? &lt;br /&gt;
|-&lt;br /&gt;
| 1041 &lt;br /&gt;
| adt_thm_chr_13_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1040 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1042 &lt;br /&gt;
| adt_thm_chr_13_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where is the file? &lt;br /&gt;
|-&lt;br /&gt;
| 1043 &lt;br /&gt;
| adt_thm_chr_13_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Choose a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1044 &lt;br /&gt;
| adt_thm_chr_13_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1045 &lt;br /&gt;
| adt_thm_chr_13_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is your file? &lt;br /&gt;
|-&lt;br /&gt;
| 1046 &lt;br /&gt;
| adt_thm_chr_13_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Find your file. &lt;br /&gt;
|-&lt;br /&gt;
| 1047 &lt;br /&gt;
| adt_thm_chr_13_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1048 &lt;br /&gt;
| adt_thm_chr_13_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a file, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1049 &lt;br /&gt;
| adt_thm_chr_13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1050 &lt;br /&gt;
| adt_thm_chr_13_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Which file do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 1051 &lt;br /&gt;
| adt_thm_chr_14_1_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You should check if you have a memory card or not. &lt;br /&gt;
|-&lt;br /&gt;
| 1052 &lt;br /&gt;
| adt_thm_chr_14_1_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Is there no memory card in your controller? &lt;br /&gt;
|-&lt;br /&gt;
| 1053 &lt;br /&gt;
| adt_thm_chr_14_1_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1052 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1054 &lt;br /&gt;
| adt_thm_chr_14_1_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There is no memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1055 &lt;br /&gt;
| adt_thm_chr_14_1_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Please check if there is a memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1056 &lt;br /&gt;
| adt_thm_chr_14_1_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Check your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 1057 &lt;br /&gt;
| adt_thm_chr_14_1_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where&#039;s your memory card? &lt;br /&gt;
|-&lt;br /&gt;
| 1058 &lt;br /&gt;
| adt_thm_chr_14_1_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There is no memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1059 &lt;br /&gt;
| adt_thm_chr_14_1_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is there a memory card in your controller? &lt;br /&gt;
|-&lt;br /&gt;
| 1060 &lt;br /&gt;
| adt_thm_chr_14_1_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is there a memory card in your controller, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1061 &lt;br /&gt;
| adt_thm_chr_14_1_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you insert a memory card? &lt;br /&gt;
|-&lt;br /&gt;
| 1062 &lt;br /&gt;
| adt_thm_chr_14_1_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Check if you have a memory card or not. &lt;br /&gt;
|-&lt;br /&gt;
| 1063 &lt;br /&gt;
| adt_thm_chr_14_2_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You don&#039;t have enough space. &lt;br /&gt;
|-&lt;br /&gt;
| 1064 &lt;br /&gt;
| adt_thm_chr_14_2_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1065 &lt;br /&gt;
| adt_thm_chr_14_2_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1064 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1066 &lt;br /&gt;
| adt_thm_chr_14_2_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1067 &lt;br /&gt;
| adt_thm_chr_14_2_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1068 &lt;br /&gt;
| adt_thm_chr_14_2_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| There is not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1069 &lt;br /&gt;
| adt_thm_chr_14_2_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hey, there&#039;s not enough free space to save! &lt;br /&gt;
|-&lt;br /&gt;
| 1070 &lt;br /&gt;
| adt_thm_chr_14_2_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Looks like there&#039;s not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1071 &lt;br /&gt;
| adt_thm_chr_14_2_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s just not enough memory to save your game. &lt;br /&gt;
|-&lt;br /&gt;
| 1072 &lt;br /&gt;
| adt_thm_chr_14_2_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s just not enough memory to save your game, Mr. President. &lt;br /&gt;
|-&lt;br /&gt;
| 1073 &lt;br /&gt;
| adt_thm_chr_14_2_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Need more memory, bud. &lt;br /&gt;
|-&lt;br /&gt;
| 1074 &lt;br /&gt;
| adt_thm_chr_14_2_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| You don&#039;t have enough space. &lt;br /&gt;
|-&lt;br /&gt;
| 1075 &lt;br /&gt;
| adt_thm_chr_15_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Awesome! &lt;br /&gt;
|-&lt;br /&gt;
| 1076 &lt;br /&gt;
| adt_thm_chr_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Great! &lt;br /&gt;
|-&lt;br /&gt;
| 1077 &lt;br /&gt;
| adt_thm_chr_15_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1076 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1078 &lt;br /&gt;
| adt_thm_chr_15_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Genius! &lt;br /&gt;
|-&lt;br /&gt;
| 1079 &lt;br /&gt;
| adt_thm_chr_15_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Great job! &lt;br /&gt;
|-&lt;br /&gt;
| 1080 &lt;br /&gt;
| adt_thm_chr_15_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You&#039;ve done well! &lt;br /&gt;
|-&lt;br /&gt;
| 1081 &lt;br /&gt;
| adt_thm_chr_15_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not bad! &lt;br /&gt;
|-&lt;br /&gt;
| 1082 &lt;br /&gt;
| adt_thm_chr_15_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That will do. &lt;br /&gt;
|-&lt;br /&gt;
| 1083 &lt;br /&gt;
| adt_thm_chr_15_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Well done. &lt;br /&gt;
|-&lt;br /&gt;
| 1084 &lt;br /&gt;
| adt_thm_chr_15_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Well done, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1085 &lt;br /&gt;
| adt_thm_chr_15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Congratulations! &lt;br /&gt;
|-&lt;br /&gt;
| 1086 &lt;br /&gt;
| adt_thm_chr_15_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Way to go! &lt;br /&gt;
|-&lt;br /&gt;
| 1087 &lt;br /&gt;
| adt_thm_chr_16_0_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this okay with you, Mr. President? &lt;br /&gt;
| Unused, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 1088 &lt;br /&gt;
| adt_thm_chr_16_am &lt;br /&gt;
| Amy &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1089 &lt;br /&gt;
| adt_thm_chr_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1090 &lt;br /&gt;
| adt_thm_chr_16_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1089 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1091 &lt;br /&gt;
| adt_thm_chr_16_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Are you sure about this? &lt;br /&gt;
|-&lt;br /&gt;
| 1092 &lt;br /&gt;
| adt_thm_chr_16_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1093 &lt;br /&gt;
| adt_thm_chr_16_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1094 &lt;br /&gt;
| adt_thm_chr_16_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1095 &lt;br /&gt;
| adt_thm_chr_16_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1096 &lt;br /&gt;
| adt_thm_chr_16_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this okay with you? &lt;br /&gt;
|-&lt;br /&gt;
| 1097 &lt;br /&gt;
| adt_thm_chr_16_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| (Beep sound, Japanese dub uses 1087 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1098 &lt;br /&gt;
| adt_thm_chr_16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Is this okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1099 &lt;br /&gt;
| adt_thm_chr_16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Is this okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1100 &lt;br /&gt;
| adt_thm_chr_17_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1101 &lt;br /&gt;
| adt_thm_chr_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1102 &lt;br /&gt;
| adt_thm_chr_17_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1101 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1103 &lt;br /&gt;
| adt_thm_chr_17_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1104 &lt;br /&gt;
| adt_thm_chr_17_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1105 &lt;br /&gt;
| adt_thm_chr_17_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1106 &lt;br /&gt;
| adt_thm_chr_17_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1107 &lt;br /&gt;
| adt_thm_chr_17_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic Team. &lt;br /&gt;
|-&lt;br /&gt;
| 1108 &lt;br /&gt;
| adt_thm_chr_17_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Sonic Team. &lt;br /&gt;
|-&lt;br /&gt;
| 1109 &lt;br /&gt;
| adt_thm_chr_17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1110 &lt;br /&gt;
| adt_thm_chr_17_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1111 &lt;br /&gt;
| adt_thm_chr_18_am &lt;br /&gt;
| Amy &lt;br /&gt;
| See how you rank with your friends around the world! &lt;br /&gt;
|-&lt;br /&gt;
| 1112 &lt;br /&gt;
| adt_thm_chr_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can compete with people around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1113 &lt;br /&gt;
| adt_thm_chr_18_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| World conquest is your goal! &lt;br /&gt;
|-&lt;br /&gt;
| 1114 &lt;br /&gt;
| adt_thm_chr_18_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Find out how you rank with those around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1115 &lt;br /&gt;
| adt_thm_chr_18_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can see the rankings of people around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1116 &lt;br /&gt;
| adt_thm_chr_18_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There&#039;s only one #1! &lt;br /&gt;
|-&lt;br /&gt;
| 1117 &lt;br /&gt;
| adt_thm_chr_18_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| World Rankings. &lt;br /&gt;
|-&lt;br /&gt;
| 1118 &lt;br /&gt;
| adt_thm_chr_18_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Check how others rank in the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1119 &lt;br /&gt;
| adt_thm_chr_18_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Check how others rank in the world, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1120 &lt;br /&gt;
| adt_thm_chr_18_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out World Rankings. &lt;br /&gt;
|-&lt;br /&gt;
| 1121 &lt;br /&gt;
| adt_thm_chr_18_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Compete with people around the world! &lt;br /&gt;
|-&lt;br /&gt;
| 1122 &lt;br /&gt;
| adt_thm_chr_19_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;ve got just about all of the Emblems, haven&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 1123 &lt;br /&gt;
| adt_thm_chr_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can see all Emblems that you have collected. &lt;br /&gt;
|-&lt;br /&gt;
| 1124 &lt;br /&gt;
| adt_thm_chr_19_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Haven&#039;t you got all the Emblems yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1125 &lt;br /&gt;
| adt_thm_chr_19_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| So how many Emblems do you have so far? &lt;br /&gt;
|-&lt;br /&gt;
| 1126 &lt;br /&gt;
| adt_thm_chr_19_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can see all the Emblems that you have collected. &lt;br /&gt;
|-&lt;br /&gt;
| 1127 &lt;br /&gt;
| adt_thm_chr_19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why haven&#039;t you collected them all yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1128 &lt;br /&gt;
| adt_thm_chr_19_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Emblem list. &lt;br /&gt;
|-&lt;br /&gt;
| 1129 &lt;br /&gt;
| adt_thm_chr_19_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the result of the Emblems collected so far. &lt;br /&gt;
|-&lt;br /&gt;
| 1130 &lt;br /&gt;
| adt_thm_chr_19_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the result of the Emblems collected so far, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1131 &lt;br /&gt;
| adt_thm_chr_19_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out how many Emblems you have. &lt;br /&gt;
|-&lt;br /&gt;
| 1132 &lt;br /&gt;
| adt_thm_chr_19_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| How many Emblems do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1133 &lt;br /&gt;
| adt_thm_chr_20_am &lt;br /&gt;
| Amy &lt;br /&gt;
| This is the Kart driving game. &lt;br /&gt;
|-&lt;br /&gt;
| 1134 &lt;br /&gt;
| adt_thm_chr_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Kart Racing! &lt;br /&gt;
|-&lt;br /&gt;
| 1135 &lt;br /&gt;
| adt_thm_chr_20_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I hate driving! &lt;br /&gt;
|-&lt;br /&gt;
| 1136 &lt;br /&gt;
| adt_thm_chr_20_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This is a racing game. &lt;br /&gt;
|-&lt;br /&gt;
| 1137 &lt;br /&gt;
| adt_thm_chr_20_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| This is a racing game, you know? &lt;br /&gt;
|-&lt;br /&gt;
| 1138 &lt;br /&gt;
| adt_thm_chr_20_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Try and catch me! &lt;br /&gt;
|-&lt;br /&gt;
| 1139 &lt;br /&gt;
| adt_thm_chr_20_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 1140 &lt;br /&gt;
| adt_thm_chr_20_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the Kart driving game. &lt;br /&gt;
|-&lt;br /&gt;
| 1141 &lt;br /&gt;
| adt_thm_chr_20_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the Kart driving game, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1142 &lt;br /&gt;
| adt_thm_chr_20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 1143 &lt;br /&gt;
| adt_thm_chr_20_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Kart Racing. My favorite! &lt;br /&gt;
|-&lt;br /&gt;
| 1144 &lt;br /&gt;
| adt_thm_chr_21_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hurry and choose an event to download! &lt;br /&gt;
|-&lt;br /&gt;
| 1145 &lt;br /&gt;
| adt_thm_chr_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Choose an event you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1146 &lt;br /&gt;
| adt_thm_chr_21_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Choose your download file. &lt;br /&gt;
|-&lt;br /&gt;
| 1147 &lt;br /&gt;
| adt_thm_chr_21_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Choose an event to download. &lt;br /&gt;
|-&lt;br /&gt;
| 1148 &lt;br /&gt;
| adt_thm_chr_21_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Choose an event you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1149 &lt;br /&gt;
| adt_thm_chr_21_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You can choose a file you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1150 &lt;br /&gt;
| adt_thm_chr_21_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Choose an event file you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1151 &lt;br /&gt;
| adt_thm_chr_21_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Here are the events downloaded so far. &lt;br /&gt;
|-&lt;br /&gt;
| 1152 &lt;br /&gt;
| adt_thm_chr_21_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Here are the events downloaded so far, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1153 &lt;br /&gt;
| adt_thm_chr_21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select Download Events. &lt;br /&gt;
|-&lt;br /&gt;
| 1154 &lt;br /&gt;
| adt_thm_chr_21_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose an event to download. &lt;br /&gt;
|-&lt;br /&gt;
| 1155 &lt;br /&gt;
| adt_thm_chr_22_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a theme for your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1156 &lt;br /&gt;
| adt_thm_chr_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can change the theme on your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1157 &lt;br /&gt;
| adt_thm_chr_22_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? You don&#039;t like me? &lt;br /&gt;
|-&lt;br /&gt;
| 1158 &lt;br /&gt;
| adt_thm_chr_22_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can change various items on your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1159 &lt;br /&gt;
| adt_thm_chr_22_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can change the menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1160 &lt;br /&gt;
| adt_thm_chr_22_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? I&#039;m not good enough for you? &lt;br /&gt;
|-&lt;br /&gt;
| 1161 &lt;br /&gt;
| adt_thm_chr_22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Customize your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1162 &lt;br /&gt;
| adt_thm_chr_22_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Would you like to customize the main menu? &lt;br /&gt;
|-&lt;br /&gt;
| 1163 &lt;br /&gt;
| adt_thm_chr_22_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Would you like to customize the main menu, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1164 &lt;br /&gt;
| adt_thm_chr_22_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Customize your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1165 &lt;br /&gt;
| adt_thm_chr_22_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Menu screen customization. Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1166 &lt;br /&gt;
| adt_thm_chr_23_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1167 &lt;br /&gt;
| adt_thm_chr_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you know what type of TV you are using? &lt;br /&gt;
|-&lt;br /&gt;
| 1168 &lt;br /&gt;
| adt_thm_chr_23_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You don&#039;t know what kind of TV you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1169 &lt;br /&gt;
| adt_thm_chr_23_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1170 &lt;br /&gt;
| adt_thm_chr_23_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1171 &lt;br /&gt;
| adt_thm_chr_23_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1172 &lt;br /&gt;
| adt_thm_chr_23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select TV type. &lt;br /&gt;
|-&lt;br /&gt;
| 1173 &lt;br /&gt;
| adt_thm_chr_23_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please make your selection carefully. &lt;br /&gt;
|-&lt;br /&gt;
| 1174 &lt;br /&gt;
| adt_thm_chr_23_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please make your selection carefully, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1175 &lt;br /&gt;
| adt_thm_chr_23_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Set your TV. &lt;br /&gt;
|-&lt;br /&gt;
| 1176 &lt;br /&gt;
| adt_thm_chr_23_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Set your TV. &lt;br /&gt;
|-&lt;br /&gt;
| 1177 &lt;br /&gt;
| adt_thm_chr_24_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Updating the database! &lt;br /&gt;
|-&lt;br /&gt;
| 1178 &lt;br /&gt;
| adt_thm_chr_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1179 &lt;br /&gt;
| adt_thm_chr_24_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1180 &lt;br /&gt;
| adt_thm_chr_24_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Connecting to the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1181 &lt;br /&gt;
| adt_thm_chr_24_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1182 &lt;br /&gt;
| adt_thm_chr_24_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Accessing the server. &lt;br /&gt;
|-&lt;br /&gt;
| 1183 &lt;br /&gt;
| adt_thm_chr_24_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Update the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1184 &lt;br /&gt;
| adt_thm_chr_24_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Accessing the central computer. &lt;br /&gt;
|-&lt;br /&gt;
| 1185 &lt;br /&gt;
| adt_thm_chr_24_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Accessing the central computer, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1186 &lt;br /&gt;
| adt_thm_chr_24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Updating database. &lt;br /&gt;
|-&lt;br /&gt;
| 1187 &lt;br /&gt;
| adt_thm_chr_24_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Connecting to the Internet. &lt;br /&gt;
|-&lt;br /&gt;
| 1188 &lt;br /&gt;
| adt_thm_chr_25_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Just wait a minute! &lt;br /&gt;
|-&lt;br /&gt;
| 1189 &lt;br /&gt;
| adt_thm_chr_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Just one moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1190 &lt;br /&gt;
| adt_thm_chr_25_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1191 &lt;br /&gt;
| adt_thm_chr_25_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1192 &lt;br /&gt;
| adt_thm_chr_25_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Please wait a moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1193 &lt;br /&gt;
| adt_thm_chr_25_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1194 &lt;br /&gt;
| adt_thm_chr_25_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Better wait for me. &lt;br /&gt;
|-&lt;br /&gt;
| 1195 &lt;br /&gt;
| adt_thm_chr_25_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please wait a moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1196 &lt;br /&gt;
| adt_thm_chr_25_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please wait a moment, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1197 &lt;br /&gt;
| adt_thm_chr_25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hold on. &lt;br /&gt;
|-&lt;br /&gt;
| 1198 &lt;br /&gt;
| adt_thm_chr_25_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait a second. &lt;br /&gt;
|-&lt;br /&gt;
| 1199 &lt;br /&gt;
| adt_wk_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails and Eggman&#039;s games are 3D lock-on shooting games. &lt;br /&gt;
|-&lt;br /&gt;
| 1200 &lt;br /&gt;
| adt_wk_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: shoot and destroy as many enemies as possible, then find the Goal Ring to clear the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 1201 &lt;br /&gt;
| adt_wk_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Locking on is the key to leveling up. &lt;br /&gt;
|-&lt;br /&gt;
| 1202 &lt;br /&gt;
| adt_wk_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get more technique points by locking onto multiple enemies at the same time. &lt;br /&gt;
|-&lt;br /&gt;
| 1203 &lt;br /&gt;
| adt_wk_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The other key is maintaining health. &lt;br /&gt;
|-&lt;br /&gt;
| 1204 &lt;br /&gt;
| adt_wk_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the health gauge at the bottom of the screen becomes zero, you die! &lt;br /&gt;
|-&lt;br /&gt;
| 1205 &lt;br /&gt;
| adt_wk_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| By collecting rings, your health will slowly recover. Get rings! &lt;br /&gt;
|-&lt;br /&gt;
| 1206 &lt;br /&gt;
| adt_wk_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the health gauge at the top of the screen becomes zero, you die! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1207 &lt;br /&gt;
| b_act_kr_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button while in midair to glide, but you already knew that. &lt;br /&gt;
|-&lt;br /&gt;
| 1208 &lt;br /&gt;
| b_act_kr_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When scaling the walls, use B button to dig into the side of the wall. &lt;br /&gt;
|-&lt;br /&gt;
| 1209 &lt;br /&gt;
| b_act_kr_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you get the Shovel Claw? In mid-jump, press B button to dig into the ground. &lt;br /&gt;
|-&lt;br /&gt;
| 1210 &lt;br /&gt;
| b_act_kr_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When gliding, press B button to dive into the ground below. &lt;br /&gt;
|-&lt;br /&gt;
| 1211 &lt;br /&gt;
| b_act_kr_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Spiral Upper technique: full circle on the analogue thumbpad plus B button. &lt;br /&gt;
|-&lt;br /&gt;
| 1212 &lt;br /&gt;
| b_act_kr_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To dive underwater, press B button, but remember, you have to come up for a breath sometime. &lt;br /&gt;
|-&lt;br /&gt;
| 1213 &lt;br /&gt;
| b_act_kr_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are three Master Emeralds hidden in this stage. Use your radar and hints to find them all. &lt;br /&gt;
|-&lt;br /&gt;
| 1214 &lt;br /&gt;
| b_act_kr_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine will give you three hints for each hidden emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 1215 &lt;br /&gt;
| b_act_kr_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that if you find the emeralds without hints, you get more points? &lt;br /&gt;
|-&lt;br /&gt;
| 1216 &lt;br /&gt;
| b_act_kr_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you forget your hints, just press the Start button. &lt;br /&gt;
|-&lt;br /&gt;
| 1217 &lt;br /&gt;
| b_act_kr_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the radar flashes red, that means you&#039;re close. &lt;br /&gt;
|-&lt;br /&gt;
| 1218 &lt;br /&gt;
| b_act_kr_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select &amp;quot;Sunglasses&amp;quot; with Y button, then put them on using B button. Now you can see hidden items! &lt;br /&gt;
|-&lt;br /&gt;
| 1219 &lt;br /&gt;
| b_act_kr_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There may be some treasure here. &lt;br /&gt;
|-&lt;br /&gt;
| 1220 &lt;br /&gt;
| b_act_kr_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the Hammer Gloves and use them to break open the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1221 &lt;br /&gt;
| b_act_kr_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Some places are too tough to dig. &lt;br /&gt;
|-&lt;br /&gt;
| 1222 &lt;br /&gt;
| b_act_kr_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your punch to break it. &lt;br /&gt;
|-&lt;br /&gt;
| 1223 &lt;br /&gt;
| b_act_kr_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Got the Pick Nails yet? While in mid-jump, press B button to dig into the ground below. &lt;br /&gt;
|-&lt;br /&gt;
| 1224 &lt;br /&gt;
| b_act_kr_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Screw Kick technique: full circle on the analogue thumbpad plus B button. &lt;br /&gt;
|-&lt;br /&gt;
| 1225 &lt;br /&gt;
| b_act_kr_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select the Treasure Scope using Y button, then press B button to see items that are hidden. &lt;br /&gt;
|-&lt;br /&gt;
| 1226 &lt;br /&gt;
| b_act_kr_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the Iron Boots and use them to kick open the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1227 &lt;br /&gt;
| b_act_kr_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your kick to break it. &lt;br /&gt;
|-&lt;br /&gt;
| 1228 &lt;br /&gt;
| b_act_kr_s00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1229 &lt;br /&gt;
| b_act_kr_s00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1230 &lt;br /&gt;
| b_act_kr_s01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1231 &lt;br /&gt;
| b_act_kr_s01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1232 &lt;br /&gt;
| b_act_kr_s02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oops. &lt;br /&gt;
|-&lt;br /&gt;
| 1233 &lt;br /&gt;
| b_act_kr_s02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oops. &lt;br /&gt;
|-&lt;br /&gt;
| 1234 &lt;br /&gt;
| b_act_kr_s03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1235 &lt;br /&gt;
| b_act_kr_s03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1236 &lt;br /&gt;
| b_act_kr_s04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;pick up&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1237 &lt;br /&gt;
| b_act_kr_s04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yusho &#039;&#039;pick up&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1238 &lt;br /&gt;
| b_act_kr_s05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1239 &lt;br /&gt;
| b_act_kr_s05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1240 &lt;br /&gt;
| b_act_kr_s06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1241 &lt;br /&gt;
| b_act_kr_s06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1242 &lt;br /&gt;
| b_act_kr_s07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now there. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1243 &lt;br /&gt;
| b_act_kr_s07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So cute. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1244 &lt;br /&gt;
| b_act_kr_s08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| No time for games! &lt;br /&gt;
| 2P Ability Charge-up&lt;br /&gt;
|-&lt;br /&gt;
| 1245 &lt;br /&gt;
| b_act_kr_s08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! &lt;br /&gt;
| 2P Ability Charge-up&lt;br /&gt;
|-&lt;br /&gt;
| 1246 &lt;br /&gt;
| b_act_kr_s09_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Get down! &lt;br /&gt;
| Hammer Punch&lt;br /&gt;
|-&lt;br /&gt;
| 1247 &lt;br /&gt;
| b_act_kr_s09_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hip Drop! &lt;br /&gt;
| Hip Drop&lt;br /&gt;
|-&lt;br /&gt;
| 1248 &lt;br /&gt;
| b_act_kr_s10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Take this! &lt;br /&gt;
| Thunder Arrow&lt;br /&gt;
|-&lt;br /&gt;
| 1249 &lt;br /&gt;
| b_act_kr_s10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Black Wave! &lt;br /&gt;
| 2P Black Wave Ability&lt;br /&gt;
|-&lt;br /&gt;
| 1250 &lt;br /&gt;
| b_act_kr_s11_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Take that! &lt;br /&gt;
|-&lt;br /&gt;
| 1251 &lt;br /&gt;
| b_act_kr_s11_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Charm Ray! &lt;br /&gt;
|-&lt;br /&gt;
| 1252 &lt;br /&gt;
| b_act_kr_s12_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I am one with the Master Emerald. &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1253 &lt;br /&gt;
| b_act_kr_s12_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I won&#039;t lose to the likes of you! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1254 &lt;br /&gt;
| b_act_kr_s13_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hm, not as strong as you thought you were! &lt;br /&gt;
| 2P Victory&lt;br /&gt;
|-&lt;br /&gt;
| 1255 &lt;br /&gt;
| b_act_kr_s13_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| All the world&#039;s jewels will be mine! &lt;br /&gt;
| 2P Victory&lt;br /&gt;
|-&lt;br /&gt;
| 1256 &lt;br /&gt;
| b_act_kr_s14_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You need more practice. &lt;br /&gt;
| 2P Victory (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1257 &lt;br /&gt;
| b_act_kr_s14_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Haha, I&#039;m better than you are! &lt;br /&gt;
| 2P Victory (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1258 &lt;br /&gt;
| b_act_kr_s15_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You have no chance against me! &lt;br /&gt;
| 2P Intro (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1259 &lt;br /&gt;
| b_act_kr_s15_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I won&#039;t give you a chance! &lt;br /&gt;
| 2P Intro (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1260 &lt;br /&gt;
| b_act_kr_s16_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You won&#039;t be so lucky this time. &lt;br /&gt;
| 2P Intro (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1261 &lt;br /&gt;
| b_act_kr_s16_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This time, I&#039;m serious! &lt;br /&gt;
| 2P Intro (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1262 &lt;br /&gt;
| b_act_kr_s17_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| My emerald, my destiny. &lt;br /&gt;
| 2P Get 1st Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 1263 &lt;br /&gt;
| b_act_kr_s17_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like I&#039;m winning, as usual. &lt;br /&gt;
| 2P Get 1st Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 1264 &lt;br /&gt;
| b_act_kr_s18_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| We&#039;re tied now. &lt;br /&gt;
| 2P tied&lt;br /&gt;
|-&lt;br /&gt;
| 1265 &lt;br /&gt;
| b_act_kr_s18_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ll get the last piece, too! &lt;br /&gt;
| 2P tied&lt;br /&gt;
|-&lt;br /&gt;
| 1266 &lt;br /&gt;
| b_act_kr_s19_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Two more left. &lt;br /&gt;
| Collected the first treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1267 &lt;br /&gt;
| b_act_kr_s19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Only two more! &lt;br /&gt;
| Collected the first treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1268 &lt;br /&gt;
| b_act_kr_s20_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| One more left! &lt;br /&gt;
| Collected two treasure items&lt;br /&gt;
|-&lt;br /&gt;
| 1269 &lt;br /&gt;
| b_act_kr_s20_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Only one more left. &lt;br /&gt;
| Collected two treasure items&lt;br /&gt;
|-&lt;br /&gt;
| 1270 &lt;br /&gt;
| b_act_kr_s21_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ORAORAORA &lt;br /&gt;
| &#039;&#039;digging&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1271 &lt;br /&gt;
| b_act_kr_s21_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Egh &lt;br /&gt;
| &#039;&#039;digging&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1272 &lt;br /&gt;
| b_act_kr_s22_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I can&#039;t! &lt;br /&gt;
| Can&#039;t dig&lt;br /&gt;
|-&lt;br /&gt;
| 1273 &lt;br /&gt;
| b_act_kr_s22_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t. &lt;br /&gt;
| Can&#039;t dig&lt;br /&gt;
|-&lt;br /&gt;
| 1274 &lt;br /&gt;
| b_act_kr_s23_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Rats. &lt;br /&gt;
| Get nothing when digging&lt;br /&gt;
|-&lt;br /&gt;
| 1275 &lt;br /&gt;
| b_act_kr_s23_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shoot! &lt;br /&gt;
| Get nothing when digging&lt;br /&gt;
|-&lt;br /&gt;
| 1276 &lt;br /&gt;
| b_act_kr_s24_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hm! &lt;br /&gt;
| Dig up item&lt;br /&gt;
|-&lt;br /&gt;
| 1277 &lt;br /&gt;
| b_act_kr_s24_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| All right. &lt;br /&gt;
| Dig up item&lt;br /&gt;
|-&lt;br /&gt;
| 1278 &lt;br /&gt;
| b_act_kr_s25_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right. &lt;br /&gt;
| Acquire barrier item&lt;br /&gt;
|-&lt;br /&gt;
| 1279 &lt;br /&gt;
| b_act_kr_s25_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Lucky! &lt;br /&gt;
| Acquire barrier item&lt;br /&gt;
|-&lt;br /&gt;
| 1280 &lt;br /&gt;
| b_act_kr_s26_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ORA &lt;br /&gt;
|-&lt;br /&gt;
| 1281 &lt;br /&gt;
| b_act_kr_s26_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;third kick&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1282 &lt;br /&gt;
| b_act_kr_s27_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Spiral Upper&lt;br /&gt;
|-&lt;br /&gt;
| 1283 &lt;br /&gt;
| b_act_kr_s27_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Screw Kick&lt;br /&gt;
|-&lt;br /&gt;
| 1284 &lt;br /&gt;
| b_act_kr_s28_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Coming up for air&lt;br /&gt;
|-&lt;br /&gt;
| 1285 &lt;br /&gt;
| b_act_kr_s28_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Coming up for air&lt;br /&gt;
|-&lt;br /&gt;
| 1286 &lt;br /&gt;
| b_act_kr_s29_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s closer! &lt;br /&gt;
| Approaching a detected treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1287 &lt;br /&gt;
| b_act_kr_s29_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s got to be close! &lt;br /&gt;
| Approaching a detected treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1288 &lt;br /&gt;
| b_act_kr_s30_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here I come. &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1289 &lt;br /&gt;
| b_act_kr_s30_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1290 &lt;br /&gt;
| b_act_kr_s31_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ooo &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1291 &lt;br /&gt;
| b_act_kr_s31_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ow! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1292 &lt;br /&gt;
| b_act_kr_s32_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oof &lt;br /&gt;
| Unused scared clip?&lt;br /&gt;
|-&lt;br /&gt;
| 1293 &lt;br /&gt;
| b_act_kr_s32_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Aaaah &lt;br /&gt;
| Unused scared clip?&lt;br /&gt;
|-&lt;br /&gt;
| 1294 &lt;br /&gt;
| b_act_kr_s33_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Shoot! &lt;br /&gt;
| Knocked down&lt;br /&gt;
|-&lt;br /&gt;
| 1295 &lt;br /&gt;
| b_act_kr_s33_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Knocked down&lt;br /&gt;
|-&lt;br /&gt;
| 1296 &lt;br /&gt;
| b_act_kr_s34_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ...drats! &lt;br /&gt;
| Captured/stunned from 2P Level 1 Special Attack&lt;br /&gt;
|-&lt;br /&gt;
| 1297 &lt;br /&gt;
| b_act_kr_s34_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Quit it! &lt;br /&gt;
| Captured/stunned from 2P Level 1 Special Attack&lt;br /&gt;
|-&lt;br /&gt;
| 1298 &lt;br /&gt;
| b_act_kr_s35_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, get off me! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1299 &lt;br /&gt;
| b_act_kr_s35_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hands off me! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1300 &lt;br /&gt;
| b_act_kr_s36_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s over... &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1301 &lt;br /&gt;
| b_act_kr_s36_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I thought I could do it... &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1302 &lt;br /&gt;
| b_act_kr_s37_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;muffled&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1303 &lt;br /&gt;
| b_act_kr_s37_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;muffled&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1304 &lt;br /&gt;
| b_act_kr_s38_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ugh! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1305 &lt;br /&gt;
| b_act_kr_s38_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1306 &lt;br /&gt;
| b_act_kr_s39_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1307 &lt;br /&gt;
| b_act_kr_s39_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAH &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1308 &lt;br /&gt;
| b_act_kr_s40_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey! &lt;br /&gt;
|-&lt;br /&gt;
| 1309 &lt;br /&gt;
| b_act_kr_s40_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1310 &lt;br /&gt;
| b_act_kr_s41_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Kart Race Boost/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1311 &lt;br /&gt;
| b_act_kr_s41_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Let&#039;s go! &lt;br /&gt;
| Kart Race Boost&lt;br /&gt;
|-&lt;br /&gt;
| 1312 &lt;br /&gt;
| b_act_kr_s42_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1313 &lt;br /&gt;
| b_act_kr_s42_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1314 &lt;br /&gt;
| b_act_kr_s43_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| See you later! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1315 &lt;br /&gt;
| b_act_kr_s43_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1316 &lt;br /&gt;
| b_act_kr_s44_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey! &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1317 &lt;br /&gt;
| b_act_kr_s44_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wait a minute! &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1318 &lt;br /&gt;
| b_act_kr_s45_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1319 &lt;br /&gt;
| b_act_kr_s45_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1320 &lt;br /&gt;
| b_act_kr_s46_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ah, shoot! &lt;br /&gt;
| Spinning out on Kart&lt;br /&gt;
|-&lt;br /&gt;
| 1321 &lt;br /&gt;
| b_act_kr_s46_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oww! &lt;br /&gt;
| Spinning out on Kart&lt;br /&gt;
|-&lt;br /&gt;
| 1322 &lt;br /&gt;
| b_act_kr_s47_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I will protect the Master Emerald! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1323 &lt;br /&gt;
| b_act_kr_s47_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve never failed my mission! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1324 &lt;br /&gt;
| b_act_kr_s48_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now it&#039;s time to get serious. &lt;br /&gt;
|-&lt;br /&gt;
| 1325 &lt;br /&gt;
| b_act_kr_s48_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This time for sure. Leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 1326 &lt;br /&gt;
| b_act_kr_s49_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s not much time left. &lt;br /&gt;
|-&lt;br /&gt;
| 1327 &lt;br /&gt;
| b_act_kr_s49_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| No! Almost no time left! &lt;br /&gt;
|-&lt;br /&gt;
| 1328 &lt;br /&gt;
| b_act_kr_s50_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s only a few left. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1329 &lt;br /&gt;
| b_act_kr_s50_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where are the rest of those rings? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1330 &lt;br /&gt;
| b_act_kr_s51_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I found them! &lt;br /&gt;
| Clear Stage&lt;br /&gt;
|-&lt;br /&gt;
| 1331 &lt;br /&gt;
| b_act_kr_s51_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve got it! &lt;br /&gt;
| Clear Stage&lt;br /&gt;
|-&lt;br /&gt;
| 1332 &lt;br /&gt;
| b_act_kr_s52_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, this is perfect! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1333 &lt;br /&gt;
| b_act_kr_s52_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| How was that? Perfect, like me? &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1334 &lt;br /&gt;
| b_act_kr_s53_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, I feel good! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1335 &lt;br /&gt;
| b_act_kr_s53_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s all too easy for me! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1336 &lt;br /&gt;
| b_act_kr_s54_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not too bad. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1337 &lt;br /&gt;
| b_act_kr_s54_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not too bad, I guess. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1338 &lt;br /&gt;
| b_act_kr_s55_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Phew! That was tough. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1339 &lt;br /&gt;
| b_act_kr_s55_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I guess I took a little too much time. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1340 &lt;br /&gt;
| b_act_kr_s56_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to try harder. &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1341 &lt;br /&gt;
| b_act_kr_s56_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m ashamed to call myself a hunter! &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1342 &lt;br /&gt;
| b_act_kr_s57_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Huh. What a hassle! &lt;br /&gt;
| Defeat King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| 1343 &lt;br /&gt;
| b_act_kr_s57_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not bad, huh? I&#039;m pretty strong, all right! &lt;br /&gt;
| Defeat Flying Dog&lt;br /&gt;
|-&lt;br /&gt;
| 1344 &lt;br /&gt;
| b_act_kr_s58_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Get away from my emerald! &lt;br /&gt;
| Defeat Rouge&lt;br /&gt;
|-&lt;br /&gt;
| 1345 &lt;br /&gt;
| b_act_kr_s58_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now give me back those jewels! &lt;br /&gt;
| Defeat Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 1346 &lt;br /&gt;
| b_act_kr_s59_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here I come! &lt;br /&gt;
|-&lt;br /&gt;
| 1347 &lt;br /&gt;
| b_act_kr_s59_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Get ready for this! &lt;br /&gt;
|-&lt;br /&gt;
| 1348 &lt;br /&gt;
| b_act_kr_s60_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is it! &lt;br /&gt;
|-&lt;br /&gt;
| 1349 &lt;br /&gt;
| b_act_msg_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! &lt;br /&gt;
|-&lt;br /&gt;
| 1350 &lt;br /&gt;
| b_act_msg_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Oh! &lt;br /&gt;
|-&lt;br /&gt;
| 1351 &lt;br /&gt;
| b_act_msg_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey! &lt;br /&gt;
|-&lt;br /&gt;
| 1352 &lt;br /&gt;
| b_act_msg_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ugh! &lt;br /&gt;
|-&lt;br /&gt;
| 1353 &lt;br /&gt;
| b_act_msg_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! Why are you being such a bully? I didn&#039;t do anything wrong. I&#039;m leaving! &lt;br /&gt;
|-&lt;br /&gt;
| 1354 &lt;br /&gt;
| b_act_msg_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ow! That hurts! I&#039;m mad at you. I&#039;m not going to help you anymore. Hm! &lt;br /&gt;
|-&lt;br /&gt;
| 1355 &lt;br /&gt;
| b_act_msg_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Owie! I can&#039;t believe you did that to me! Why would you do something like that? &lt;br /&gt;
|-&lt;br /&gt;
| 1356 &lt;br /&gt;
| b_act_msg_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| W-what? What happened? Who am I? Where am I? &lt;br /&gt;
|-&lt;br /&gt;
| 1357 &lt;br /&gt;
| b_act_msg_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Agh! Stop it! Let me go! &lt;br /&gt;
|-&lt;br /&gt;
| 1358 &lt;br /&gt;
| b_act_msg_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, stop it! &lt;br /&gt;
|-&lt;br /&gt;
| 1359 &lt;br /&gt;
| b_act_msg_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Please, let go of me. &lt;br /&gt;
|-&lt;br /&gt;
| 1360 &lt;br /&gt;
| b_act_msg_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What are you doing? Why don&#039;t you get yourself a teddy bear? &lt;br /&gt;
|-&lt;br /&gt;
| 1361 &lt;br /&gt;
| b_act_msg_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ah, ah! Help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1362 &lt;br /&gt;
| b_act_msg_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, I&#039;m on your side, you know. I can give you hints to help you! &lt;br /&gt;
|-&lt;br /&gt;
| 1363 &lt;br /&gt;
| b_act_msg_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m sorry. I understand. I will eat all my carrots. &lt;br /&gt;
|-&lt;br /&gt;
| 1364 &lt;br /&gt;
| b_act_msg_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m not a weapon to throw at enemies, you know! &lt;br /&gt;
|-&lt;br /&gt;
| 1365 &lt;br /&gt;
| b_act_msg_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somebody help me! It&#039;s getting worse! &lt;br /&gt;
|-&lt;br /&gt;
| 1366 &lt;br /&gt;
| b_act_msg_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you don&#039;t stop it, I&#039;ll get mad. I&#039;m going to tell my mom on you! &lt;br /&gt;
|-&lt;br /&gt;
| 1367 &lt;br /&gt;
| b_act_msg_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Thanks for saving me. I was scared! &lt;br /&gt;
|-&lt;br /&gt;
| 1368 &lt;br /&gt;
| b_act_msg_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stop it! What are you doing? You&#039;re making me mad! &lt;br /&gt;
|-&lt;br /&gt;
| 1369 &lt;br /&gt;
| b_act_msg_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I was so scared... what hint? &lt;br /&gt;
|-&lt;br /&gt;
| 1370 &lt;br /&gt;
| b_act_msg_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Thank you for holding me, but you were kind of rough. &lt;br /&gt;
|-&lt;br /&gt;
| 1371 &lt;br /&gt;
| b_act_msg_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stop it! &lt;br /&gt;
|-&lt;br /&gt;
| 1372 &lt;br /&gt;
| b_act_msg_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| WAAA &lt;br /&gt;
|-&lt;br /&gt;
| 1373 &lt;br /&gt;
| b_act_msg_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1374 &lt;br /&gt;
| b_act_msg_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
|-&lt;br /&gt;
| 1375 &lt;br /&gt;
| b_act_mst_00_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Looks like some old ruins... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1376 &lt;br /&gt;
| b_act_mst_00_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There may be a secret spot around here... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1377 &lt;br /&gt;
| b_act_mst_00_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place looks familiar... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1378 &lt;br /&gt;
| b_act_mst_00_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It&#039;s just a piece of junk! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1379 &lt;br /&gt;
| b_act_mst_00_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Heh, no thanks! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1380 &lt;br /&gt;
| b_act_mst_00_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It looks like there&#039;s no treasure here... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1381 &lt;br /&gt;
| b_act_mst_01_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nothing&#039;s happening. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1382 &lt;br /&gt;
| b_act_mst_01_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There&#039;s nothing more to do here. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1383 &lt;br /&gt;
| b_act_mst_01_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I think it&#039;s finished. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1384 &lt;br /&gt;
| b_act_mst_01_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It may be finished. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1385 &lt;br /&gt;
| b_act_mst_01_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I think it&#039;s a waste of time! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1386 &lt;br /&gt;
| b_act_mst_01_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? Is that all? &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1387 &lt;br /&gt;
| b_act_msu_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey there... what are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1388 &lt;br /&gt;
| b_act_msu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m not bad. You got the wrong idea! &lt;br /&gt;
|-&lt;br /&gt;
| 1389 &lt;br /&gt;
| b_act_msu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too high here. I&#039;m scared of heights! &lt;br /&gt;
|-&lt;br /&gt;
| 1390 &lt;br /&gt;
| b_act_msu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;shudder&#039;&#039; I was a little scared. &lt;br /&gt;
|-&lt;br /&gt;
| 1391 &lt;br /&gt;
| b_act_msu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow! I&#039;m flying! &lt;br /&gt;
|-&lt;br /&gt;
| 1392 &lt;br /&gt;
| b_act_msu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Woohoo! It&#039;s like a trampoline! &lt;br /&gt;
|-&lt;br /&gt;
| 1393 &lt;br /&gt;
| b_act_msu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey you! Where are you taking me? &lt;br /&gt;
|-&lt;br /&gt;
| 1394 &lt;br /&gt;
| b_act_msu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Shoot. Where am I? &lt;br /&gt;
|-&lt;br /&gt;
| 1395 &lt;br /&gt;
| b_act_msu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to go home... &lt;br /&gt;
|-&lt;br /&gt;
| 1396 &lt;br /&gt;
| b_act_msu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I can&#039;t believe you cleared the stage holding me. &lt;br /&gt;
|-&lt;br /&gt;
| 1397 &lt;br /&gt;
| b_act_msu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ow! Hey, that hurts! &lt;br /&gt;
|-&lt;br /&gt;
| 1398 &lt;br /&gt;
| b_act_msu_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Owie! Why do I have to go through this? &lt;br /&gt;
|-&lt;br /&gt;
| 1399 &lt;br /&gt;
| b_act_msu_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| They&#039;re not after me, are they? You&#039;re terrible! &lt;br /&gt;
|-&lt;br /&gt;
| 1400 &lt;br /&gt;
| b_act_msu_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! Chao Doctor, help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1401 &lt;br /&gt;
| b_act_msu_clr_00_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Phew! That big truck scared me. &lt;br /&gt;
| Clear City Escape while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1402 &lt;br /&gt;
| b_act_msu_clr_00_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What are you thinking, trying to finish this stage with me? &lt;br /&gt;
| Clear Wild Canyon while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1403 &lt;br /&gt;
| b_act_msu_clr_00_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All I can see is water. Where is my home? &lt;br /&gt;
| Clear Metal Harbor while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1404 &lt;br /&gt;
| b_act_msu_clr_00_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I got to get out of here, before the island blows up! &lt;br /&gt;
| Clear Green Forest while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1405 &lt;br /&gt;
| b_act_msu_clr_00_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A pumpkin ghost! I&#039;m afraid... &lt;br /&gt;
| Clear Pumpkin Hill while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1406 &lt;br /&gt;
| b_act_msu_clr_00_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Maybe it rusted because of the water. &lt;br /&gt;
| Clear Aquatic Mine while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1407 &lt;br /&gt;
| b_act_msu_clr_00_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow, that was scary! I&#039;m going home to watch TV. &lt;br /&gt;
| Clear Pyramid Cave while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1408 &lt;br /&gt;
| b_act_msu_clr_00_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Where am I? Somebody help me! &lt;br /&gt;
| Clear Death Chamber while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1409 &lt;br /&gt;
| b_act_msu_clr_00_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How&#039;d I get into outer space? Oh well! &lt;br /&gt;
| Clear Meteor Herd while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1410 &lt;br /&gt;
| b_act_msu_clr_00_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hm, this looks like a game I&#039;ve seen before. &lt;br /&gt;
| Clear Crazy Gadget while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1411 &lt;br /&gt;
| b_act_msu_clr_00_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll find my own way home. Bye-bye! &lt;br /&gt;
| Clear Final Rush while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1412 &lt;br /&gt;
| b_act_msu_clr_01_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m going to play with the turtle now. &lt;br /&gt;
| Clear Dry Lagoon while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1413 &lt;br /&gt;
| b_act_msu_clr_01_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I feel dizzy. &lt;br /&gt;
| Clear Radical Highway while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1414 &lt;br /&gt;
| b_act_msu_clr_01_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m out of here before the robot gets me! &lt;br /&gt;
| Clear Egg Quarters while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1415 &lt;br /&gt;
| b_act_msu_clr_01_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me out of this safe! &lt;br /&gt;
| Clear Security Hall while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1416 &lt;br /&gt;
| b_act_msu_clr_01_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This fog reminds me of San Francisco. &lt;br /&gt;
| Clear White Jungle while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1417 &lt;br /&gt;
| b_act_msu_clr_01_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow, it&#039;s getting late. I got to go to kindergarten. &lt;br /&gt;
| Clear Sky Rail while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1418 &lt;br /&gt;
| b_act_msu_clr_01_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You should always tell the truth. &lt;br /&gt;
| Clear Mad Space while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1419 &lt;br /&gt;
| b_act_msu_clr_01_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll use my propeller to fly in space. Why is that? &lt;br /&gt;
| Clear Final Chase while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1420 &lt;br /&gt;
| b_act_msu_clr_02_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ve never been here before. I&#039;m going sightseeing! &lt;br /&gt;
| Clear Cannon&#039;s Core while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1421 &lt;br /&gt;
| b_act_msu_z_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m almost out of energy. I need to be wound back up. &lt;br /&gt;
|-&lt;br /&gt;
| 1422 &lt;br /&gt;
| b_act_msu_z_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All right. Whatever! &lt;br /&gt;
|-&lt;br /&gt;
| 1423 &lt;br /&gt;
| b_act_msu_z_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you don&#039;t stop that, I will tell the principal on you! &lt;br /&gt;
|-&lt;br /&gt;
| 1424 &lt;br /&gt;
| b_act_msu_z_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you let me go, I&#039;ll tell you how many Omochao there are! &lt;br /&gt;
|-&lt;br /&gt;
| 1425 &lt;br /&gt;
| b_act_msu_z_03_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1424 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1426 &lt;br /&gt;
| b_act_obj_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Break it with a missile! There should be a missile around here. &lt;br /&gt;
|-&lt;br /&gt;
| 1427 &lt;br /&gt;
| b_act_obj_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bombs also work for breaking things. Get a bomb from the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 1428 &lt;br /&gt;
| b_act_obj_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a missile. Use it to break items. &lt;br /&gt;
|-&lt;br /&gt;
| 1429 &lt;br /&gt;
| b_act_obj_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the switch to fire the rocket. Find the switch! &lt;br /&gt;
|-&lt;br /&gt;
| 1430 &lt;br /&gt;
| b_act_obj_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above! Don&#039;t land on the shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 1431 &lt;br /&gt;
| b_act_obj_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1432 &lt;br /&gt;
| b_act_obj_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above. Find a switch to deactivate it. &lt;br /&gt;
|-&lt;br /&gt;
| 1433 &lt;br /&gt;
| b_act_obj_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can pick this up. &lt;br /&gt;
|-&lt;br /&gt;
| 1434 &lt;br /&gt;
| b_act_obj_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can push this. &lt;br /&gt;
|-&lt;br /&gt;
| 1435 &lt;br /&gt;
| b_act_obj_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can pull this. &lt;br /&gt;
|-&lt;br /&gt;
| 1436 &lt;br /&gt;
| b_act_obj_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is an animal in the pipe. Try whistling! &lt;br /&gt;
|-&lt;br /&gt;
| 1437 &lt;br /&gt;
| b_act_obj_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using lock-on to break it! &lt;br /&gt;
|-&lt;br /&gt;
| 1438 &lt;br /&gt;
| b_act_obj_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use B button to grab it, then use the analogue thumbpad to swing. &lt;br /&gt;
|-&lt;br /&gt;
| 1439 &lt;br /&gt;
| b_act_obj_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bring the animals into Chao Garden, and all Chao will be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 1440 &lt;br /&gt;
| b_act_obj_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try whistling here. There must be someone here! &lt;br /&gt;
|-&lt;br /&gt;
| 1441 &lt;br /&gt;
| b_act_obj_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Key is in this container. If you keep it, you can go to the Chao Garden when you finish the stage! &lt;br /&gt;
|-&lt;br /&gt;
| 1442 &lt;br /&gt;
| b_act_obj_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are three Chao Containers per stage. You should open all three containers to find out what&#039;s inside! &lt;br /&gt;
|-&lt;br /&gt;
| 1443 &lt;br /&gt;
| b_act_obj_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use L and R triggers to look around, but you knew this already. &lt;br /&gt;
|-&lt;br /&gt;
| 1444 &lt;br /&gt;
| b_act_obj_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change your action. &lt;br /&gt;
|-&lt;br /&gt;
| 1445 &lt;br /&gt;
| b_act_obj_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| As long as you have one ring, you&#039;ll be okay. You knew that, right? &lt;br /&gt;
|-&lt;br /&gt;
| 1446 &lt;br /&gt;
| b_act_obj_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use B button to grab it, then use the analogue thumbpad to swing. &lt;br /&gt;
| Alternate take of 1438&lt;br /&gt;
|-&lt;br /&gt;
| 1447 &lt;br /&gt;
| b_act_obj_h21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After picking up an item, hold B button to shake it. &lt;br /&gt;
|-&lt;br /&gt;
| 1448 &lt;br /&gt;
| b_act_obj_h22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried whistling? Use Y button to select &amp;quot;Whistle&amp;quot;. &lt;br /&gt;
|-&lt;br /&gt;
| 1449 &lt;br /&gt;
| b_act_obj_h23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you pet your Chao today? Use Y button to select &amp;quot;Pet&amp;quot; and make your Chao happy! &lt;br /&gt;
|-&lt;br /&gt;
| 1450 &lt;br /&gt;
| b_act_obj_h24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collect 20 rings to get the special attack. Collect 40 or 60 rings to upgrade the special attack. &lt;br /&gt;
|-&lt;br /&gt;
| 1451 &lt;br /&gt;
| b_act_obj_h25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can use parts that come from the robots to raise Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 1452 &lt;br /&gt;
| b_act_obj_h26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you find all of the animals? Did you know that there are 20 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1453 &lt;br /&gt;
| b_act_obj_h26_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1452 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1454 &lt;br /&gt;
| b_act_obj_h27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that there are 15 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1455 &lt;br /&gt;
| b_act_obj_h27_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1454 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1456 &lt;br /&gt;
| b_act_obj_h28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that there are 10 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1457 &lt;br /&gt;
| b_act_obj_h28_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1456 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1458 &lt;br /&gt;
| b_act_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;grumble&#039;&#039; How irritating. Nothing but wimps! &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1459 &lt;br /&gt;
| b_act_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hu, hu, hu! (Punching in place) &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1460 &lt;br /&gt;
| b_act_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; Shall we get going? &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1461 &lt;br /&gt;
| b_act_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So who&#039;s next? &lt;br /&gt;
| Neutral Idle Quote 1/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1462 &lt;br /&gt;
| b_act_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Well, better get going. &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1463 &lt;br /&gt;
| b_act_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hm, which way should I go? &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1464 &lt;br /&gt;
| b_act_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I&#039;m really getting tired of operating this machine. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1465 &lt;br /&gt;
| b_act_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right, let&#039;s find the next emerald! &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1466 &lt;br /&gt;
| b_act_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where can my emerald be? &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1467 &lt;br /&gt;
| b_act_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I feel danger all around me. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1468 &lt;br /&gt;
| b_act_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Anytime now. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1469 &lt;br /&gt;
| b_act_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;sleeping&#039;&#039; &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1470 &lt;br /&gt;
| b_stg_aqm_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you throw the switch, the water level might change. Try it! &lt;br /&gt;
|-&lt;br /&gt;
| 1471 &lt;br /&gt;
| b_stg_aqm_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, wood floats on water. Use the water levels wisely! &lt;br /&gt;
|-&lt;br /&gt;
| 1472 &lt;br /&gt;
| b_stg_aqm_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Punch to break the overturned minecarts! &lt;br /&gt;
|-&lt;br /&gt;
| 1473 &lt;br /&gt;
| b_stg_aqm_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Different areas are accessible depending on the water levels. &lt;br /&gt;
|-&lt;br /&gt;
| 1474 &lt;br /&gt;
| b_stg_aqm_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Water-powered lift is located in the middle. Its vertical position varies on the water level. &lt;br /&gt;
|-&lt;br /&gt;
| 1475 &lt;br /&gt;
| b_stg_aqm_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Lantern Room. Aren&#039;t the blue flames pretty? &lt;br /&gt;
|-&lt;br /&gt;
| 1476 &lt;br /&gt;
| b_stg_aqm_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Through the tunnel below, there is the Brick Shaft. &lt;br /&gt;
|-&lt;br /&gt;
| 1477 &lt;br /&gt;
| b_stg_aqm_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Ghost Room. There are a lot of spirits here! &lt;br /&gt;
|-&lt;br /&gt;
| 1478 &lt;br /&gt;
| b_stg_aqm_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1477 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1479 &lt;br /&gt;
| b_stg_aqm_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Bottomless Shaft is over there. It&#039;s deep and there&#039;s no air in there! &lt;br /&gt;
|-&lt;br /&gt;
| 1480 &lt;br /&gt;
| b_stg_aqm_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What is a piece of the Master Emerald doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 1481 &lt;br /&gt;
| b_stg_aqm_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ll use the water level to my advantage! &lt;br /&gt;
|-&lt;br /&gt;
| 1482 &lt;br /&gt;
| b_stg_cch_ss_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried using the Light Dash to collect all the rings suspended in the air? &lt;br /&gt;
|-&lt;br /&gt;
| 1483 &lt;br /&gt;
| b_stg_cch_ss_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button down when you approach the rings to collect them. &lt;br /&gt;
|-&lt;br /&gt;
| 1484 &lt;br /&gt;
| b_stg_cch_ss_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to do a Somersault. This comes in handy when you want to break the wooden containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1485 &lt;br /&gt;
| b_stg_cch_ss_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to do a Somersault. Somersaults are important to get you through those tight spaces. &lt;br /&gt;
|-&lt;br /&gt;
| 1486 &lt;br /&gt;
| b_stg_cch_ss_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using Somersaults to get through tight spaces! &lt;br /&gt;
|-&lt;br /&gt;
| 1487 &lt;br /&gt;
| b_stg_cch_ss_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies can also be destroyed using your Somersaults! &lt;br /&gt;
|-&lt;br /&gt;
| 1488 &lt;br /&gt;
| b_stg_cch_ss_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Perform the Fire Somersault to break the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1489 &lt;br /&gt;
| b_stg_cch_ss_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using the Light Attack allows you to destroy multiple enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1490 &lt;br /&gt;
| b_stg_cch_ss_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Simultaneously destroy multiple enemies using the Light Attack. Just hold down B button until fully charged, then release. &lt;br /&gt;
|-&lt;br /&gt;
| 1491 &lt;br /&gt;
| b_stg_cch_ss_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using the Light Attack allows you to destroy electrified enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1492 &lt;br /&gt;
| b_stg_cch_ss_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To use Bounce Attack, jump and then press B button. Try it! You can use it to defeat enemies as well as getting to high places. &lt;br /&gt;
|-&lt;br /&gt;
| 1493 &lt;br /&gt;
| b_stg_cch_ss_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Bounce Attack to break containers that are below you. &lt;br /&gt;
|-&lt;br /&gt;
| 1494 &lt;br /&gt;
| b_stg_cch_ss_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In the middle of a jump, press A button to perform the Homing Attack. Remember to aim toward the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 1495 &lt;br /&gt;
| b_stg_cch_ss_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In the middle of a jump, press A button to perform the Homing Attack. You can use it to get over there! &lt;br /&gt;
|-&lt;br /&gt;
| 1496 &lt;br /&gt;
| b_stg_cch_ss_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump on the rail and get ready to grind your way down! &lt;br /&gt;
|-&lt;br /&gt;
| 1497 &lt;br /&gt;
| b_stg_cch_ss_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, balance is important to maintain your speed while grinding. &lt;br /&gt;
|-&lt;br /&gt;
| 1498 &lt;br /&gt;
| b_stg_cch_ss_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To bust a trick on the rail, press A button at the right time to perform cool tricks! &lt;br /&gt;
|-&lt;br /&gt;
| 1499 &lt;br /&gt;
| b_stg_cch_ss_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Magic Hand technique. It turns enemies into balls! Use these balls to defeat other enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1500 &lt;br /&gt;
| b_stg_cch_ss_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to use Y button to access the Magic Hand technique. &lt;br /&gt;
|-&lt;br /&gt;
| 1501 &lt;br /&gt;
| b_stg_cch_ss_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump on the rail and you&#039;ll be grinding your way down! &lt;br /&gt;
|-&lt;br /&gt;
| 1502 &lt;br /&gt;
| b_stg_cch_ss_s00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for starting a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1503 &lt;br /&gt;
| b_stg_cch_ss_s00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for starting a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1504 &lt;br /&gt;
| b_stg_cch_ss_s01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1505 &lt;br /&gt;
| b_stg_cch_ss_s01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1506 &lt;br /&gt;
| b_stg_cch_ss_s02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oops. &lt;br /&gt;
| Unused. While this is the sound used for ledge balancing, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1507 &lt;br /&gt;
| b_stg_cch_ss_s02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops. &lt;br /&gt;
| Unused. While this is the sound used for ledge balancing, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1508 &lt;br /&gt;
| b_stg_cch_ss_s03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1509 &lt;br /&gt;
| b_stg_cch_ss_s03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1510 &lt;br /&gt;
| b_stg_cch_ss_s04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for picking up objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1511 &lt;br /&gt;
| b_stg_cch_ss_s04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for picking up objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1512 &lt;br /&gt;
| b_stg_cch_ss_s05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for throwing objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1513 &lt;br /&gt;
| b_stg_cch_ss_s05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for throwing objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1514 &lt;br /&gt;
| b_stg_cch_ss_s06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1515 &lt;br /&gt;
| b_stg_cch_ss_s06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1516 &lt;br /&gt;
| b_stg_cch_ss_s07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1517 &lt;br /&gt;
| b_stg_cch_ss_s07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t worry, buddy. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1518 &lt;br /&gt;
| b_stg_cch_ss_s08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Playtime is over! &lt;br /&gt;
| 2P Powerup Charged&lt;br /&gt;
|-&lt;br /&gt;
| 1519 &lt;br /&gt;
| b_stg_cch_ss_s08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Here I go! &lt;br /&gt;
| 2P Powerup Charged&lt;br /&gt;
|-&lt;br /&gt;
| 1520 &lt;br /&gt;
| b_stg_cch_ss_s09_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here I come! &lt;br /&gt;
| 2P Use Speedup Powerup&lt;br /&gt;
|-&lt;br /&gt;
| 1521 &lt;br /&gt;
| b_stg_cch_ss_s09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Speed Up! &lt;br /&gt;
| 2P Use Speedup Powerup&lt;br /&gt;
|-&lt;br /&gt;
| 1522 &lt;br /&gt;
| b_stg_cch_ss_s10_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Disappear! &lt;br /&gt;
| Use Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
| 1523 &lt;br /&gt;
| b_stg_cch_ss_s10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sonic Wind! &lt;br /&gt;
| 2P Use Sonic Wind&lt;br /&gt;
|-&lt;br /&gt;
| 1524 &lt;br /&gt;
| b_stg_cch_ss_s11_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
| 2P Freeze Time&lt;br /&gt;
|-&lt;br /&gt;
| 1525 &lt;br /&gt;
| b_stg_cch_ss_s11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Time Stop! &lt;br /&gt;
| 2P Freeze Time&lt;br /&gt;
|-&lt;br /&gt;
| 1526 &lt;br /&gt;
| b_stg_cch_ss_s12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Let me show you my real power! &lt;br /&gt;
| 2P Intro 1&lt;br /&gt;
|-&lt;br /&gt;
| 1527 &lt;br /&gt;
| b_stg_cch_ss_s12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s do this! &lt;br /&gt;
| 2P Intro 1&lt;br /&gt;
|-&lt;br /&gt;
| 1528 &lt;br /&gt;
| b_stg_cch_ss_s13_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Faker! No chance to win against me! &lt;br /&gt;
| 2P Win Against Sonic&lt;br /&gt;
|-&lt;br /&gt;
| 1529 &lt;br /&gt;
| b_stg_cch_ss_s13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey guy, let&#039;s play again! &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1530 &lt;br /&gt;
| b_stg_cch_ss_s14_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. You disappoint me. &lt;br /&gt;
| 2P Win (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1531 &lt;br /&gt;
| b_stg_cch_ss_s14_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up, faker? Give up? &lt;br /&gt;
| 2P Win Against Shadow (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1532 &lt;br /&gt;
| b_stg_cch_ss_s15_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No matter what, you&#039;ll still lose. &lt;br /&gt;
| 2P Intro Round 2 (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1533 &lt;br /&gt;
| b_stg_cch_ss_s15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay, c&#039;mon! &lt;br /&gt;
| 2P Intro Round 2 (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1534 &lt;br /&gt;
| b_stg_cch_ss_s16_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Soon enough, I&#039;ll show you my true power. &lt;br /&gt;
| 2P Intro Round 2 (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1535 &lt;br /&gt;
| b_stg_cch_ss_s16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This time, I won&#039;t lose! &lt;br /&gt;
| 2P Intro Round 2 (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1536 &lt;br /&gt;
| b_stg_cch_ss_s17_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to play games! &lt;br /&gt;
| Unused. While this is the sound used for charging up the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1537 &lt;br /&gt;
| b_stg_cch_ss_s17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ready! &lt;br /&gt;
| Unused. While this is the sound used for charging up the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1538 &lt;br /&gt;
| b_stg_cch_ss_s18_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Vanish! &lt;br /&gt;
| Unused. While this is the sound used for the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1539 &lt;br /&gt;
| b_stg_cch_ss_s18_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Go! &lt;br /&gt;
| Unused. While this is the sound used for the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1540 &lt;br /&gt;
| b_stg_cch_ss_s19_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Nice! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1541 &lt;br /&gt;
| b_stg_cch_ss_s19_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Nice! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1542 &lt;br /&gt;
| b_stg_cch_ss_s20_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Cool! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1543 &lt;br /&gt;
| b_stg_cch_ss_s20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Cool! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1544 &lt;br /&gt;
| b_stg_cch_ss_s21_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Awesome! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1545 &lt;br /&gt;
| b_stg_cch_ss_s21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yahoo! &lt;br /&gt;
| Awesome! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1546 &lt;br /&gt;
| b_stg_cch_ss_s22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1547 &lt;br /&gt;
| b_stg_cch_ss_s22_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1548 &lt;br /&gt;
| b_stg_cch_ss_s23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for finishing a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1549 &lt;br /&gt;
| b_stg_cch_ss_s23_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ha! &lt;br /&gt;
| Unused. While this is the sound used for finishing a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1550 &lt;br /&gt;
| b_stg_cch_ss_s24_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. &lt;br /&gt;
|-&lt;br /&gt;
| 1551 &lt;br /&gt;
| b_stg_cch_ss_s24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| C&#039;mon! &lt;br /&gt;
|-&lt;br /&gt;
| 1552 &lt;br /&gt;
| b_stg_cch_ss_s25_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Round Clear, Speed Shoes &amp;amp; Invincible&lt;br /&gt;
|-&lt;br /&gt;
| 1553 &lt;br /&gt;
| b_stg_cch_ss_s25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Round Clear&lt;br /&gt;
|-&lt;br /&gt;
| 1554 &lt;br /&gt;
| b_stg_cch_ss_s26_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oh! &lt;br /&gt;
| Unused. While this is the sound used for taking damage, the game uses the version stored in the sound effect packs&lt;br /&gt;
|-&lt;br /&gt;
| 1555 &lt;br /&gt;
| b_stg_cch_ss_s26_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1556 &lt;br /&gt;
| b_stg_cch_ss_s27_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ooo &lt;br /&gt;
|-&lt;br /&gt;
| 1557 &lt;br /&gt;
| b_stg_cch_ss_s27_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Unused. While this is the sound used for taking damage, the game uses the version stored in the sound effect packs&lt;br /&gt;
|-&lt;br /&gt;
| 1558 &lt;br /&gt;
| b_stg_cch_ss_s28_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Tch! &lt;br /&gt;
| Unused. While this is the sound used for hitting a wall, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1559 &lt;br /&gt;
| b_stg_cch_ss_s28_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1560 &lt;br /&gt;
| b_stg_cch_ss_s29_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You think you can hold me?! &lt;br /&gt;
| Captured by ghost/slime&lt;br /&gt;
|-&lt;br /&gt;
| 1561 &lt;br /&gt;
| b_stg_cch_ss_s29_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops! &lt;br /&gt;
| Unused. While this is the sound used for hitting a wall, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1562 &lt;br /&gt;
| b_stg_cch_ss_s30_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Get off me! &lt;br /&gt;
|-&lt;br /&gt;
| 1563 &lt;br /&gt;
| b_stg_cch_ss_s30_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;struggle&#039;&#039; &lt;br /&gt;
| Captured by ghost/slime&lt;br /&gt;
|-&lt;br /&gt;
| 1564 &lt;br /&gt;
| b_stg_cch_ss_s31_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Maria... &lt;br /&gt;
| Death by damage&lt;br /&gt;
|-&lt;br /&gt;
| 1565 &lt;br /&gt;
| b_stg_cch_ss_s31_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1566 &lt;br /&gt;
| b_stg_cch_ss_s32_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Not like this...! &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1567 &lt;br /&gt;
| b_stg_cch_ss_s32_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No...! &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1568 &lt;br /&gt;
| b_stg_cch_ss_s33_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ugh! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1569 &lt;br /&gt;
| b_stg_cch_ss_s33_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1570 &lt;br /&gt;
| b_stg_cch_ss_s34_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1571 &lt;br /&gt;
| b_stg_cch_ss_s34_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1572 &lt;br /&gt;
| b_stg_cch_ss_s35_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Just a rookie! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1573 &lt;br /&gt;
| b_stg_cch_ss_s35_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
| Unused. While this is the sound used for being scared, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1574 &lt;br /&gt;
| b_stg_cch_ss_s36_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s it! &lt;br /&gt;
|-&lt;br /&gt;
| 1575 &lt;br /&gt;
| b_stg_cch_ss_s36_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Unused. While this is the sound used for Kart jumps/boost panels, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1576 &lt;br /&gt;
| b_stg_cch_ss_s37_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I promise you... revenge! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1577 &lt;br /&gt;
| b_stg_cch_ss_s37_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s go! &lt;br /&gt;
| Unused. While this is the sound used for Kart boosts, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1578 &lt;br /&gt;
| b_stg_cch_ss_s38_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Wait for me, Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 1579 &lt;br /&gt;
| b_stg_cch_ss_s38_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Later! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1580 &lt;br /&gt;
| b_stg_cch_ss_s39_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m out of time! &lt;br /&gt;
|-&lt;br /&gt;
| 1581 &lt;br /&gt;
| b_stg_cch_ss_s39_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops. &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1582 &lt;br /&gt;
| b_stg_cch_ss_s40_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Just a few more! &lt;br /&gt;
|-&lt;br /&gt;
| 1583 &lt;br /&gt;
| b_stg_cch_ss_s40_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What do you think you&#039;re doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1584 &lt;br /&gt;
| b_stg_cch_ss_s41_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ultimate victory! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1585 &lt;br /&gt;
| b_stg_cch_ss_s41_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s rock! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1586 &lt;br /&gt;
| b_stg_cch_ss_s42_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Too easy for me! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1587 &lt;br /&gt;
| b_stg_cch_ss_s42_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Bring it on! &lt;br /&gt;
| 2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1588 &lt;br /&gt;
| b_stg_cch_ss_s43_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That wasn&#039;t so hard. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1589 &lt;br /&gt;
| b_stg_cch_ss_s43_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I don&#039;t have much time! &lt;br /&gt;
|-&lt;br /&gt;
| 1590 &lt;br /&gt;
| b_stg_cch_ss_s44_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maybe I didn&#039;t try hard enough. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1591 &lt;br /&gt;
| b_stg_cch_ss_s44_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just a few more! &lt;br /&gt;
|-&lt;br /&gt;
| 1592 &lt;br /&gt;
| b_stg_cch_ss_s45_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I guess I&#039;m not at full power here... &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1593 &lt;br /&gt;
| b_stg_cch_ss_s45_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Stage clear&lt;br /&gt;
|-&lt;br /&gt;
| 1594 &lt;br /&gt;
| b_stg_cch_ss_s46_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Pathetic humans! &lt;br /&gt;
| Defeat Hot Shot&lt;br /&gt;
|-&lt;br /&gt;
| 1595 &lt;br /&gt;
| b_stg_cch_ss_s46_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;whistle&#039;&#039; That was cool! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1596 &lt;br /&gt;
| b_stg_cch_ss_s47_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No time to hang out with the likes of you! &lt;br /&gt;
| Defeat Sonic 1&lt;br /&gt;
|-&lt;br /&gt;
| 1597 &lt;br /&gt;
| b_stg_cch_ss_s47_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Too easy! Piece of cake! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1598 &lt;br /&gt;
| b_stg_cch_ss_s48_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I told you, I&#039;m the ultimate! &lt;br /&gt;
| Defeat Sonic 2&lt;br /&gt;
|-&lt;br /&gt;
| 1599 &lt;br /&gt;
| b_stg_cch_ss_s48_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just made it. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1600 &lt;br /&gt;
| b_stg_cch_ss_s49_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Get out, you ugly prototype! &lt;br /&gt;
| Defeat Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| 1601 &lt;br /&gt;
| b_stg_cch_ss_s49_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh. No problem. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1602 &lt;br /&gt;
| b_stg_cch_ss_s50_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I must destroy all the evil the professor has created! &lt;br /&gt;
| Defeat FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 1603 &lt;br /&gt;
| b_stg_cch_ss_s50_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Barely made it. &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1604 &lt;br /&gt;
| b_stg_cch_ss_s51_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You&#039;re not as strong as I thought. &lt;br /&gt;
| 2P Win (Default)&lt;br /&gt;
|-&lt;br /&gt;
| 1605 &lt;br /&gt;
| b_stg_cch_ss_s51_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey guy, take care! &lt;br /&gt;
| Defeat Big Foot&lt;br /&gt;
|-&lt;br /&gt;
| 1606 &lt;br /&gt;
| b_stg_cch_ss_s52_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Do you know who I am? &lt;br /&gt;
| Defeat Shadow (1)&lt;br /&gt;
|-&lt;br /&gt;
| 1607 &lt;br /&gt;
| b_stg_cch_ss_s53_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nice try, rocky! &lt;br /&gt;
| Defeat the Egg Golem&lt;br /&gt;
|-&lt;br /&gt;
| 1608 &lt;br /&gt;
| b_stg_cch_ss_s54_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Game over, Shadow! &lt;br /&gt;
| Defeat Shadow (2)&lt;br /&gt;
|-&lt;br /&gt;
| 1609 &lt;br /&gt;
| b_stg_cch_ss_s54_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1608 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1610 &lt;br /&gt;
| b_stg_cch_ss_s55_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you really think you had a chance? &lt;br /&gt;
| Defeat FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 1611 &lt;br /&gt;
| b_stg_cch_ss_s55_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1610 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1612 &lt;br /&gt;
| b_stg_cch_ss_s56_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1613 &lt;br /&gt;
| b_stg_cch_ss_s57_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nobody&#039;s faster than me! &lt;br /&gt;
|-&lt;br /&gt;
| 1614 &lt;br /&gt;
| b_stg_cch_wk_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button down to lock-on. Release it to fire a homing missile. &lt;br /&gt;
|-&lt;br /&gt;
| 1615 &lt;br /&gt;
| b_stg_cch_wk_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| More enemies that are locked on at one time means more bonus points! &lt;br /&gt;
|-&lt;br /&gt;
| 1616 &lt;br /&gt;
| b_stg_cch_wk_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep your health meter above zero. Collecting rings will slowly help you recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 1617 &lt;br /&gt;
| b_stg_cch_wk_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies are defeated by lock-on. Use the Vulcan Cannon to destroy containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1618 &lt;br /&gt;
| b_stg_cch_wk_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Vulcan Cannon to destroy wooden containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1619 &lt;br /&gt;
| b_stg_cch_wk_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Large Cannon to destroy steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1620 &lt;br /&gt;
| b_stg_cch_wk_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too far to jump across. Did you find the Jet Engine yet? Without it, you&#039;re stuck! &lt;br /&gt;
|-&lt;br /&gt;
| 1621 &lt;br /&gt;
| b_stg_cch_wk_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold A button down to hover. Use it to fly distances. &lt;br /&gt;
|-&lt;br /&gt;
| 1622 &lt;br /&gt;
| b_stg_cch_wk_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried slow descents using hovering? &lt;br /&gt;
|-&lt;br /&gt;
| 1623 &lt;br /&gt;
| b_stg_cch_wk_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collecting rings will slowly help you recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 1624 &lt;br /&gt;
| b_stg_cch_wk_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Large Bazooka to destroy steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1625 &lt;br /&gt;
| b_stg_cch_wk_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too far to jump across. Did you find the Booster yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1626 &lt;br /&gt;
| b_stg_cch_wk_s00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yo! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1627 &lt;br /&gt;
| b_stg_cch_wk_s00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hu! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1628 &lt;br /&gt;
| b_stg_cch_wk_s01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ho! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1629 &lt;br /&gt;
| b_stg_cch_wk_s01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hu. &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1630 &lt;br /&gt;
| b_stg_cch_wk_s02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; That was a close one! &lt;br /&gt;
| Balancing on edge&lt;br /&gt;
|-&lt;br /&gt;
| 1631 &lt;br /&gt;
| b_stg_cch_wk_s02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oops. &lt;br /&gt;
| Balancing on edge&lt;br /&gt;
|-&lt;br /&gt;
| 1632 &lt;br /&gt;
| b_stg_cch_wk_s03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| On guard, Tails! &lt;br /&gt;
| 2P Special Attack ready, Tails is the opponent&lt;br /&gt;
|-&lt;br /&gt;
| 1633 &lt;br /&gt;
| b_stg_cch_wk_s03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Recharged! &lt;br /&gt;
| 2P Special Attack ready&lt;br /&gt;
|-&lt;br /&gt;
| 1634 &lt;br /&gt;
| b_stg_cch_wk_s04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
| 2P Fire Laser Missle&lt;br /&gt;
|-&lt;br /&gt;
| 1635 &lt;br /&gt;
| b_stg_cch_wk_s04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire laser! &lt;br /&gt;
|-&lt;br /&gt;
| 1636 &lt;br /&gt;
| b_stg_cch_wk_s05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| How&#039;s this?! &lt;br /&gt;
| 2P Fire Rocket Missles&lt;br /&gt;
|-&lt;br /&gt;
| 1637 &lt;br /&gt;
| b_stg_cch_wk_s05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire Rocket Launcher! &lt;br /&gt;
|-&lt;br /&gt;
| 1638 &lt;br /&gt;
| b_stg_cch_wk_s06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re no match for me! &lt;br /&gt;
|-&lt;br /&gt;
| 1639 &lt;br /&gt;
| b_stg_cch_wk_s06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire Power Laser! &lt;br /&gt;
|-&lt;br /&gt;
| 1640 &lt;br /&gt;
| b_stg_cch_wk_s07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Do you think you can beat me? &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1641 &lt;br /&gt;
| b_stg_cch_wk_s07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll beat you! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1642 &lt;br /&gt;
| b_stg_cch_wk_s08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Better luck next time, fox boy! &lt;br /&gt;
| 2P Win against Tails/Clear Tails vs. Eggman 1&lt;br /&gt;
|-&lt;br /&gt;
| 1643 &lt;br /&gt;
| b_stg_cch_wk_s08_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! I won! &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1644 &lt;br /&gt;
| b_stg_cch_wk_s09_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! How&#039;s that? &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1645 &lt;br /&gt;
| b_stg_cch_wk_s09_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman, you&#039;re no challenge! &lt;br /&gt;
| 2P Win against Eggman&lt;br /&gt;
|-&lt;br /&gt;
| 1646 &lt;br /&gt;
| b_stg_cch_wk_s10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| At least make it challenging! &lt;br /&gt;
| 2P Intro (Best of 3, winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1647 &lt;br /&gt;
| b_stg_cch_wk_s10_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Let&#039;s do it one more time! &lt;br /&gt;
| 2P Intro (Best of 3, winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1648 &lt;br /&gt;
| b_stg_cch_wk_s11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I will show you my power! &lt;br /&gt;
| 2P Intro (Best of 3, losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1649 &lt;br /&gt;
| b_stg_cch_wk_s11_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll win this time! &lt;br /&gt;
| 2P Intro (Best of 3, losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1650 &lt;br /&gt;
| b_stg_cch_wk_s12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh! &lt;br /&gt;
| Good!-Jammin&#039;! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1651 &lt;br /&gt;
| b_stg_cch_wk_s12_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay! &lt;br /&gt;
| Good!-Jammin&#039;! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1652 &lt;br /&gt;
| b_stg_cch_wk_s13_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
| Cool!-Awesome! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1653 &lt;br /&gt;
| b_stg_cch_wk_s13_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Cool!-Awesome! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1654 &lt;br /&gt;
| b_stg_cch_wk_s14_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now you know my real power! &lt;br /&gt;
| Extreme!/Perfect! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1655 &lt;br /&gt;
| b_stg_cch_wk_s14_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| All right! &lt;br /&gt;
| Extreme!/Perfect! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1656 &lt;br /&gt;
| b_stg_cch_wk_s15_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurehurehure! &lt;br /&gt;
|-&lt;br /&gt;
| 1657 &lt;br /&gt;
| b_stg_cch_wk_s15_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go go! &lt;br /&gt;
|-&lt;br /&gt;
| 1658 &lt;br /&gt;
| b_stg_cch_wk_s16_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| HORAY &lt;br /&gt;
| Boxing Glove&lt;br /&gt;
|-&lt;br /&gt;
| 1659 &lt;br /&gt;
| b_stg_cch_wk_s16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go! &lt;br /&gt;
| Propeller Punch&lt;br /&gt;
|-&lt;br /&gt;
| 1660 &lt;br /&gt;
| b_stg_cch_wk_s17_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You! I&#039;ll make you pay for this! &lt;br /&gt;
| Major damage&lt;br /&gt;
|-&lt;br /&gt;
| 1661 &lt;br /&gt;
| b_stg_cch_wk_s17_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My power&#039;s failing! &lt;br /&gt;
| Major damage&lt;br /&gt;
|-&lt;br /&gt;
| 1662 &lt;br /&gt;
| b_stg_cch_wk_s18_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh no! My power is going down! &lt;br /&gt;
| Critical damage&lt;br /&gt;
|-&lt;br /&gt;
| 1663 &lt;br /&gt;
| b_stg_cch_wk_s18_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My machine has reached its limit...! &lt;br /&gt;
| Critical damage&lt;br /&gt;
|-&lt;br /&gt;
| 1664 &lt;br /&gt;
| b_stg_cch_wk_s19_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I got it! &lt;br /&gt;
| Acquired shield&lt;br /&gt;
|-&lt;br /&gt;
| 1665 &lt;br /&gt;
| b_stg_cch_wk_s19_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it! &lt;br /&gt;
| Acquired shield&lt;br /&gt;
|-&lt;br /&gt;
| 1666 &lt;br /&gt;
| b_stg_cch_wk_s20_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Power-up! &lt;br /&gt;
| Acquired Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1667 &lt;br /&gt;
| b_stg_cch_wk_s20_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here I come! &lt;br /&gt;
| Acquired Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1668 &lt;br /&gt;
| b_stg_cch_wk_s21_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Full power! &lt;br /&gt;
|-&lt;br /&gt;
| 1669 &lt;br /&gt;
| b_stg_cch_wk_s21_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Lucky me! &lt;br /&gt;
|-&lt;br /&gt;
| 1670 &lt;br /&gt;
| b_stg_cch_wk_s22_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1671 &lt;br /&gt;
| b_stg_cch_wk_s22_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1672 &lt;br /&gt;
| b_stg_cch_wk_s23_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 1673 &lt;br /&gt;
| b_stg_cch_wk_s23_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 1674 &lt;br /&gt;
| b_stg_cch_wk_s24_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re better than I expected. &lt;br /&gt;
|-&lt;br /&gt;
| 1675 &lt;br /&gt;
| b_stg_cch_wk_s24_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ouch. &lt;br /&gt;
|-&lt;br /&gt;
| 1676 &lt;br /&gt;
| b_stg_cch_wk_s25_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Is this it...? &lt;br /&gt;
| Death by enemy&lt;br /&gt;
|-&lt;br /&gt;
| 1677 &lt;br /&gt;
| b_stg_cch_wk_s25_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
| Death by enemy&lt;br /&gt;
|-&lt;br /&gt;
| 1678 &lt;br /&gt;
| b_stg_cch_wk_s26_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No...! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1679 &lt;br /&gt;
| b_stg_cch_wk_s26_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic...! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1680 &lt;br /&gt;
| b_stg_cch_wk_s27_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1681 &lt;br /&gt;
| b_stg_cch_wk_s27_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ah! &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1682 &lt;br /&gt;
| b_stg_cch_wk_s28_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1683 &lt;br /&gt;
| b_stg_cch_wk_s28_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yahoo! &lt;br /&gt;
|-&lt;br /&gt;
| 1684 &lt;br /&gt;
| b_stg_cch_wk_s29_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hohohoho! &lt;br /&gt;
| Win Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1685 &lt;br /&gt;
| b_stg_cch_wk_s29_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Power boost! &lt;br /&gt;
|-&lt;br /&gt;
| 1686 &lt;br /&gt;
| b_stg_cch_wk_s30_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell! &lt;br /&gt;
| 1st place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1687 &lt;br /&gt;
| b_stg_cch_wk_s30_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| You can&#039;t catch me! &lt;br /&gt;
| 1st Place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1688 &lt;br /&gt;
| b_stg_cch_wk_s31_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hey! &lt;br /&gt;
| Last place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1689 &lt;br /&gt;
| b_stg_cch_wk_s31_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait up! &lt;br /&gt;
| Last place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1690 &lt;br /&gt;
| b_stg_cch_wk_s32_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Doh! &lt;br /&gt;
|-&lt;br /&gt;
| 1691 &lt;br /&gt;
| b_stg_cch_wk_s32_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Not fair! &lt;br /&gt;
|-&lt;br /&gt;
| 1692 &lt;br /&gt;
| b_stg_cch_wk_s33_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The world is mine! &lt;br /&gt;
| 2P Battle screen selection&lt;br /&gt;
|-&lt;br /&gt;
| 1693 &lt;br /&gt;
| b_stg_cch_wk_s33_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oh no! &lt;br /&gt;
|-&lt;br /&gt;
| 1694 &lt;br /&gt;
| b_stg_cch_wk_s34_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll make you pay for this! &lt;br /&gt;
|-&lt;br /&gt;
| 1695 &lt;br /&gt;
| b_stg_cch_wk_s34_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Cyclone engage! &lt;br /&gt;
| 2P Battle screen selection&lt;br /&gt;
|-&lt;br /&gt;
| 1696 &lt;br /&gt;
| b_stg_cch_wk_s35_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I got to go! &lt;br /&gt;
|-&lt;br /&gt;
| 1697 &lt;br /&gt;
| b_stg_cch_wk_s35_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here we go again! &lt;br /&gt;
|-&lt;br /&gt;
| 1698 &lt;br /&gt;
| b_stg_cch_wk_s36_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where are the rest of the rings? &lt;br /&gt;
|-&lt;br /&gt;
| 1699 &lt;br /&gt;
| b_stg_cch_wk_s36_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to hurry up! &lt;br /&gt;
|-&lt;br /&gt;
| 1700 &lt;br /&gt;
| b_stg_cch_wk_s37_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh! &lt;br /&gt;
| Stage clear&lt;br /&gt;
|-&lt;br /&gt;
| 1701 &lt;br /&gt;
| b_stg_cch_wk_s37_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m almost there! &lt;br /&gt;
|-&lt;br /&gt;
| 1702 &lt;br /&gt;
| b_stg_cch_wk_s38_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now you know why I am the best! &lt;br /&gt;
| A Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1703 &lt;br /&gt;
| b_stg_cch_wk_s38_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it! &lt;br /&gt;
| Stage Clear&lt;br /&gt;
|-&lt;br /&gt;
| 1704 &lt;br /&gt;
| b_stg_cch_wk_s39_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Piece of cake. &lt;br /&gt;
| B Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1705 &lt;br /&gt;
| b_stg_cch_wk_s39_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it, Sonic! &lt;br /&gt;
| A Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1706 &lt;br /&gt;
| b_stg_cch_wk_s40_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm, that wasn&#039;t so difficult. &lt;br /&gt;
| C Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1707 &lt;br /&gt;
| b_stg_cch_wk_s40_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Very good! &lt;br /&gt;
| B Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1708 &lt;br /&gt;
| b_stg_cch_wk_s41_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I should have tried a little harder. &lt;br /&gt;
| D Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1709 &lt;br /&gt;
| b_stg_cch_wk_s41_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| That was easy! &lt;br /&gt;
| C Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1710 &lt;br /&gt;
| b_stg_cch_wk_s42_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| That was too close. &lt;br /&gt;
| E Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1711 &lt;br /&gt;
| b_stg_cch_wk_s42_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| That was a little tough. &lt;br /&gt;
| D Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1712 &lt;br /&gt;
| b_stg_cch_wk_s43_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now no one stands in my way! &lt;br /&gt;
|-&lt;br /&gt;
| 1713 &lt;br /&gt;
| b_stg_cch_wk_s43_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I got to do better next time. &lt;br /&gt;
| E Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1714 &lt;br /&gt;
| b_stg_cch_wk_s44_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Anytime you&#039;re ready to battle! &lt;br /&gt;
|-&lt;br /&gt;
| 1715 &lt;br /&gt;
| b_stg_cch_wk_s44_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, how&#039;s that?! &lt;br /&gt;
| Clear Tails vs. Eggman 1&lt;br /&gt;
|-&lt;br /&gt;
| 1716 &lt;br /&gt;
| b_stg_cch_wk_s45_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oto! &lt;br /&gt;
| Ledge grab, which is normally impossible&lt;br /&gt;
|-&lt;br /&gt;
| 1717 &lt;br /&gt;
| b_stg_cch_wk_s45_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Like Sonic, I won&#039;t give up! &lt;br /&gt;
|-&lt;br /&gt;
| 1718 &lt;br /&gt;
| b_stg_cch_wk_s46_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| YUSHO &lt;br /&gt;
| Pick up item&lt;br /&gt;
|-&lt;br /&gt;
| 1719 &lt;br /&gt;
| b_stg_cch_wk_s46_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yo. &lt;br /&gt;
| Ledge grab&lt;br /&gt;
|-&lt;br /&gt;
| 1720 &lt;br /&gt;
| b_stg_cch_wk_s47_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horey. &lt;br /&gt;
| Putting object down&lt;br /&gt;
|-&lt;br /&gt;
| 1721 &lt;br /&gt;
| b_stg_cch_wk_s47_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Isho &lt;br /&gt;
| Picking up object&lt;br /&gt;
|-&lt;br /&gt;
| 1722 &lt;br /&gt;
| b_stg_cch_wk_s48_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horey. &lt;br /&gt;
| Throwing object in midair&lt;br /&gt;
|-&lt;br /&gt;
| 1723 &lt;br /&gt;
| b_stg_cch_wk_s48_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here. &lt;br /&gt;
| Putting object down&lt;br /&gt;
|-&lt;br /&gt;
| 1724 &lt;br /&gt;
| b_stg_cch_wk_s49_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1725 &lt;br /&gt;
| b_stg_cch_wk_s49_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Throwing object in midair&lt;br /&gt;
|-&lt;br /&gt;
| 1726 &lt;br /&gt;
| b_stg_cch_wk_s50_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh... &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1727 &lt;br /&gt;
| b_stg_cch_wk_s50_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1728 &lt;br /&gt;
| b_stg_cch_wk_s51_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horeyhorey &lt;br /&gt;
| Shaking object&lt;br /&gt;
|-&lt;br /&gt;
| 1729 &lt;br /&gt;
| b_stg_cch_wk_s51_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Everything will be okay. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1730 &lt;br /&gt;
| b_stg_cch_wk_s52_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| YU &lt;br /&gt;
| Slap/kick&lt;br /&gt;
|-&lt;br /&gt;
| 1731 &lt;br /&gt;
| b_stg_cch_wk_s52_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yusho. &lt;br /&gt;
| Shaking object&lt;br /&gt;
|-&lt;br /&gt;
| 1732 &lt;br /&gt;
| b_stg_cch_wk_s53_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yes! Recharged! &lt;br /&gt;
| 2P Special Attack ready&lt;br /&gt;
|-&lt;br /&gt;
| 1733 &lt;br /&gt;
| b_stg_cch_wk_s53_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Tail attack&lt;br /&gt;
|-&lt;br /&gt;
| 1734 &lt;br /&gt;
| b_stg_cch_wk_s54_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1735 &lt;br /&gt;
| b_stg_cga_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Sonic! Come here if you want to save her life! &lt;br /&gt;
| Crazy Gadget intro (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1736 &lt;br /&gt;
| b_stg_cga_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you doing?! Sonic! There&#039;s no time for games! &lt;br /&gt;
| Plays 2 minutes into Crazy Gadget if the player hasn&#039;t reached the gravity maze (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1737 &lt;br /&gt;
| b_stg_cga_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re too slow! Sonic, if you don&#039;t come here, she will die! &lt;br /&gt;
| Plays 4 minutes into Crazy Gadget and every 2 minutes afterwards until the player reaches the gravity maze (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1738 &lt;br /&gt;
| b_stg_cga_e03_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Emergency! Emergency! &lt;br /&gt;
| Reaching the hallway before the gravity maze in Crazy Gadget (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1739 &lt;br /&gt;
| b_stg_cga_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well done, Sonic, but you&#039;ll never leave this room alive! Haha! &lt;br /&gt;
| Entering the gravity maze in Crazy Gadget (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1740 &lt;br /&gt;
| b_stg_cga_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails and Amy are in danger! Hurry, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 1741 &lt;br /&gt;
| b_stg_cga_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The gravity control switch has messed up the forces of gravity! Use the switch to get out. &lt;br /&gt;
|-&lt;br /&gt;
| 1742 &lt;br /&gt;
| b_stg_cga_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can change the gravitational force using the gravity control switch. &lt;br /&gt;
|-&lt;br /&gt;
| 1743 &lt;br /&gt;
| b_stg_cga_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When stuck, use the switch to reverse the force of gravity. &lt;br /&gt;
|-&lt;br /&gt;
| 1744 &lt;br /&gt;
| b_stg_cga_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Homing Attack when the electrical shield is off. &lt;br /&gt;
|-&lt;br /&gt;
| 1745 &lt;br /&gt;
| b_stg_cga_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the high-speed warp tube. Break the glass and jump in! &lt;br /&gt;
|-&lt;br /&gt;
| 1746 &lt;br /&gt;
| b_stg_cga_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grinding is easier using Light Dash. &lt;br /&gt;
|-&lt;br /&gt;
| 1747 &lt;br /&gt;
| b_stg_cga_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Homing Attack to get to the next block. &lt;br /&gt;
|-&lt;br /&gt;
| 1748 &lt;br /&gt;
| b_stg_cga_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| See the item box over there? Jump and get it. Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1749 &lt;br /&gt;
| b_stg_cga_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to throw the switch to activate the missile. If the missile is not there, you have to go back using the spring. &lt;br /&gt;
|-&lt;br /&gt;
| 1750 &lt;br /&gt;
| b_stg_cga_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Amy, Tails, I&#039;m on my way! &lt;br /&gt;
| Crazy Gadget Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1751 &lt;br /&gt;
| b_stg_cga_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This place is a real pain in the butt. &lt;br /&gt;
| Crazy Gadget Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1752 &lt;br /&gt;
| b_stg_cor_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right, Tails! Now, destroy the security door leading to the Cannon&#039;s Core! &lt;br /&gt;
| Reaching the first turn in Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
| 1753 &lt;br /&gt;
| b_stg_cor_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right! Now it&#039;s my turn! &lt;br /&gt;
| Cannon&#039;s Core (Eggman) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1754 &lt;br /&gt;
| b_stg_cor_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! There should be an emergency switch in the dome to drain the liquid out of the core. See if you can find it! &lt;br /&gt;
| Cannon&#039;s Core (Rouge) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1755 &lt;br /&gt;
| b_stg_cor_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Knuckles, can you hear me? The last security door to the core should be in front of you. Find the switch that opens the door. &lt;br /&gt;
| Cannon&#039;s Core (Knuckles) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1756 &lt;br /&gt;
| b_stg_cor_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! Get past the energy field to get to the core! You&#039;re our last chance. We&#039;re depending on you! &lt;br /&gt;
| Cannon&#039;s Core (Sonic) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1757 &lt;br /&gt;
| b_stg_cor_e05_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. The intruder has breached the system area. Initiate debug program. &lt;br /&gt;
| Cannon&#039;s Core (Tails) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1758 &lt;br /&gt;
| b_stg_cor_e06_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. Energy core safe program terminated. Self-repair program initializing. &lt;br /&gt;
| Pressing the emergency switch in Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 1759 &lt;br /&gt;
| b_stg_cor_e07_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. Primary security lock system terminated. Initiate final defense systems. &lt;br /&gt;
| Opening the main security door in Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
| 1760 &lt;br /&gt;
| b_stg_cor_e08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Okay, Tails. There should be a security door somewhere in the room. You need to destroy it! &lt;br /&gt;
| Entering the final room in Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
| 1761 &lt;br /&gt;
| b_stg_cor_e09_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Great, Eggman! There should be a security door somewhere in this room. &lt;br /&gt;
| Entering the final room in Cannon&#039;s Core (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
| 1762 &lt;br /&gt;
| b_stg_cor_e10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Good job, Rouge! Hurry! Throw the switch and drain the liquid! &lt;br /&gt;
| Opening the capsule containing the emergency switch in Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 1763 &lt;br /&gt;
| b_stg_cor_e11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Knuckles, I found the switch on radar. The security door control switch is accessible from the waterway... over there! &lt;br /&gt;
| Passing through the first underwater current in Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
| 1764 &lt;br /&gt;
| b_stg_cor_e12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! You should have cleared the electrical disturbance. It&#039;s all up to you now! &lt;br /&gt;
| Approaching the fluid slide in Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
| 1765 &lt;br /&gt;
| b_stg_cor_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine suspends time. Use the switch to stop time for a while. &lt;br /&gt;
|-&lt;br /&gt;
| 1766 &lt;br /&gt;
| b_stg_cor_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You should be able to stop the laser using that switch. &lt;br /&gt;
|-&lt;br /&gt;
| 1767 &lt;br /&gt;
| b_stg_cor_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Activate the time control switch by using the lock-on. &lt;br /&gt;
|-&lt;br /&gt;
| 1768 &lt;br /&gt;
| b_stg_cor_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Break through the floor here! &lt;br /&gt;
|-&lt;br /&gt;
| 1769 &lt;br /&gt;
| b_stg_cor_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There must be a secret passage somewhere in this room. &lt;br /&gt;
|-&lt;br /&gt;
| 1770 &lt;br /&gt;
| b_stg_cor_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You&#039;re running out of air! Did you find the Air Necklace yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1771 &lt;br /&gt;
| b_stg_cor_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If those blocks were not there, you could get through. &lt;br /&gt;
|-&lt;br /&gt;
| 1772 &lt;br /&gt;
| b_stg_cor_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stopping time might stop the water flow. &lt;br /&gt;
|-&lt;br /&gt;
| 1773 &lt;br /&gt;
| b_stg_cor_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The switch to the security lock is located somewhere down there. &lt;br /&gt;
|-&lt;br /&gt;
| 1774 &lt;br /&gt;
| b_stg_cor_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t get through because of the rushing water. &lt;br /&gt;
|-&lt;br /&gt;
| 1775 &lt;br /&gt;
| b_stg_cor_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This switch suspends time. You will be able to stop time for a while. &lt;br /&gt;
|-&lt;br /&gt;
| 1776 &lt;br /&gt;
| b_stg_cor_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can get to the other side if you use the blocks wisely. &lt;br /&gt;
|-&lt;br /&gt;
| 1777 &lt;br /&gt;
| b_stg_cor_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for the laser as you go through here. &lt;br /&gt;
|-&lt;br /&gt;
| 1778 &lt;br /&gt;
| b_stg_cor_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This must be the switch to drain the water, but first, you have to open this capsule. &lt;br /&gt;
|-&lt;br /&gt;
| 1779 &lt;br /&gt;
| b_stg_cor_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The walls in the storage area are too slippery to scale. &lt;br /&gt;
|-&lt;br /&gt;
| 1780 &lt;br /&gt;
| b_stg_cor_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the Sunglasses and use them to find hidden items. &lt;br /&gt;
|-&lt;br /&gt;
| 1781 &lt;br /&gt;
| b_stg_cor_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The area below the enemies has no floor. Be careful not to fall! &lt;br /&gt;
|-&lt;br /&gt;
| 1782 &lt;br /&gt;
| b_stg_cor_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Once you get out of here, it will be up to them! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1783 &lt;br /&gt;
| b_stg_cor_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s no way I can leave without that emerald over there... &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1784 &lt;br /&gt;
| b_stg_cor_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Are we cutting it kind of close? No time! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1785 &lt;br /&gt;
| b_stg_cor_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m unstoppable now! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1786 &lt;br /&gt;
| b_stg_cor_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll give it my best shot! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1787 &lt;br /&gt;
| b_stg_cor_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The central dome must be over there. &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1788 &lt;br /&gt;
| b_stg_cor_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Where is that switch Eggman was talking about? &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1789 &lt;br /&gt;
| b_stg_cor_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is that switch? &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1790 &lt;br /&gt;
| b_stg_cor_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The Cannon&#039;s Core is over there. &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1791 &lt;br /&gt;
| b_stg_cor_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I should get over there, now! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1792 &lt;br /&gt;
| b_stg_cs_101_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The President must be over there! Let&#039;s go! &lt;br /&gt;
| Route 101 intro&lt;br /&gt;
|-&lt;br /&gt;
| 1793 &lt;br /&gt;
| b_stg_cs_101_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah, I found the President! &lt;br /&gt;
| Clear Route 101&lt;br /&gt;
|-&lt;br /&gt;
| 1794 &lt;br /&gt;
| b_stg_cs_101_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m getting closer! &lt;br /&gt;
| Route 101 Checkpoint 1&lt;br /&gt;
|-&lt;br /&gt;
| 1795 &lt;br /&gt;
| b_stg_cs_101_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! Did you find the President? &lt;br /&gt;
| Route 101 half-way&lt;br /&gt;
|-&lt;br /&gt;
| 1796 &lt;br /&gt;
| b_stg_cs_101_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Almost, Sonic! Just a few more minutes. &lt;br /&gt;
| Route 101 half-way&lt;br /&gt;
|-&lt;br /&gt;
| 1797 &lt;br /&gt;
| b_stg_cs_101_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Something&#039;s on the radar. We are very close! &lt;br /&gt;
| Route 101 (unused)&lt;br /&gt;
|-&lt;br /&gt;
| 1798 &lt;br /&gt;
| b_stg_cs_101_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oh no! I lost him! &lt;br /&gt;
| Route 101 failure by time out&lt;br /&gt;
|-&lt;br /&gt;
| 1799 &lt;br /&gt;
| b_stg_cs_280_e00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m picking up the signal from the emerald. Fox boy, wait for me! &lt;br /&gt;
| Route 280 intro&lt;br /&gt;
|-&lt;br /&gt;
| 1800 &lt;br /&gt;
| b_stg_cs_280_e01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I found it, fox boy! &lt;br /&gt;
| Clear Route 280&lt;br /&gt;
|-&lt;br /&gt;
| 1801 &lt;br /&gt;
| b_stg_cs_280_e02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I must be getting closer! &lt;br /&gt;
| Route 280 first checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1802 &lt;br /&gt;
| b_stg_cs_280_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! Did you find Tails? &lt;br /&gt;
| Route 280 second checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1803 &lt;br /&gt;
| b_stg_cs_280_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wait a minute. Be quiet! Just leave it to me! &lt;br /&gt;
| Route 280 second checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1804 &lt;br /&gt;
| b_stg_cs_280_e05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The signal is strong; the emerald&#039;s close. Yes, I&#039;ve got it! &lt;br /&gt;
|-&lt;br /&gt;
| 1805 &lt;br /&gt;
| b_stg_cs_280_e06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What a time to run out of gas... &lt;br /&gt;
| Route 280 failure by time out&lt;br /&gt;
|-&lt;br /&gt;
| 1806 &lt;br /&gt;
| b_stg_cty_e00_ot &lt;br /&gt;
| Radio &lt;br /&gt;
| Attention all units! Suspect seen heading south. Block all major roads and capture the suspect. &lt;br /&gt;
| City Escape intro&lt;br /&gt;
|-&lt;br /&gt;
| 1807 &lt;br /&gt;
| b_stg_cty_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao! I&#039;m here to help you! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1808 &lt;br /&gt;
| b_stg_cty_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of military robots around here. Be careful! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1809 &lt;br /&gt;
| b_stg_cty_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button on the ramp and you&#039;ll be able to do a trick! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1810 &lt;br /&gt;
| b_stg_cty_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What did I do? &lt;br /&gt;
| City Escape Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1811 &lt;br /&gt;
| b_stg_cty_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This city sure has some steep hills. &lt;br /&gt;
| City Escape Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1812 &lt;br /&gt;
| b_stg_cyn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the three pieces of the Master Emerald hidden somewhere around here. Use the radar at the bottom of the screen and hints to help you find them all. &lt;br /&gt;
|-&lt;br /&gt;
| 1813 &lt;br /&gt;
| b_stg_cyn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There may be something useful in that box the statue is holding. Find the digging tool in another stage, and then come back. &lt;br /&gt;
|-&lt;br /&gt;
| 1814 &lt;br /&gt;
| b_stg_cyn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This car is very tough! You can&#039;t destroy it, but you can move it with a punch attack. &lt;br /&gt;
|-&lt;br /&gt;
| 1815 &lt;br /&gt;
| b_stg_cyn_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press and hold A button while jumping and you&#039;ll be able to fly short distances. This is called gliding, but you knew that already, right? &lt;br /&gt;
|-&lt;br /&gt;
| 1816 &lt;br /&gt;
| b_stg_cyn_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Super strong wind! Riding the wind is the easiest way to get to high places. &lt;br /&gt;
|-&lt;br /&gt;
| 1817 &lt;br /&gt;
| b_stg_cyn_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Lonely Statue area. He looks lonely! &lt;br /&gt;
|-&lt;br /&gt;
| 1818 &lt;br /&gt;
| b_stg_cyn_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Sphynx Head is buried here. &lt;br /&gt;
|-&lt;br /&gt;
| 1819 &lt;br /&gt;
| b_stg_cyn_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Stone Dance Hall. The wind is very strong in here! &lt;br /&gt;
|-&lt;br /&gt;
| 1820 &lt;br /&gt;
| b_stg_cyn_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Chamber of Wind. Do you see the Wind Altar? &lt;br /&gt;
|-&lt;br /&gt;
| 1821 &lt;br /&gt;
| b_stg_cyn_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this passage to get to the Chamber of Wind. &lt;br /&gt;
|-&lt;br /&gt;
| 1822 &lt;br /&gt;
| b_stg_cyn_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If I don&#039;t hurry it up, that bat girl will find it first! &lt;br /&gt;
| Wild Canyon Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1823 &lt;br /&gt;
| b_stg_cyn_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s some serious wind. &lt;br /&gt;
| Wild Canyon Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1824 &lt;br /&gt;
| b_stg_dlg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Oasis Prison. There are no air pockets! &lt;br /&gt;
|-&lt;br /&gt;
| 1825 &lt;br /&gt;
| b_stg_dlg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to the desert. It&#039;s hot! I saw something in the oasis. Do you want to go there? &lt;br /&gt;
|-&lt;br /&gt;
| 1826 &lt;br /&gt;
| b_stg_dlg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Three pieces of the emerald are hidden somewhere around here. Watch the radar at the bottom of the screen and use hints. It&#039;s the best way to find them all! &lt;br /&gt;
|-&lt;br /&gt;
| 1827 &lt;br /&gt;
| b_stg_dlg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button while jumping to fly, or should I say glide! Isn&#039;t this cool? &lt;br /&gt;
|-&lt;br /&gt;
| 1828 &lt;br /&gt;
| b_stg_dlg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stand on the floating turtle to travel from this oasis to the other. &lt;br /&gt;
|-&lt;br /&gt;
| 1829 &lt;br /&gt;
| b_stg_dlg_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold onto the swimming turtle to travel through the underwater passage. &lt;br /&gt;
|-&lt;br /&gt;
| 1830 &lt;br /&gt;
| b_stg_dlg_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Oasis. &lt;br /&gt;
|-&lt;br /&gt;
| 1831 &lt;br /&gt;
| b_stg_dlg_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Small Oasis. &lt;br /&gt;
|-&lt;br /&gt;
| 1832 &lt;br /&gt;
| b_stg_dlg_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Three Head Wall. &lt;br /&gt;
|-&lt;br /&gt;
| 1833 &lt;br /&gt;
| b_stg_dlg_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Statue&#039;s Pool. &lt;br /&gt;
|-&lt;br /&gt;
| 1834 &lt;br /&gt;
| b_stg_dlg_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Even if I collect all the pieces, can he really put it back together? &lt;br /&gt;
| Dry Lagoon Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1835 &lt;br /&gt;
| b_stg_dlg_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I hate places like this! &lt;br /&gt;
|-&lt;br /&gt;
| 1836 &lt;br /&gt;
| b_stg_dtc_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can&#039;t break the steel containers? Find a special pair of gloves, then you can break them and get on your way. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1837 &lt;br /&gt;
| b_stg_dtc_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try digging through parts of walls to get to the other side. Try it on odd-looking walls. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1838 &lt;br /&gt;
| b_stg_dtc_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Red Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1839 &lt;br /&gt;
| b_stg_dtc_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Blue Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1840 &lt;br /&gt;
| b_stg_dtc_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Green Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1841 &lt;br /&gt;
| b_stg_dtc_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Pyramid Core. A huge, complex machine is working! &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1842 &lt;br /&gt;
| b_stg_dtc_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the hourglass to open the door. There must be one somewhere. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1843 &lt;br /&gt;
| b_stg_dtc_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Where is the key hidden? Think! &lt;br /&gt;
| Death Chamber Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1844 &lt;br /&gt;
| b_stg_dtc_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sheesh! It&#039;s like a maze. &lt;br /&gt;
| Death Chamber Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1845 &lt;br /&gt;
| b_stg_egq_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The key may be buried. Did you find a digging tool? &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1846 &lt;br /&gt;
| b_stg_egq_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try digging into walls that look odd. You might find a secret passageway! &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1847 &lt;br /&gt;
| b_stg_egq_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the beetle robots! Take cover in the shadows, or else it will shoot a laser at you! &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1848 &lt;br /&gt;
| b_stg_egq_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch the enemy detector which is next to the emerald radar. If the detector lights up, be careful. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1849 &lt;br /&gt;
| b_stg_egq_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Scorpion Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1850 &lt;br /&gt;
| b_stg_egq_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Fish Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1851 &lt;br /&gt;
| b_stg_egq_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Snake Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1852 &lt;br /&gt;
| b_stg_egq_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Snake Altar. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1853 &lt;br /&gt;
| b_stg_egq_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The key&#039;s got to be somewhere around here. &lt;br /&gt;
| Egg Quarters Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1854 &lt;br /&gt;
| b_stg_egq_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There sure are a lot of weird robots around here. &lt;br /&gt;
| Egg Quarters Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1855 &lt;br /&gt;
| b_stg_enm_e00_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a creepy laugh here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1856 &lt;br /&gt;
| b_stg_enm_e01_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a creepy laugh here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1857 &lt;br /&gt;
| b_stg_enm_e02_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a yell here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1858 &lt;br /&gt;
| b_stg_enm_e03_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a growl here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1859 &lt;br /&gt;
| b_stg_enm_e04_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a cackle similar to King Boom Boo here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1860 &lt;br /&gt;
| b_stg_enm_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of Eggman&#039;s robots around here! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1861 &lt;br /&gt;
| b_stg_enm_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of electric shields. They hurt! Attack once the shield is down. &lt;br /&gt;
| Spark Beetle GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1862 &lt;br /&gt;
| b_stg_enm_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use enemies to get to higher places. &lt;br /&gt;
|-&lt;br /&gt;
| 1863 &lt;br /&gt;
| b_stg_enm_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Move the analogue thumbpad back and forth to escape the enemy ball trap. &lt;br /&gt;
|-&lt;br /&gt;
| 1864 &lt;br /&gt;
| b_stg_enm_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your punch attack to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1865 &lt;br /&gt;
| b_stg_enm_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your kick attack to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1866 &lt;br /&gt;
| b_stg_enm_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Somersault to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1867 &lt;br /&gt;
| b_stg_enm_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Square cars are invincible! Knock them off their tracks. &lt;br /&gt;
| Rhino Metal GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1868 &lt;br /&gt;
| b_stg_enm_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the shield robots, attack their feet. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1869 &lt;br /&gt;
| b_stg_enm_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the shield robots, use your punch attack. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1870 &lt;br /&gt;
| b_stg_enm_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using your kick attack to defeat the shield robots. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1871 &lt;br /&gt;
| b_stg_enm_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Homing Attacks are useless against the shield robots. Try punching them when they get close. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1872 &lt;br /&gt;
| b_stg_enm_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing bullets from the robots. They will follow you! &lt;br /&gt;
|-&lt;br /&gt;
| 1873 &lt;br /&gt;
| b_stg_enm_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the bomb robots, try locking on to the bombs and robots. &lt;br /&gt;
| Hornet-type GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1874 &lt;br /&gt;
| b_stg_enm_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| These ghosts sure like teasing you! Kind of scary, though. &lt;br /&gt;
|-&lt;br /&gt;
| 1875 &lt;br /&gt;
| b_stg_enm_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If a ghost grabs you, move the analogue thumbpad back and forth to escape. &lt;br /&gt;
|-&lt;br /&gt;
| 1876 &lt;br /&gt;
| b_stg_enm_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack the big ghost and make him shrink. &lt;br /&gt;
|-&lt;br /&gt;
| 1877 &lt;br /&gt;
| b_stg_enm_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are some robots that look like research projects. &lt;br /&gt;
| Artificial Chaos hint&lt;br /&gt;
|-&lt;br /&gt;
| 1878 &lt;br /&gt;
| b_stg_enm_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful of the Artificial Chaos&#039; sting! It hurts! &lt;br /&gt;
|-&lt;br /&gt;
| 1879 &lt;br /&gt;
| b_stg_enm_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aim for its head! That&#039;s its weak point. &lt;br /&gt;
| Artificial Chaos hint&lt;br /&gt;
|-&lt;br /&gt;
| 1880 &lt;br /&gt;
| b_stg_enm_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that you can pick up the bombs and throw them? &lt;br /&gt;
|-&lt;br /&gt;
| 1881 &lt;br /&gt;
| b_stg_enm_h21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the Vulcan Fighter! Its cannon is very powerful. If you see it, run! &lt;br /&gt;
|-&lt;br /&gt;
| 1882 &lt;br /&gt;
| b_stg_ete_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m scared of high places! Use hovering to slow down. &lt;br /&gt;
|-&lt;br /&gt;
| 1883 &lt;br /&gt;
| b_stg_ete_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If the dynamite packs explode, the colony will be damaged. You will be sucked out into space! Remember, explosives are very bad! &lt;br /&gt;
|-&lt;br /&gt;
| 1884 &lt;br /&gt;
| b_stg_ete_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lots of dynamite packs around here! Be very careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1885 &lt;br /&gt;
| b_stg_ete_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Dynamite packs on the floor, too! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1886 &lt;br /&gt;
| b_stg_ete_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, to release the lock-on, hold B button down. &lt;br /&gt;
|-&lt;br /&gt;
| 1887 &lt;br /&gt;
| b_stg_ete_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s the colony&#039;s power generator. You have to destroy it! &lt;br /&gt;
|-&lt;br /&gt;
| 1888 &lt;br /&gt;
| b_stg_ete_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The landing area is down there. Try landing over there! Are you okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1889 &lt;br /&gt;
| b_stg_ete_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This door is locked! The switch to unlock the door should be around here somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 1890 &lt;br /&gt;
| b_stg_ete_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To break the steel container, you need a stronger weapon. &lt;br /&gt;
|-&lt;br /&gt;
| 1891 &lt;br /&gt;
| b_stg_ete_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Over there is the main tower where the power generator is located. Let&#039;s go! Don&#039;t be afraid. &lt;br /&gt;
|-&lt;br /&gt;
| 1892 &lt;br /&gt;
| b_stg_ete_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to find the power supply and destroy it! &lt;br /&gt;
| Eternal Engine Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1893 &lt;br /&gt;
| b_stg_ete_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s getting hard to breathe in here. &lt;br /&gt;
| Eternal Engine Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1894 &lt;br /&gt;
| b_stg_fal_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful not to fall! &lt;br /&gt;
|-&lt;br /&gt;
| 1895 &lt;br /&gt;
| b_stg_fal_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, there is no air from this point on. Careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1896 &lt;br /&gt;
| b_stg_fal_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go up! &lt;br /&gt;
|-&lt;br /&gt;
| 1897 &lt;br /&gt;
| b_stg_fch_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stay away from the spinning drum or you will be sucked in. Try running! &lt;br /&gt;
|-&lt;br /&gt;
| 1898 &lt;br /&gt;
| b_stg_fch_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I don&#039;t know who you are, but I will destroy you. &lt;br /&gt;
| Final Chase Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1899 &lt;br /&gt;
| b_stg_fch_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| This place hasn&#039;t changed a bit. &lt;br /&gt;
| Final Chase Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1900 &lt;br /&gt;
| b_stg_for_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left. This island is about to explode! &lt;br /&gt;
| Green Forest Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1901 &lt;br /&gt;
| b_stg_for_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There are even military robots here, too. &lt;br /&gt;
| Green Forest Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1902 &lt;br /&gt;
| b_stg_fru_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Artificial Chaos! They are different than the ones you&#039;ve seen before. &lt;br /&gt;
|-&lt;br /&gt;
| 1903 &lt;br /&gt;
| b_stg_fru_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try jumping on the rail. Try grinding from here! &lt;br /&gt;
|-&lt;br /&gt;
| 1904 &lt;br /&gt;
| b_stg_fru_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get more speed using Jump Dash! Try grinding up the steep incline. It&#039;s fun! &lt;br /&gt;
|-&lt;br /&gt;
| 1905 &lt;br /&gt;
| b_stg_fru_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The pipes are like a maze! Use the light-colored pipes to find your way out. &lt;br /&gt;
|-&lt;br /&gt;
| 1906 &lt;br /&gt;
| b_stg_fru_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time to waste. It&#039;s about to fire! &lt;br /&gt;
| Final Rush Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1907 &lt;br /&gt;
| b_stg_fru_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1908 &lt;br /&gt;
| b_stg_fru_w02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s nothing that can stop me, even when I&#039;m in outer space. &lt;br /&gt;
| Final Rush Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1909 &lt;br /&gt;
| b_stg_gat_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Intruder alert! Assume Level 1 defense formation. &lt;br /&gt;
| Iron Gate intro&lt;br /&gt;
|-&lt;br /&gt;
| 1910 &lt;br /&gt;
| b_stg_gat_e01_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 1 security door breach. Emergency formation. Intercept intruder! &lt;br /&gt;
| Destroying the first security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1911 &lt;br /&gt;
| b_stg_gat_e02_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 2 security door breach! Level 2 security door breach! &lt;br /&gt;
| Destroying the first Level 2 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1912 &lt;br /&gt;
| b_stg_gat_e03_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 3 security door breach! Intruder has breached section 3-8. Get him! &lt;br /&gt;
| Destroying the first Level 3 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1913 &lt;br /&gt;
| b_stg_gat_e04_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 4 security door breach! &lt;br /&gt;
| Destroying the first Level 4 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1914 &lt;br /&gt;
| b_stg_gat_e05_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 5 security door breach! Switch to emergency defense mode! Lock down final security door! &lt;br /&gt;
| Destroying the first Level 5 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1915 &lt;br /&gt;
| b_stg_gat_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Eggman&#039;s weapon the destroy the security door. &lt;br /&gt;
|-&lt;br /&gt;
| 1916 &lt;br /&gt;
| b_stg_gat_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The door is locked in four places! Lock-on to all four to destroy it. &lt;br /&gt;
|-&lt;br /&gt;
| 1917 &lt;br /&gt;
| b_stg_gat_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This security door cannot be destroyed with your weapon. Look for the missile! &lt;br /&gt;
|-&lt;br /&gt;
| 1918 &lt;br /&gt;
| b_stg_gat_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No matter what you do, it&#039;s mine! &lt;br /&gt;
| Iron Gate Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1919 &lt;br /&gt;
| b_stg_gat_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Do you think that pile of junk is going to stop me? &lt;br /&gt;
| Iron Gate Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1920 &lt;br /&gt;
| b_stg_har_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Missile launch in 15 seconds. &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1921 &lt;br /&gt;
| b_stg_har_e01_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| 10, 9, 8, 7, 6, 5, 4, 3, 2, 1... &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1922 &lt;br /&gt;
| b_stg_har_e02_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Fire. &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1923 &lt;br /&gt;
| b_stg_har_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The missile is about to be fired! Grab hold of the handle and you should be able to make it. Hurry! There&#039;s no time left! &lt;br /&gt;
| Metal Harbour Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1924 &lt;br /&gt;
| b_stg_har_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to use the Light Shoes. Use them when you get near a path of rings. &lt;br /&gt;
| Metal Harbour Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1925 &lt;br /&gt;
| b_stg_har_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t let go of the analogue thumbpad while doing the loop-de-loop! &lt;br /&gt;
|-&lt;br /&gt;
| 1926 &lt;br /&gt;
| b_stg_har_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m out of here! &lt;br /&gt;
| Metal Harbour Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1927 &lt;br /&gt;
| b_stg_har_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m impressed. &lt;br /&gt;
| Metal Harbour Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1928 &lt;br /&gt;
| b_stg_hbs_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s quicksand and very dangerous! Avoid falling into the sand. &lt;br /&gt;
|-&lt;br /&gt;
| 1929 &lt;br /&gt;
| b_stg_hbs_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try shooting strange-looking walls. You can find your way out. &lt;br /&gt;
|-&lt;br /&gt;
| 1930 &lt;br /&gt;
| b_stg_hbs_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Blow up the dynamite packs on the pillars and the platforms will collapse. &lt;br /&gt;
|-&lt;br /&gt;
| 1931 &lt;br /&gt;
| b_stg_hbs_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There must be a way to get in there. &lt;br /&gt;
| Hidden Base Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1932 &lt;br /&gt;
| b_stg_hbs_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Can I break this? &lt;br /&gt;
| Hidden Base Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1933 &lt;br /&gt;
| b_stg_hwy_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Slide across the suspension cable on the bridge. &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1934 &lt;br /&gt;
| b_stg_hwy_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Slide across the suspension cable on the bridge. Press A button at the end and jump even farther! &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1935 &lt;br /&gt;
| b_stg_hwy_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button at the right time when swinging on the bar and see what happens! &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1936 &lt;br /&gt;
| b_stg_hwy_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Let&#039;s ditch these guys and blow this city. &lt;br /&gt;
| Radical Highway Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1937 &lt;br /&gt;
| b_stg_hwy_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Foolish humans... &lt;br /&gt;
| Radical Highway Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1938 &lt;br /&gt;
| b_stg_jng_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lots of vines around here. Grab on and take it for a ride! If you find one, give it a try! &lt;br /&gt;
|-&lt;br /&gt;
| 1939 &lt;br /&gt;
| b_stg_jng_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try Somersaulting to get through really tight spaces! &lt;br /&gt;
|-&lt;br /&gt;
| 1940 &lt;br /&gt;
| b_stg_jng_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to waste. It&#039;s about to explode! &lt;br /&gt;
| White Jungle Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1941 &lt;br /&gt;
| b_stg_jng_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Fog... it doesn&#039;t bother me. &lt;br /&gt;
| White Jungle Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1942 &lt;br /&gt;
| b_stg_lco_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The colony was shut down 50 years ago. The only thing left are the guard robots! &lt;br /&gt;
| Lost Colony information&lt;br /&gt;
|-&lt;br /&gt;
| 1943 &lt;br /&gt;
| b_stg_lco_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies may be hiding in the dark, so be careful as you proceed. &lt;br /&gt;
|-&lt;br /&gt;
| 1944 &lt;br /&gt;
| b_stg_lco_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are many holes in the floor. Be careful not to fall in! &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1945 &lt;br /&gt;
| b_stg_lco_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you fall into the hole, that&#039;s the end. Try hovering over them. &lt;br /&gt;
|-&lt;br /&gt;
| 1946 &lt;br /&gt;
| b_stg_lco_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Defeating the enemies brightens the room, so you can see better. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1947 &lt;br /&gt;
| b_stg_lco_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s useless to run around in circles! Find a way out of the maze. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1948 &lt;br /&gt;
| b_stg_lco_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Are you stuck? Try going up and down. I know you will find a way out! &lt;br /&gt;
|-&lt;br /&gt;
| 1949 &lt;br /&gt;
| b_stg_lco_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try hovering to fly over it. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1950 &lt;br /&gt;
| b_stg_lco_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can you see the step below you? Try hovering to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 1951 &lt;br /&gt;
| b_stg_lco_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I thought the central control room was this way! &lt;br /&gt;
| Lost Colony Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1952 &lt;br /&gt;
| b_stg_lco_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Could this be the place my grandfather wrote of? &lt;br /&gt;
| Lost Colony Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1953 &lt;br /&gt;
| b_stg_mds_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It feels good floating! Bet jumping higher would be a breeze here. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1954 &lt;br /&gt;
| b_stg_mds_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I sense an electrical disturbance here. The detector is not working right! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1955 &lt;br /&gt;
| b_stg_mds_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The electrical disturbance is affecting all the machines! Don&#039;t trust them. Don&#039;t be fooled by the hints from them! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1956 &lt;br /&gt;
| b_stg_mds_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Detector readings are reversed! Be very careful. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1957 &lt;br /&gt;
| b_stg_mds_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are planets here that affect the gravity. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1958 &lt;br /&gt;
| b_stg_mds_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try finding something that will get you to the other planets. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1959 &lt;br /&gt;
| b_stg_mds_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Bumpy Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1960 &lt;br /&gt;
| b_stg_mds_h06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1959 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1961 &lt;br /&gt;
| b_stg_mds_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Capsule Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1962 &lt;br /&gt;
| b_stg_mds_h07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1961 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1963 &lt;br /&gt;
| b_stg_mds_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Holy Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1964 &lt;br /&gt;
| b_stg_mds_h08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1963 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1965 &lt;br /&gt;
| b_stg_mds_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Spherical Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1966 &lt;br /&gt;
| b_stg_mds_h09_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1965 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1967 &lt;br /&gt;
| b_stg_mds_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like we&#039;ll have all the pieces shortly. &lt;br /&gt;
| Mad Space Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1968 &lt;br /&gt;
| b_stg_mds_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm... these hints make no sense. &lt;br /&gt;
| Mad Space Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1969 &lt;br /&gt;
| b_stg_meh_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There&#039;s nowhere to land in space. Don&#039;t go too far away, and be careful! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1970 &lt;br /&gt;
| b_stg_meh_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Gravity is very weak here. You can jump higher and move huge boulders with ease. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1971 &lt;br /&gt;
| b_stg_meh_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Meteorites can be broken and you may find items buried deep inside! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1972 &lt;br /&gt;
| b_stg_meh_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful! Falling meteorites! If you get hit, it&#039;ll hurt! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1973 &lt;br /&gt;
| b_stg_meh_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Dimpled Meteorite. Looks like you can&#039;t go up! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1974 &lt;br /&gt;
| b_stg_meh_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Meteorite. Beware of falling meteorites! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1975 &lt;br /&gt;
| b_stg_meh_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Small Meteorite. Watch for dangerous traps! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1976 &lt;br /&gt;
| b_stg_meh_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Holy Meteorite. If you fall in, you die! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1977 &lt;br /&gt;
| b_stg_meh_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Cracked Meteorite. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1978 &lt;br /&gt;
| b_stg_meh_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Meteorite. Beware of falling meteorites! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1979 &lt;br /&gt;
| b_stg_meh_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the meteorite with a huge wall. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1980 &lt;br /&gt;
| b_stg_meh_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Tunnel Meteorite. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1981 &lt;br /&gt;
| b_stg_meh_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This just doesn&#039;t make any sense. What are the emeralds doing in space? &lt;br /&gt;
| Meteor Herd Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1982 &lt;br /&gt;
| b_stg_meh_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Something&#039;s affecting the gravity here. &lt;br /&gt;
| Meteor Herd Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1983 &lt;br /&gt;
| b_stg_meh_w02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;copy of 1982&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1984 &lt;br /&gt;
| b_stg_mis_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The earth shakes a lot here. Be careful! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1985 &lt;br /&gt;
| b_stg_mis_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Earthquake! Earthquake! Hurry and run! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1986 &lt;br /&gt;
| b_stg_mis_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of falling objects! Be very careful! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1987 &lt;br /&gt;
| b_stg_mis_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When a robot is hiding behind something, it&#039;s easier to aim from far away, and then lock-on. &lt;br /&gt;
|-&lt;br /&gt;
| 1988 &lt;br /&gt;
| b_stg_mis_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lock-on to as many dynamite packs as possible. It&#039;s a chance to get more points! &lt;br /&gt;
|-&lt;br /&gt;
| 1989 &lt;br /&gt;
| b_stg_mis_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to lose &#039;em. There must be a place to hide! &lt;br /&gt;
| Mission Street Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1990 &lt;br /&gt;
| b_stg_mis_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I hate earthquakes! &lt;br /&gt;
| Mission Street Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1991 &lt;br /&gt;
| b_stg_mis_w01_tl_1 &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1990 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1992 &lt;br /&gt;
| b_stg_pca_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Flip the hourglass to open the door. Watch the hourglass; doors close when time is up. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1993 &lt;br /&gt;
| b_stg_pca_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can&#039;t get through the door before it closes? Try a Somersault! &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1994 &lt;br /&gt;
| b_stg_pca_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Throw the switch. There might be a surprise waiting! &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1995 &lt;br /&gt;
| b_stg_pca_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This door looks different from others. It may open if you put something here. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1996 &lt;br /&gt;
| b_stg_pca_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I found the key to the door at the dead-end over there. Bring it here to open the door. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1997 &lt;br /&gt;
| b_stg_pca_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s got to be a way I can get out of this place. &lt;br /&gt;
| Pyramid Cave Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1998 &lt;br /&gt;
| b_stg_pca_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So this is what the inside of a pyramid looks like. &lt;br /&gt;
| Pyramid Cave Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1999 &lt;br /&gt;
| b_stg_phl_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the ghost train turntable. Look for a switch that changes the train&#039;s direction. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2000 &lt;br /&gt;
| b_stg_phl_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The emerald may be buried underground. Did you find a digging tool? &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2001 &lt;br /&gt;
| b_stg_phl_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Ghost Train Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2002 &lt;br /&gt;
| b_stg_phl_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Church Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2003 &lt;br /&gt;
| b_stg_phl_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Pumpkin Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2004 &lt;br /&gt;
| b_stg_phl_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Ghost Train Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2005 &lt;br /&gt;
| b_stg_phl_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Church Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2006 &lt;br /&gt;
| b_stg_phl_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Pumpkin Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2007 &lt;br /&gt;
| b_stg_phl_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Pumpkin Field. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2008 &lt;br /&gt;
| b_stg_phl_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the ghost train turntable. Move the switch in the direction you want the train to go. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2009 &lt;br /&gt;
| b_stg_phl_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this rocket to get to the top of the mountain fast. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2010 &lt;br /&gt;
| b_stg_phl_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using this rocket makes scaling mountains a breeze! &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2011 &lt;br /&gt;
| b_stg_phl_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I can sense a piece of the emerald is nearby. &lt;br /&gt;
| Pumpkin Hill Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2012 &lt;br /&gt;
| b_stg_phl_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What a weird place. &lt;br /&gt;
| Pumpkin Hill Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2013 &lt;br /&gt;
| b_stg_prl_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2014 &lt;br /&gt;
| b_stg_prl_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If the prison doors are shut, don&#039;t worry. Defeat all enemies around here and the doors open automatically. &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2015 &lt;br /&gt;
| b_stg_prl_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the mini-lift. Jump on it to go up. &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2016 &lt;br /&gt;
| b_stg_prl_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The prison door is shut because there are some enemies to defeat. Find them all! &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2017 &lt;br /&gt;
| b_stg_prl_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to find Sonic. He&#039;s in jail! &lt;br /&gt;
| Prison Lane Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2018 &lt;br /&gt;
| b_stg_prl_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| This place is huge. &lt;br /&gt;
| Prison Lane Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2019 &lt;br /&gt;
| b_stg_sch_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! Get the Chaos Emeralds before the military finds you! &lt;br /&gt;
| Security Hall intro (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2020 &lt;br /&gt;
| b_stg_sch_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurry up, Rouge! The island is set to blow up! &lt;br /&gt;
| One minute into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2021 &lt;br /&gt;
| b_stg_sch_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you doing? Get going! Bring me the Chaos Emeralds NOW. &lt;br /&gt;
| Two minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2022 &lt;br /&gt;
| b_stg_sch_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What in the world are you doing? You took longer than you were supposed to! &lt;br /&gt;
| Three minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2023 &lt;br /&gt;
| b_stg_sch_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! It&#039;s going to explode! Hurry up! Get going! &lt;br /&gt;
| Four minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2024 &lt;br /&gt;
| b_stg_sch_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No! That&#039;s no good! You&#039;ve spoiled my plans! &lt;br /&gt;
| Five seconds from failing Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2025 &lt;br /&gt;
| b_stg_sch_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look out for the red laser! It&#039;s really hot, so don&#039;t touch it! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2026 &lt;br /&gt;
| b_stg_sch_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To open the safe, grab hold of the wall and dig into the center. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2027 &lt;br /&gt;
| b_stg_sch_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All safes are locked! There may be a switch to unlock them in the room upstairs. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2028 &lt;br /&gt;
| b_stg_sch_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Check every floor to unlock each safe. Each floor has a color-coded switch that matches the safe you want to unlock. Find them all! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2029 &lt;br /&gt;
| b_stg_sch_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you remember which floor the safes are on that you want to open? &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2030 &lt;br /&gt;
| b_stg_sch_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| First floor is red, second floor is yellow, and the third floor is blue. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2031 &lt;br /&gt;
| b_stg_sch_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is A Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2032 &lt;br /&gt;
| b_stg_sch_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is B Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2033 &lt;br /&gt;
| b_stg_sch_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is C Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2034 &lt;br /&gt;
| b_stg_sch_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get to the upstairs room from here. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2035 &lt;br /&gt;
| b_stg_sch_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch the laser patterns. It&#039;s hot, so don&#039;t let it hit you! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2036 &lt;br /&gt;
| b_stg_sch_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t dig through the floor or walls because they are too strong! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2037 &lt;br /&gt;
| b_stg_sch_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ll check on that data on Shadow later. &lt;br /&gt;
| Security Hall Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2038 &lt;br /&gt;
| b_stg_sch_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You must be kidding. The security here is a joke! &lt;br /&gt;
| Security Hall Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2039 &lt;br /&gt;
| b_stg_sky_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The more you jump on this gizmo, the higher it will take you. Keep jumping until you reach the top! &lt;br /&gt;
| Sky Rail Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2040 &lt;br /&gt;
| b_stg_sky_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button and use the analogue thumbpad while grinding to jump from rail to rail. &lt;br /&gt;
| Sky Rail Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2041 &lt;br /&gt;
| b_stg_sky_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The last Chaos Emerald will be within my reach soon. &lt;br /&gt;
| Sky Rail Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2042 &lt;br /&gt;
| b_stg_sky_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That rail sure came in handy. &lt;br /&gt;
| Sky Rail Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2043 &lt;br /&gt;
| b_stg_soc_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for the quicksand below! If you fall in, there&#039;s no way out! &lt;br /&gt;
| Hidden Base Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2044 &lt;br /&gt;
| b_stg_soc_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can knock over the pillar by using the dynamite packs below. Be careful not to get squashed! &lt;br /&gt;
| Hidden Base Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2045 &lt;br /&gt;
| b_stg_soc_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now I&#039;ve got to start over from the base! &lt;br /&gt;
| Sand Ocean Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2046 &lt;br /&gt;
| b_stg_soc_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| My machines hate the sand! I&#039;ve got to get out of here. &lt;br /&gt;
| Sand Ocean Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2047 &lt;br /&gt;
| b_stg_sog_sn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The weak point is the head. Find a way to the top! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2048 &lt;br /&gt;
| b_stg_sog_sn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try to stay behind it. That&#039;s the way to get on top! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2049 &lt;br /&gt;
| b_stg_sog_sn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using your Bounce Attack. It&#039;s the easiest way up! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2050 &lt;br /&gt;
| b_stg_sog_wk_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| His weak point is in his body! First, break the outside. &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2051 &lt;br /&gt;
| b_stg_sog_wk_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep shooting the cannon! His weak point will appear. &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2052 &lt;br /&gt;
| b_stg_sog_wk_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack his weak point. It&#039;s underneath his exterior! &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2053 &lt;br /&gt;
| b_stg_stn_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1114 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2054 &lt;br /&gt;
| b_stg_stn_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1125 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2055 &lt;br /&gt;
| b_stg_stn_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1136 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2056 &lt;br /&gt;
| b_stg_stn_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1147 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2057 &lt;br /&gt;
| b_stg_stn_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1158 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2058 &lt;br /&gt;
| b_stg_stn_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1169 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2059 &lt;br /&gt;
| b_stg_stn_06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1180 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2060 &lt;br /&gt;
| b_stg_stn_07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1191 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2061 &lt;br /&gt;
| b_stg_wal_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The gravity is very weak, so try to go up by hovering. Get to high places with ease! &lt;br /&gt;
|-&lt;br /&gt;
| 2062 &lt;br /&gt;
| b_stg_wal_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic, this time I can&#039;t lose! &lt;br /&gt;
| Cosmic Wall Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2063 &lt;br /&gt;
| b_stg_wal_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Boy! This walker design is perfectly suited for space. &lt;br /&gt;
| Cosmic Wall Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2064 &lt;br /&gt;
| b_stg_wpb_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you find the cannon? Use it on the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 2065 &lt;br /&gt;
| b_stg_wpb_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s see if I can have some fun now! &lt;br /&gt;
| Weapons Bed Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2066 &lt;br /&gt;
| b_stg_wpb_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Those fools are no match for me! &lt;br /&gt;
| Weapons Bed Idle Quote 2/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2067 &lt;br /&gt;
| bos_eg1_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! You&#039;re just a kid! You couldn&#039;t beat me in a hundred years! Stupid little fox. &lt;br /&gt;
| vs Tails 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2068 &lt;br /&gt;
| bos_eg1_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
| vs Tails 1 Hurt 1&lt;br /&gt;
|-&lt;br /&gt;
| 2069 &lt;br /&gt;
| bos_eg1_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ouch! That&#039;s it! I&#039;m going to destroy you! &lt;br /&gt;
| vs Tails 1 Hurt 2&lt;br /&gt;
|-&lt;br /&gt;
| 2070 &lt;br /&gt;
| bos_eg1_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2071 &lt;br /&gt;
| bos_eg1_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You won&#039;t escape me this time! &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2072 &lt;br /&gt;
| bos_eg1_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! Now you&#039;ve made me mad. &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2073 &lt;br /&gt;
| bos_eg1_e06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Darn! I let my guard down... &lt;br /&gt;
| vs Tails 1 Defeated&lt;br /&gt;
|-&lt;br /&gt;
| 2074 &lt;br /&gt;
| bos_eg1_e07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! What&#039;s wrong? Ready to surrender? &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2075 &lt;br /&gt;
| bos_eg1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s Vulcan Cannon. Lock-on to defeat him! &lt;br /&gt;
|-&lt;br /&gt;
| 2076 &lt;br /&gt;
| bos_eg1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lock-on to Eggman when you get next to him or behind him. &lt;br /&gt;
|-&lt;br /&gt;
| 2077 &lt;br /&gt;
| bos_eg1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You will slowly recover your health by collecting rings. &lt;br /&gt;
|-&lt;br /&gt;
| 2078 &lt;br /&gt;
| bos_eg1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t just run around! Stay alert and keep shooting. &lt;br /&gt;
|-&lt;br /&gt;
| 2079 &lt;br /&gt;
| bos_eg2_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re no match for me, you weak little fox! &lt;br /&gt;
| Tails vs. Eggman 2 boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2080 &lt;br /&gt;
| bos_eg2_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ah! Don&#039;t think you&#039;ve won yet! &lt;br /&gt;
|-&lt;br /&gt;
| 2081 &lt;br /&gt;
| bos_eg2_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! Now you&#039;ve done it, Tails! &lt;br /&gt;
| Reduced to critical health (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2082 &lt;br /&gt;
| bos_eg2_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No! I can&#039;t lose to Tails...! &lt;br /&gt;
| Defeated (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2083 &lt;br /&gt;
| bos_eg2_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right! No more games, Tails! &lt;br /&gt;
| Preparing special attack (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2084 &lt;br /&gt;
| bos_eg2_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
|-&lt;br /&gt;
| 2085 &lt;br /&gt;
| bos_eg2_e06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Now, give me the emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2086 &lt;br /&gt;
| bos_eg2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! Take cover behind the wall or use lock-on to destroy it. &lt;br /&gt;
|-&lt;br /&gt;
| 2087 &lt;br /&gt;
| bos_eg2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s special attack! It&#039;s strong and inflicts lots of damage. Learn his moves, then dodge him! &lt;br /&gt;
|-&lt;br /&gt;
| 2088 &lt;br /&gt;
| bos_eg2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! Hide behind the wall to avoid damage. &lt;br /&gt;
|-&lt;br /&gt;
| 2089 &lt;br /&gt;
| bos_eg2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! When it gets close, use something to smash it. &lt;br /&gt;
|-&lt;br /&gt;
| 2090 &lt;br /&gt;
| bos_eg2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s special attack! It&#039;s very painful. Move quickly to avoid it! &lt;br /&gt;
|-&lt;br /&gt;
| 2091 &lt;br /&gt;
| bos_grb_bf_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Spider Troop Big Foot reporting to headquarters. Intruder has been located. &lt;br /&gt;
| City Escape Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2092 &lt;br /&gt;
| bos_grb_bf_e01_ot &lt;br /&gt;
| Radio &lt;br /&gt;
| Copy that. &lt;br /&gt;
| City Escape Boss 1 Responder&lt;br /&gt;
|-&lt;br /&gt;
| 2093 &lt;br /&gt;
| bos_grb_bf_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Spider Troop Big Foot. Big Foot to headquarters, over! We&#039;ve engaged the enemy and request backup! &lt;br /&gt;
| City Escape Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2094 &lt;br /&gt;
| bos_grb_bf_e03_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| What?! For just one hedgehog?! &lt;br /&gt;
| City Escape Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2095 &lt;br /&gt;
| bos_grb_bf_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aim for the cockpit! That&#039;s its weak point. &lt;br /&gt;
|-&lt;br /&gt;
| 2096 &lt;br /&gt;
| bos_grb_bf_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You won&#039;t be able to attack it while it&#039;s airborne. Wait until it lands, then attack the fighter&#039;s cockpit. &lt;br /&gt;
|-&lt;br /&gt;
| 2097 &lt;br /&gt;
| bos_grb_bf_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your rings wisely. Pick up one at a time as needed. &lt;br /&gt;
|-&lt;br /&gt;
| 2098 &lt;br /&gt;
| bos_grb_fd_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Flying Dog to headquarters. Intruder found entering Security Hall. Preparing to attack. &lt;br /&gt;
| Security Hall Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2099 &lt;br /&gt;
| bos_grb_fd_e01_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Flying Dog to headquarters. We&#039;re taking heavy damage! Close the Security Hall. &lt;br /&gt;
| Security Hall Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2100 &lt;br /&gt;
| bos_grb_fd_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| It&#039;s just not possible! This Flying Dog can&#039;t be destroyed...! &lt;br /&gt;
| Security Hall Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2101 &lt;br /&gt;
| bos_grb_fd_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This fighter never lands! Climb to the top and then use your glide attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2102 &lt;br /&gt;
| bos_grb_fd_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack when it stops! You can also attack it when it&#039;s charging up or firing a missile. &lt;br /&gt;
|-&lt;br /&gt;
| 2103 &lt;br /&gt;
| bos_grb_g0_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Scorpion Troop&#039;s Hot Shot. Enemy movement has been detected. En route to intercept and destroy. &lt;br /&gt;
| Iron Gate Shadow Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2104 &lt;br /&gt;
| bos_grb_g0_e01_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Scorpion Troop&#039;s Hot Shot. The enemy is stronger than expected. Request additional support! &lt;br /&gt;
| Iron Gate Shadow Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2105 &lt;br /&gt;
| bos_grb_g0_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| He is too strong! &lt;br /&gt;
| Iron Gate Shadow Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2106 &lt;br /&gt;
| bos_grb_g0_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try to attack using a wooden container while flying. &lt;br /&gt;
|-&lt;br /&gt;
| 2107 &lt;br /&gt;
| bos_kn_e00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hand over those Master Emeralds. Give them to me! &lt;br /&gt;
| Knuckles vs. Rouge boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2108 &lt;br /&gt;
| bos_kn_e01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oo &lt;br /&gt;
| Taking damage (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2109 &lt;br /&gt;
| bos_kn_e02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I have no choice but to fight now! &lt;br /&gt;
| Reduced to two units of health (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2110 &lt;br /&gt;
| bos_kn_e03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; You&#039;re no ordinary thief. &lt;br /&gt;
| Reduced to last unit of health (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2111 &lt;br /&gt;
| bos_kn_e04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I must... protect... the Master Emerald... &lt;br /&gt;
| Defeated (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2112 &lt;br /&gt;
| bos_kn_e05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Don&#039;t make me do this! &lt;br /&gt;
|-&lt;br /&gt;
| 2113 &lt;br /&gt;
| bos_kn_e06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now witness my powers! &lt;br /&gt;
| Preparing special attack (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2114 &lt;br /&gt;
| bos_kn_e07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2115 &lt;br /&gt;
| bos_kn_e08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Wha? &lt;br /&gt;
|-&lt;br /&gt;
| 2116 &lt;br /&gt;
| bos_kn_e09_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ow! &lt;br /&gt;
|-&lt;br /&gt;
| 2117 &lt;br /&gt;
| bos_kn_e10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hand &#039;em over now! &lt;br /&gt;
|-&lt;br /&gt;
| 2118 &lt;br /&gt;
| bos_kn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knock Knuckles off by hitting the pillar. When he&#039;s on the ground, attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2119 &lt;br /&gt;
| bos_kn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Knuckles&#039; special attack! Make sure you&#039;re in midair when he lands after throwing the Hammer Punch. &lt;br /&gt;
|-&lt;br /&gt;
| 2120 &lt;br /&gt;
| bos_kn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Knuckles&#039; special attack! Be sure to get out of the way when he uses his Thunder Arrow attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2121 &lt;br /&gt;
| bos_kn_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Memorize Knuckles&#039; patterns. When he stops, that&#039;s the time to attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2122 &lt;br /&gt;
| bos_lb1_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll show you the power of the real Ultimate Life Form! &lt;br /&gt;
|-&lt;br /&gt;
| 2123 &lt;br /&gt;
| bos_lb1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The surfaces are designed to absorb attacks. It&#039;s invincible! As long as he&#039;s equipped with that red life-support system, he&#039;s invincible! &lt;br /&gt;
|-&lt;br /&gt;
| 2124 &lt;br /&gt;
| bos_lb1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chain Homing Attack. Use his attack to ascend! &lt;br /&gt;
|-&lt;br /&gt;
| 2125 &lt;br /&gt;
| bos_lb1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You may be able to grind on that pipe coming out of his mouth. &lt;br /&gt;
|-&lt;br /&gt;
| 2126 &lt;br /&gt;
| bos_lb1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To avoid his energy attack, use the Somersault or jump. &lt;br /&gt;
|-&lt;br /&gt;
| 2127 &lt;br /&gt;
| bos_lb1_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to use the Jump Dash when approaching the pipe coming out of his mouth. &lt;br /&gt;
|-&lt;br /&gt;
| 2128 &lt;br /&gt;
| bos_lb1_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you see the egg-like attack? You might want to ascend! &lt;br /&gt;
|-&lt;br /&gt;
| 2129 &lt;br /&gt;
| bos_lb1_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack when you get blown upwards. Attack when you land. &lt;br /&gt;
|-&lt;br /&gt;
| 2130 &lt;br /&gt;
| bos_lb2_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| He&#039;s still very powerful. What kind of monster is this? How are you doing, Sonic? &lt;br /&gt;
| 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2131 &lt;br /&gt;
| bos_lb2_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Where does he get all that power? Is this the power of the Chaos Emeralds? Shadow, are you okay? &lt;br /&gt;
| 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2132 &lt;br /&gt;
| bos_lb2_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The red swelling may be a weak spot. Sonic, aim for it! &lt;br /&gt;
| 1 minute 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2133 &lt;br /&gt;
| bos_lb2_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, how&#039;s your ring energy? Before you&#039;re depleted, make sure to change places with me to collect more rings! &lt;br /&gt;
| 1 minute 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2134 &lt;br /&gt;
| bos_lb2_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Can you hear me? Sonic, Shadow? Everyone here is rooting for you. Good luck, and give him trouble! &lt;br /&gt;
| Two minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2135 &lt;br /&gt;
| bos_lb2_e04_rg_1 &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2134 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2136 &lt;br /&gt;
| bos_lb2_e05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Can you both hear me? The ARK is close to the Earth! Please hurry up! &lt;br /&gt;
| Two minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2137 &lt;br /&gt;
| bos_lb2_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I don&#039;t have enough energy to change into my super form! &lt;br /&gt;
| 2 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2138 &lt;br /&gt;
| bos_lb2_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, your power is getting weaker! Hey, are you okay? &lt;br /&gt;
| 2 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2139 &lt;br /&gt;
| bos_lb2_e08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, watch me! I will fulfill your wish! &lt;br /&gt;
| Three minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2140 &lt;br /&gt;
| bos_lb2_e09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, at this rate, your super form won&#039;t last! Get back to the colony! &lt;br /&gt;
| Three minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2141 &lt;br /&gt;
| bos_lb2_e10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic, we&#039;re in danger! The colony will enter the atmosphere in about 4 minutes! &lt;br /&gt;
| One minute into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2142 &lt;br /&gt;
| bos_lb2_e11_en &lt;br /&gt;
| Eggman &lt;br /&gt;
| Can both of you hear me? Atmosphere entry in about 4 minutes! Hurry! &lt;br /&gt;
| One minute into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2143 &lt;br /&gt;
| bos_lb2_e12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sonic... I can&#039;t keep this up... hurry! &lt;br /&gt;
| 3 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2144 &lt;br /&gt;
| bos_lb2_e13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow! Continuous use of your super form will cause you to disappear. Get back to the colony! &lt;br /&gt;
| 3 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2145 &lt;br /&gt;
| bos_lb2_e14_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sonic, I think I&#039;ve discovered what the Ultimate Life Form is. It might be you! &lt;br /&gt;
| Four minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2146 &lt;br /&gt;
| bos_lb2_e15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, I understand. You&#039;re unstoppable! Let&#039;s destroy this creature now! Everyone is waiting for us back on Earth! &lt;br /&gt;
| Four minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2147 &lt;br /&gt;
| bos_lb2_e16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic, watch out! The colony is entering the atmosphere! Get out of there!! &lt;br /&gt;
| 4 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2148 &lt;br /&gt;
| bos_lb2_e17_am &lt;br /&gt;
| Amy &lt;br /&gt;
| There&#039;s no way to stop it now! You&#039;re out of time! Get out of there!! &lt;br /&gt;
| 4 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2149 &lt;br /&gt;
| bos_lb2_e18_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re out of time! Get out of there! &lt;br /&gt;
| 10 seconds from failing FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2150 &lt;br /&gt;
| bos_lb2_e19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There&#039;s no time left! Get out! &lt;br /&gt;
| 10 seconds from failing FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2151 &lt;br /&gt;
| bos_lb2_e20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, switch places with me. You&#039;re out of rings! &lt;br /&gt;
| 15 rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2152 &lt;br /&gt;
| bos_lb2_e21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, you&#039;re almost out of rings! You&#039;ll lose your super form! &lt;br /&gt;
| 4 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2153 &lt;br /&gt;
| bos_lb2_e22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, what are you doing? You&#039;re almost out of rings. Switch places with me! &lt;br /&gt;
| 15 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2154 &lt;br /&gt;
| bos_lb2_e23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, you&#039;re out of rings! You will lose your super form! &lt;br /&gt;
| 4 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2155 &lt;br /&gt;
| bos_lb2_e24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, let me collect rings. Keep him busy for a while! &lt;br /&gt;
| Switching to Shadow for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2156 &lt;br /&gt;
| bos_lb2_e25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s up to you, Shadow. &lt;br /&gt;
| Manually switching to Shadow, plays if the player has previously switched to Shadow&lt;br /&gt;
|-&lt;br /&gt;
| 2157 &lt;br /&gt;
| bos_lb2_e26_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah, take that, you creep! Shadow, are you okay? &lt;br /&gt;
| Switching to Shadow after damaging FinalHazard, plays if the player previously switched to Shadow in any way&lt;br /&gt;
|-&lt;br /&gt;
| 2158 &lt;br /&gt;
| bos_lb2_e27_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll collect the rings. Now it&#039;s up to you, Sonic! &lt;br /&gt;
| Switching to Sonic for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2159 &lt;br /&gt;
| bos_lb2_e28_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s up to you, Sonic. &lt;br /&gt;
| Manually switching to Sonic, plays if the player has previously switched to Sonic&lt;br /&gt;
|-&lt;br /&gt;
| 2160 &lt;br /&gt;
| bos_lb2_e29_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| All right. This is working! Sonic, how are you doing? &lt;br /&gt;
| Switching to Sonic after damaging FinalHazard, plays if the player previously switched to Sonic in any way&lt;br /&gt;
|-&lt;br /&gt;
| 2161 &lt;br /&gt;
| bos_lb2_e30_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, you need rest. Let me give it a try! &lt;br /&gt;
| Super Sonic intro, player switches to Sonic for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2162 &lt;br /&gt;
| bos_lb2_e31_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We&#039;ve almost got him! &lt;br /&gt;
| Super Sonic intro, all subsequent instances&lt;br /&gt;
|-&lt;br /&gt;
| 2163 &lt;br /&gt;
| bos_lb2_e32_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, leave it to me. I&#039;ll destroy him! &lt;br /&gt;
| Super Shadow intro, player switches to Shadow for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2164 &lt;br /&gt;
| bos_lb2_e33_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here I come, you creep! &lt;br /&gt;
| Super Shadow intro, all subsequent instances&lt;br /&gt;
|-&lt;br /&gt;
| 2165 &lt;br /&gt;
| bos_lb2_h00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Can you hear me, Sonic? Shadow? He&#039;s very weak without his life-support system. Aim for the red swelling area to damage him. You&#039;re our last hope! &lt;br /&gt;
| FinalHazard starting hint&lt;br /&gt;
|-&lt;br /&gt;
| 2166 &lt;br /&gt;
| bos_lb2_h01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic, Shadow? Can you hear me? You need rings to stay supercharged. Before your rings are depleted, remember to change places with each other. &lt;br /&gt;
| FinalHazard starting hint (Second attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2167 &lt;br /&gt;
| bos_lb2_h02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| When you change places, make sure to fly in front of him to get to the other side. Good luck to both of you! &lt;br /&gt;
|-&lt;br /&gt;
| 2168 &lt;br /&gt;
| bos_lb2_h03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic, can you hear me? When you take a hit, you won&#039;t be able to move. When you don&#039;t have many rings left, make sure to change places with Shadow as soon as you can. &lt;br /&gt;
| FinalHazard starting hint (Third attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2169 &lt;br /&gt;
| bos_lb2_h04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hang in there, the both of you! &lt;br /&gt;
|-&lt;br /&gt;
| 2170 &lt;br /&gt;
| bos_lb2_h05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic, Shadow! You two are the only ones who can stop him now! &lt;br /&gt;
| FinalHazard start (Fourth+ attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2171 &lt;br /&gt;
| bos_lb2_h06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Give it your best shot! &lt;br /&gt;
|-&lt;br /&gt;
| 2172 &lt;br /&gt;
| bos_lb2_h07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic, Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 2173 &lt;br /&gt;
| bos_lb2_h08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can do it! &lt;br /&gt;
|-&lt;br /&gt;
| 2174 &lt;br /&gt;
| bos_lb2_h09_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Please! &lt;br /&gt;
|-&lt;br /&gt;
| 2175 &lt;br /&gt;
| bos_oba_e00_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Receding into the ground&lt;br /&gt;
|-&lt;br /&gt;
| 2176 &lt;br /&gt;
| bos_oba_e01_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Throwing a fireball&lt;br /&gt;
|-&lt;br /&gt;
| 2177 &lt;br /&gt;
| bos_oba_e02_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2178 &lt;br /&gt;
| bos_oba_e03_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Emerging from the ground&lt;br /&gt;
|-&lt;br /&gt;
| 2179 &lt;br /&gt;
| bos_oba_e04_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Giving chase&lt;br /&gt;
|-&lt;br /&gt;
| 2180 &lt;br /&gt;
| bos_oba_e05_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Forced out of the shadow&lt;br /&gt;
|-&lt;br /&gt;
| 2181 &lt;br /&gt;
| bos_oba_e06_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 2182 &lt;br /&gt;
| bos_oba_e07_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Defeated&lt;br /&gt;
|-&lt;br /&gt;
| 2183 &lt;br /&gt;
| bos_oba_e08_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Turning around&lt;br /&gt;
|-&lt;br /&gt;
| 2184 &lt;br /&gt;
| bos_oba_e09_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar, cackle&#039;&#039; &lt;br /&gt;
| Turning around&lt;br /&gt;
|-&lt;br /&gt;
| 2185 &lt;br /&gt;
| bos_oba_e10_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Turning around when hourglass is flipped&lt;br /&gt;
|-&lt;br /&gt;
| 2186 &lt;br /&gt;
| bos_oba_e11_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Giving chase after touch damage is dealt to Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 2187 &lt;br /&gt;
| bos_oba_e12_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;cackle&#039;&#039; &lt;br /&gt;
| Touch damage is dealt to Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 2188 &lt;br /&gt;
| bos_oba_e13_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;inhale&#039;&#039; &lt;br /&gt;
| Preparing flame breath&lt;br /&gt;
|-&lt;br /&gt;
| 2189 &lt;br /&gt;
| bos_oba_e14_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| BWAAAAA &lt;br /&gt;
| Flame breath&lt;br /&gt;
|-&lt;br /&gt;
| 2190 &lt;br /&gt;
| bos_oba_e15_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Intro roar&lt;br /&gt;
|-&lt;br /&gt;
| 2191 &lt;br /&gt;
| bos_oba_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The ghosts hate the sunlight! There must be a way to get some sunlight in here.&lt;br /&gt;
|-&lt;br /&gt;
| 2192 &lt;br /&gt;
| bos_oba_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look! It&#039;s an hourglass. You&#039;ve got to use the hourglass that the baby ghost is holding. &lt;br /&gt;
|-&lt;br /&gt;
| 2193 &lt;br /&gt;
| bos_oba_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The ghost has become a shadow! Try digging to pull him out. Keep trying! &lt;br /&gt;
|-&lt;br /&gt;
| 2194 &lt;br /&gt;
| bos_rg_e00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Very well. If that&#039;s how you want to play, I will take it from you!&lt;br /&gt;
| Rouge boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2195 &lt;br /&gt;
| bos_rg_e01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ack!&lt;br /&gt;
| Taking damage (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2196 &lt;br /&gt;
| bos_rg_e02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Now you&#039;ve made me mad! &lt;br /&gt;
| Reduced to two units of health (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2197 &lt;br /&gt;
| bos_rg_e03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; Now I mean business!&lt;br /&gt;
| Reduced to last unit of health (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2198 &lt;br /&gt;
| bos_rg_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This can&#039;t be true... I never lose...&lt;br /&gt;
| Defeated (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2199 &lt;br /&gt;
| bos_rg_e05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! Just watch me! &lt;br /&gt;
|-&lt;br /&gt;
| 2200 &lt;br /&gt;
| bos_rg_e06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! Get ready!&lt;br /&gt;
| Preparing Black Wave (Vs. Rouge 2) &lt;br /&gt;
|-&lt;br /&gt;
| 2201 &lt;br /&gt;
| bos_rg_e07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2202 &lt;br /&gt;
| bos_rg_e08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| WAH&lt;br /&gt;
| Launched upward by magma generator (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2203 &lt;br /&gt;
| bos_rg_e09_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2204 &lt;br /&gt;
| bos_rg_e10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now it&#039;s my turn to take what&#039;s mine! &lt;br /&gt;
|-&lt;br /&gt;
| 2205 &lt;br /&gt;
| bos_rg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try knocking Rouge off the pillar. Once she&#039;s on the ground, attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2206 &lt;br /&gt;
| bos_rg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Rouge&#039;s special attack! Be ready to be in midair when she does her Hip Drop attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2207 &lt;br /&gt;
| bos_rg_h01_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2206 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2208 &lt;br /&gt;
| bos_rg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Rouge&#039;s special attack! Be sure to get out of the way when she does her Black Wing attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2209 &lt;br /&gt;
| bos_rg_h02_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2208 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2210 &lt;br /&gt;
| bos_rg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Memorize Rouge&#039;s attack patterns. When she stops, that&#039;s the time to attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2211 &lt;br /&gt;
| bos_rg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your rings wisely. Pick up one ring at a time or else! &lt;br /&gt;
|-&lt;br /&gt;
| 2212 &lt;br /&gt;
| bos_sd1_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to play games. You won&#039;t even get the chance!&lt;br /&gt;
| Vs. Shadow 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2213 &lt;br /&gt;
| bos_sd1_e01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What?&lt;br /&gt;
| Shadow taking damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2214 &lt;br /&gt;
| bos_sd1_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I&#039;m the coolest!&lt;br /&gt;
| Shadow taking damage (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2215 &lt;br /&gt;
| bos_sd1_e03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oh. I see. So you&#039;re not just a hedgehog.&lt;br /&gt;
| Shadow taking critical damage (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2216 &lt;br /&gt;
| bos_sd1_e04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Time to put this to rest!&lt;br /&gt;
| Preparing Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
| 2217 &lt;br /&gt;
| bos_sd1_e05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s no good! &lt;br /&gt;
|-&lt;br /&gt;
| 2218 &lt;br /&gt;
| bos_sd1_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Darn... not bad for an imposter...&lt;br /&gt;
| Defeated (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2219 &lt;br /&gt;
| bos_sd1_e07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Not even close! &lt;br /&gt;
|-&lt;br /&gt;
| 2220 &lt;br /&gt;
| bos_sd1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump to avoid Shadow&#039;s spin attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2221 &lt;br /&gt;
| bos_sd1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack him from the front. Try maneuvering and attack from the rear. &lt;br /&gt;
|-&lt;br /&gt;
| 2222 &lt;br /&gt;
| bos_sd1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When Shadow stops, that&#039;s your chance to attack him! &lt;br /&gt;
|-&lt;br /&gt;
| 2223 &lt;br /&gt;
| bos_sd1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You won&#039;t be able to just attack him. Try something to lower his defenses! &lt;br /&gt;
|-&lt;br /&gt;
| 2224 &lt;br /&gt;
| bos_sd2_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Before this is over, I&#039;ll show you the true power of Chaos Control!&lt;br /&gt;
| Vs. Shadow 2 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2225 &lt;br /&gt;
| bos_sd2_e01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Hm, that hurt. &lt;br /&gt;
| Shadow taking major damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2226 &lt;br /&gt;
| bos_sd2_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; You&#039;re better than I thought.&lt;br /&gt;
| Shadow taking critical damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2227 &lt;br /&gt;
| bos_sd2_e03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Impossible... I am the Ultimate Life...&lt;br /&gt;
| Defeated (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2228 &lt;br /&gt;
| bos_sd2_e04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Is that all you got? &lt;br /&gt;
|-&lt;br /&gt;
| 2229 &lt;br /&gt;
| bos_sd2_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ah, my emerald! Give it back! &lt;br /&gt;
|-&lt;br /&gt;
| 2230 &lt;br /&gt;
| bos_sd2_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| This is the ultimate power!&lt;br /&gt;
| Activating Chaos Control (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2231 &lt;br /&gt;
| bos_sd2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When he tries to use Chaos Control, then attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2232 &lt;br /&gt;
| bos_sd2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be aware of your surroundings while trying to avoid him. &lt;br /&gt;
|-&lt;br /&gt;
| 2233 &lt;br /&gt;
| bos_sd2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Shadow&#039;s special attack! Use the Somersault to avoid the Chaos Spear. &lt;br /&gt;
|-&lt;br /&gt;
| 2234 &lt;br /&gt;
| bos_sd2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack Shadow when he reappears using Chaos Control. &lt;br /&gt;
|-&lt;br /&gt;
| 2235 &lt;br /&gt;
| bos_sd2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Repeatedly attack Shadow to drop his defenses, then attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2236 &lt;br /&gt;
| bos_sn1_e00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You can&#039;t get away this time! There&#039;s only one real Sonic! &lt;br /&gt;
| vs Sonic 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2237 &lt;br /&gt;
| bos_sn1_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oo&lt;br /&gt;
| Sonic taking damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2238 &lt;br /&gt;
| bos_sn1_e02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Bring it on! &lt;br /&gt;
| Hurt 1 (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2239 &lt;br /&gt;
| bos_sn1_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;groan&#039;&#039; Who are you? &lt;br /&gt;
| Hurt 2 (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2240 &lt;br /&gt;
| bos_sn1_e04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let me see your true power! &lt;br /&gt;
|-&lt;br /&gt;
| 2241 &lt;br /&gt;
| bos_sn1_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s no use! &lt;br /&gt;
|-&lt;br /&gt;
| 2242 &lt;br /&gt;
| bos_sn1_e06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;groan&#039;&#039; That hurt... &lt;br /&gt;
| Defeated (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2243 &lt;br /&gt;
| bos_sn1_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh. Is that all you got? &lt;br /&gt;
|-&lt;br /&gt;
| 2244 &lt;br /&gt;
| bos_sn1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump to avoid Sonic&#039;s spin attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2245 &lt;br /&gt;
| bos_sn1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack Sonic from the front. Try attacking him from behind! &lt;br /&gt;
|-&lt;br /&gt;
| 2246 &lt;br /&gt;
| bos_sn1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When Sonic stops, that&#039;s your chance to attack him! &lt;br /&gt;
|-&lt;br /&gt;
| 2247 &lt;br /&gt;
| bos_sn2_e00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| All right, Shadow. Time for me to finish this!&lt;br /&gt;
| Vs. Sonic 2 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2248 &lt;br /&gt;
| bos_sn2_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Well done, faker.&lt;br /&gt;
| Sonic taking major damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2249 &lt;br /&gt;
| bos_sn2_e02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ugh! No time to waste... take this!&lt;br /&gt;
| Sonic taking critical damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2250 &lt;br /&gt;
| bos_sn2_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m not done with you yet!&lt;br /&gt;
| Activating Sonic Wind (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2251 &lt;br /&gt;
| bos_sn2_e04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh! Too bad! &lt;br /&gt;
|-&lt;br /&gt;
| 2252 &lt;br /&gt;
| bos_sn2_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot... I failed...&lt;br /&gt;
| Defeated (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2253 &lt;br /&gt;
| bos_sn2_e06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up? Ready to surrender? &lt;br /&gt;
|-&lt;br /&gt;
| 2254 &lt;br /&gt;
| bos_sn2_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll use your technique!&lt;br /&gt;
| Preparing Chaos Control (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2255 &lt;br /&gt;
| bos_sn2_e08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control!&lt;br /&gt;
| Activating Chaos Control (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2256 &lt;br /&gt;
| bos_sn2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Sonic&#039;s special attack! To avoid the Sonic Wind, use the Somersault. &lt;br /&gt;
|-&lt;br /&gt;
| 2257 &lt;br /&gt;
| bos_sn2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful of the traps that are around here! &lt;br /&gt;
|-&lt;br /&gt;
| 2258 &lt;br /&gt;
| bos_sn2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack Sonic when he is trapped and weakened. &lt;br /&gt;
|-&lt;br /&gt;
| 2259 &lt;br /&gt;
| bos_tl1_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman! You won&#039;t get away with this! &lt;br /&gt;
| Vs. Tails 1 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2260 &lt;br /&gt;
| bos_tl1_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow. &lt;br /&gt;
|-&lt;br /&gt;
| 2261 &lt;br /&gt;
| bos_tl1_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Owie! Darn it, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 2262 &lt;br /&gt;
| bos_tl1_e03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| YA &lt;br /&gt;
|-&lt;br /&gt;
| 2263 &lt;br /&gt;
| bos_tl1_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Vulcan Cannon, fire! &lt;br /&gt;
|-&lt;br /&gt;
| 2264 &lt;br /&gt;
| bos_tl1_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! I&#039;m mad now! &lt;br /&gt;
|-&lt;br /&gt;
| 2265 &lt;br /&gt;
| bos_tl1_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Shoot! I was so close... &lt;br /&gt;
| Defeated (Tails vs. Eggman 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2266 &lt;br /&gt;
| bos_tl1_e07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Take that, Eggman! You ready to give up! &lt;br /&gt;
|-&lt;br /&gt;
| 2267 &lt;br /&gt;
| bos_tl1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Tails&#039; Vulcan Cannon. Use lock-on to defeat him! &lt;br /&gt;
|-&lt;br /&gt;
| 2268 &lt;br /&gt;
| bos_tl1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get ready to lock-on when Tails comes close or when you&#039;re behind him. &lt;br /&gt;
|-&lt;br /&gt;
| 2269 &lt;br /&gt;
| bos_tl1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collecting the rings will help you slowly recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 2270 &lt;br /&gt;
| bos_tl2_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What have you done to Sonic? I&#039;ll never forgive you for this! &lt;br /&gt;
| Tails vs. Eggman 2 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2271 &lt;br /&gt;
| bos_tl2_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! Now I&#039;m serious! &lt;br /&gt;
|-&lt;br /&gt;
| 2272 &lt;br /&gt;
| bos_tl2_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oo! There&#039;s no way I&#039;m going to lose! &lt;br /&gt;
|-&lt;br /&gt;
| 2273 &lt;br /&gt;
| bos_tl2_e03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Forgive me, Sonic... &lt;br /&gt;
| Defeated (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2274 &lt;br /&gt;
| bos_tl2_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll show you how powerful my Cyclone is! &lt;br /&gt;
| Preparing special attack (Tails vs. Eggman 2)/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2275 &lt;br /&gt;
| bos_tl2_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire! &lt;br /&gt;
|-&lt;br /&gt;
| 2276 &lt;br /&gt;
| bos_tl2_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not over yet, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 2277 &lt;br /&gt;
| bos_tl2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails&#039; homing missile. It scatters when it explodes! Try attacking it from afar. &lt;br /&gt;
|-&lt;br /&gt;
| 2278 &lt;br /&gt;
| bos_tl2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails&#039; special attack is very strong, so be very careful! Memorize his patterns to avoid him. &lt;br /&gt;
|-&lt;br /&gt;
| 2279 &lt;br /&gt;
| bos_tl2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Tails&#039; homing missile! It scatters when it explodes, so stay as far away as possible. &lt;br /&gt;
|-&lt;br /&gt;
| 2280 &lt;br /&gt;
| bos_tl2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To avoid the missile, hide behind the wall! &lt;br /&gt;
|-&lt;br /&gt;
| 2281 &lt;br /&gt;
| bos_tl2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch how he moves and when he stops, then attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2282 &lt;br /&gt;
| c_act_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You guys are funny-looking! &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2283 &lt;br /&gt;
| c_act_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Aw, how cute. &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2284 &lt;br /&gt;
| c_act_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This isn&#039;t too bad. &lt;br /&gt;
| 2P Alternate Intro/Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2285 &lt;br /&gt;
| c_act_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hah. &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2286 &lt;br /&gt;
| c_act_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey kids, what&#039;s up? &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2287 &lt;br /&gt;
| c_act_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, everyone! &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2288 &lt;br /&gt;
| c_cmn_msg_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s a nice day. &lt;br /&gt;
|-&lt;br /&gt;
| 2289 &lt;br /&gt;
| c_cmn_msg_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are so cute! &lt;br /&gt;
|-&lt;br /&gt;
| 2290 &lt;br /&gt;
| c_cmn_msg_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, that hurt. &lt;br /&gt;
|-&lt;br /&gt;
| 2291 &lt;br /&gt;
| c_cmn_msg_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s not easy to give you a hint! &lt;br /&gt;
|-&lt;br /&gt;
| 2292 &lt;br /&gt;
| c_cmn_msg_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t play a TV-Game over 1 hour! &lt;br /&gt;
|-&lt;br /&gt;
| 2293 &lt;br /&gt;
| c_cmn_msg_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know the doctor&#039;s mustache is fake? &lt;br /&gt;
|-&lt;br /&gt;
| 2294 &lt;br /&gt;
| c_cmn_msg_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to wind a spring. &lt;br /&gt;
|-&lt;br /&gt;
| 2295 &lt;br /&gt;
| c_cmn_msg_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I wonder how Big is doing... &lt;br /&gt;
|-&lt;br /&gt;
| 2296 &lt;br /&gt;
| c_cmn_msg_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Made in the USA for our fans! &lt;br /&gt;
|-&lt;br /&gt;
| 2297 &lt;br /&gt;
| c_cmn_msg_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| My allowance is all gone! &lt;br /&gt;
|-&lt;br /&gt;
| 2298 &lt;br /&gt;
| c_cmn_msg_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I have a stomachache... &lt;br /&gt;
|-&lt;br /&gt;
| 2299 &lt;br /&gt;
| c_cmn_msg_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t make fun of me! &lt;br /&gt;
|-&lt;br /&gt;
| 2300 &lt;br /&gt;
| c_cmn_msg_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao, Chao, Cha! &lt;br /&gt;
|-&lt;br /&gt;
| 2301 &lt;br /&gt;
| c_cmn_msg_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to go outside. &lt;br /&gt;
|-&lt;br /&gt;
| 2302 &lt;br /&gt;
| c_cmn_msg_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;yawn&#039;&#039; I&#039;m tired. &lt;br /&gt;
|-&lt;br /&gt;
| 2303 &lt;br /&gt;
| c_cmn_msg_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I lost my contact lenses. &lt;br /&gt;
|-&lt;br /&gt;
| 2304 &lt;br /&gt;
| c_cmn_msg_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m late again. &lt;br /&gt;
|-&lt;br /&gt;
| 2305 &lt;br /&gt;
| c_cmn_msg_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Am I annoying you? &lt;br /&gt;
|-&lt;br /&gt;
| 2306 &lt;br /&gt;
| c_cmn_msg_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Omochao knows everything. &lt;br /&gt;
|-&lt;br /&gt;
| 2307 &lt;br /&gt;
| c_cmn_msg_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Omochao wants to be Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2308 &lt;br /&gt;
| c_cmn_msg_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m resting now. &lt;br /&gt;
|-&lt;br /&gt;
| 2309 &lt;br /&gt;
| c_msg_le_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao. &lt;br /&gt;
|-&lt;br /&gt;
| 2310 &lt;br /&gt;
| c_msg_le_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2311 &lt;br /&gt;
| c_msg_le_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are adorable creatures. Everyone loves them! Raise your own Chao here. &lt;br /&gt;
|-&lt;br /&gt;
| 2312 &lt;br /&gt;
| c_msg_le_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To enter the Chao Garden, you have to find the Chao Key first. Come back when you find it! &lt;br /&gt;
|-&lt;br /&gt;
| 2313 &lt;br /&gt;
| c_msg_le_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll give you the Chao Garden tour. Listen carefully! &lt;br /&gt;
|-&lt;br /&gt;
| 2314 &lt;br /&gt;
| c_msg_le_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ready for the Chao Garden tour? &lt;br /&gt;
|-&lt;br /&gt;
| 2315 &lt;br /&gt;
| c_msg_le_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m ready to start the Chao Garden tour! &lt;br /&gt;
|-&lt;br /&gt;
| 2316 &lt;br /&gt;
| c_msg_le_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sure you don&#039;t want to learn about the garden? &lt;br /&gt;
|-&lt;br /&gt;
| 2317 &lt;br /&gt;
| c_msg_le_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Okay! &lt;br /&gt;
|-&lt;br /&gt;
| 2318 &lt;br /&gt;
| c_msg_le_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a Chao Egg. It will hatch over time, but it is wise to care for it until it hatches. &lt;br /&gt;
|-&lt;br /&gt;
| 2319 &lt;br /&gt;
| c_msg_le_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How you take care of your Chao will affect its personality. &lt;br /&gt;
|-&lt;br /&gt;
| 2320 &lt;br /&gt;
| c_msg_le_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What? You need advice on how to raise your newborn Chao? &lt;br /&gt;
|-&lt;br /&gt;
| 2321 &lt;br /&gt;
| c_msg_le_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I guess I can tell you about it. &lt;br /&gt;
|-&lt;br /&gt;
| 2322 &lt;br /&gt;
| c_msg_le_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Baby Chao love to eat nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2323 &lt;br /&gt;
| c_msg_le_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is their favorite snack! Feeding Chao these will make them strong and healthy. &lt;br /&gt;
|-&lt;br /&gt;
| 2324 &lt;br /&gt;
| c_msg_le_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Nuts grow on trees. If you shake the trees, they will fall off! &lt;br /&gt;
|-&lt;br /&gt;
| 2325 &lt;br /&gt;
| c_msg_le_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are many kinds of nuts. Find out which is best for your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2326 &lt;br /&gt;
| c_msg_le_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s the next thing you need to know. &lt;br /&gt;
|-&lt;br /&gt;
| 2327 &lt;br /&gt;
| c_msg_le_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine lets you to take your Chao out for a walk, using your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 2328 &lt;br /&gt;
| c_msg_le_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| More about that later. &lt;br /&gt;
|-&lt;br /&gt;
| 2329 &lt;br /&gt;
| c_msg_le_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This way to the Chao Stadium! This is where the Chao Races are held. We love to race! &lt;br /&gt;
|-&lt;br /&gt;
| 2330 &lt;br /&gt;
| c_msg_le_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao gets prizes for races they win. &lt;br /&gt;
|-&lt;br /&gt;
| 2331 &lt;br /&gt;
| c_msg_le_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| These are the small animals. &lt;br /&gt;
|-&lt;br /&gt;
| 2332 &lt;br /&gt;
| c_msg_le_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| And this is the Chaos Drive. &lt;br /&gt;
|-&lt;br /&gt;
| 2333 &lt;br /&gt;
| c_msg_le_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hand over either one to Chao and watch it change. Try using combinations. &lt;br /&gt;
|-&lt;br /&gt;
| 2334 &lt;br /&gt;
| c_msg_le_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the end of the Chao Garden tutorial. &lt;br /&gt;
|-&lt;br /&gt;
| 2335 &lt;br /&gt;
| c_msg_le_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you want to go through the tour one more time? &lt;br /&gt;
|-&lt;br /&gt;
| 2336 &lt;br /&gt;
| c_msg_le_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t forget that you can use the Hint Boxes to get information. &lt;br /&gt;
|-&lt;br /&gt;
| 2337 &lt;br /&gt;
| c_msg_le_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be good to your Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2338 &lt;br /&gt;
| c_msg_le_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aren&#039;t Chao cute? You can visit the Chao Garden anytime. &lt;br /&gt;
|-&lt;br /&gt;
| 2339 &lt;br /&gt;
| c_msg_le_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
|-&lt;br /&gt;
| 2340 &lt;br /&gt;
| c_msg_le_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Listen to me carefully. &lt;br /&gt;
|-&lt;br /&gt;
| 2341 &lt;br /&gt;
| c_msg_le_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s how to get the nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2342 &lt;br /&gt;
| c_msg_le_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find a tree, press B button to grab it, then use the analogue thumbpad to shake it! &lt;br /&gt;
|-&lt;br /&gt;
| 2343 &lt;br /&gt;
| c_msg_le_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep shaking it until the nuts fall! &lt;br /&gt;
|-&lt;br /&gt;
| 2344 &lt;br /&gt;
| c_msg_le_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s how to use the Chao Transporter. &lt;br /&gt;
|-&lt;br /&gt;
| 2345 &lt;br /&gt;
| c_msg_le_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grab your Chao and step on the red button. Doing this will let you to take your Chao for a walk using your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 2346 &lt;br /&gt;
| c_msg_le_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To remove Chao from the memory card, just stand on the red button. That&#039;s all you have to do! &lt;br /&gt;
|-&lt;br /&gt;
| 2347 &lt;br /&gt;
| c_msg_le_38_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now, let me tell you how to care for your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2348 &lt;br /&gt;
| c_msg_le_39_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao love to be held and petted all the time. &lt;br /&gt;
|-&lt;br /&gt;
| 2349 &lt;br /&gt;
| c_msg_le_40_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to select &amp;quot;Pet&amp;quot;, then press B button for action. &lt;br /&gt;
|-&lt;br /&gt;
| 2350 &lt;br /&gt;
| c_msg_le_41_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To hold your Chao, pick them up with B button and hold it down. They love to be snuggled! &lt;br /&gt;
|-&lt;br /&gt;
| 2351 &lt;br /&gt;
| c_msg_le_42_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a tree seed. Plant it in the garden and watch it grow to bear nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2352 &lt;br /&gt;
| c_msg_le_43_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The trees only live for a while, so collect as many seeds as you can. &lt;br /&gt;
|-&lt;br /&gt;
| 2353 &lt;br /&gt;
| c_msg_le_44_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao hate crowded gardens. Try to limit 8 Chao to a garden. Some Chao may move to another garden on their own if it gets too crowded. &lt;br /&gt;
|-&lt;br /&gt;
| 2354 &lt;br /&gt;
| c_msg_le_44_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2353 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2355 &lt;br /&gt;
| c_msg_le_45_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If flowers start to bloom around Chao, that means it&#039;s the mating season. &lt;br /&gt;
|-&lt;br /&gt;
| 2356 &lt;br /&gt;
| c_msg_le_46_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When they mate, they may lay new eggs for you to raise. &lt;br /&gt;
|-&lt;br /&gt;
| 2357 &lt;br /&gt;
| c_msg_le_47_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look, look! Flowers are blooming around that Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2358 &lt;br /&gt;
| c_msg_le_48_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch Chao closely and you may see them lay eggs. &lt;br /&gt;
|-&lt;br /&gt;
| 2359 &lt;br /&gt;
| c_msg_le_49_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Congratulations! Your Chao has become a Hero Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2360 &lt;br /&gt;
| c_msg_le_50_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you have access to the Hero Garden. Use the lobby to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 2361 &lt;br /&gt;
| c_msg_le_51_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Congratulations! Your Chao has become a Dark Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2362 &lt;br /&gt;
| c_msg_le_52_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You now have access to the Dark Garden. Use the lobby to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 2363 &lt;br /&gt;
| c_msg_le_53_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the D-Pad to change the camera angle. This will let you watch your Chao from all angles! &lt;br /&gt;
|-&lt;br /&gt;
| 2364 &lt;br /&gt;
| c_msg_le_54_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Kindergarten is fun! Take your favorite Chao there. &lt;br /&gt;
|-&lt;br /&gt;
| 2365 &lt;br /&gt;
| c_msg_le_55_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Feeding your Chao nuts increases their energy to win races. &lt;br /&gt;
|-&lt;br /&gt;
| 2366 &lt;br /&gt;
| c_msg_le_56_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao will transform depending on what animals and Chaos Drives you feed them. Try different combos. &lt;br /&gt;
|-&lt;br /&gt;
| 2367 &lt;br /&gt;
| c_msg_le_57_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| During the race, encourage your Chao based on how much stamina they have. Also, remember that encouragement works best if your Chao is specially bred for each type of race. &lt;br /&gt;
|-&lt;br /&gt;
| 2368 &lt;br /&gt;
| c_msg_le_58_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao is hungry! Feed your Chao some seeds. &lt;br /&gt;
|-&lt;br /&gt;
| 2369 &lt;br /&gt;
| c_msg_le_59_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There aren&#039;t many trees in this garden. Make sure you collect seeds on your walks. &lt;br /&gt;
|-&lt;br /&gt;
| 2370 &lt;br /&gt;
| c_msg_le_60_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao may learn something if you encounter an adventure on your walk. &lt;br /&gt;
|-&lt;br /&gt;
| 2371 &lt;br /&gt;
| c_msg_le_61_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you neglect your Chao, it will become very lonely and might eventually run away! &lt;br /&gt;
|-&lt;br /&gt;
| 2372 &lt;br /&gt;
| c_msg_le_62_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a letter from your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2373 &lt;br /&gt;
| c_msg_le_63_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao is very lonely! &lt;br /&gt;
|-&lt;br /&gt;
| 2374 &lt;br /&gt;
| c_msg_le_64_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2375 &lt;br /&gt;
| c_msg_le_65_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can find either one in the Action Stage. &lt;br /&gt;
|-&lt;br /&gt;
| 2376 &lt;br /&gt;
| c_msg_le_66_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| They may be hiding in various spots. Try to find them! &lt;br /&gt;
|-&lt;br /&gt;
| 2377 &lt;br /&gt;
| c_msg_le_67_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao will plant the seeds. If you find them, give them to your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2378 &lt;br /&gt;
| c_msg_le_68_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let&#039;s go to the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2379 &lt;br /&gt;
| c_msg_le_69_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Uh oh! Your Chao has become a Dark Chao. I don&#039;t know what to do! &lt;br /&gt;
|-&lt;br /&gt;
| 2380 &lt;br /&gt;
| c_msg_le_70_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you can access the Dark Garden using the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2381 &lt;br /&gt;
| c_msg_le_71_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s scary, but you have to check the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2382 &lt;br /&gt;
| c_msg_le_72_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A new gate has opened. &lt;br /&gt;
|-&lt;br /&gt;
| 2383 &lt;br /&gt;
| c_msg_le_73_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you have any questions? &lt;br /&gt;
|-&lt;br /&gt;
| 2384 &lt;br /&gt;
| c_msg_le_74_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you have any other questions? &lt;br /&gt;
|-&lt;br /&gt;
| 2385 &lt;br /&gt;
| c_msg_le_75_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What do you need? &lt;br /&gt;
|-&lt;br /&gt;
| 2386 &lt;br /&gt;
| c_msg_le_76_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you understand that? &lt;br /&gt;
|-&lt;br /&gt;
| 2387 &lt;br /&gt;
| c_msg_le_77_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you know about Chao? &lt;br /&gt;
|-&lt;br /&gt;
| 2388 &lt;br /&gt;
| c_msg_le_78_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are adorable creatures. Everyone in the world loves them! &lt;br /&gt;
|-&lt;br /&gt;
| 2389 &lt;br /&gt;
| c_msg_le_79_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao live in the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2390 &lt;br /&gt;
| c_msg_le_80_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can raise your own Chao in the Chao Garden. They are so cute! &lt;br /&gt;
|-&lt;br /&gt;
| 2391 &lt;br /&gt;
| c_msg_le_81_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of things in the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2392 &lt;br /&gt;
| c_stg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to Chao World! &lt;br /&gt;
|-&lt;br /&gt;
| 2393 &lt;br /&gt;
| c_stg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get to the Chao Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2394 &lt;br /&gt;
| c_stg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Chao World exit. &lt;br /&gt;
|-&lt;br /&gt;
| 2395 &lt;br /&gt;
| c_stg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Hero Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2396 &lt;br /&gt;
| c_stg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Dark Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2397 &lt;br /&gt;
| c_stg_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Chao Kindergarten from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2398 &lt;br /&gt;
| c_stg_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are Chao from all over the world here in the Kindergarten. &lt;br /&gt;
|-&lt;br /&gt;
| 2399 &lt;br /&gt;
| c_stg_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you go to the Teacher&#039;s Room, you can get advice on how to raise your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2400 &lt;br /&gt;
| c_stg_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the health of Chao checked at the Doctor&#039;s Office. &lt;br /&gt;
|-&lt;br /&gt;
| 2401 &lt;br /&gt;
| c_stg_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can download a new scenario of Chao Adventure from the library. &lt;br /&gt;
|-&lt;br /&gt;
| 2402 &lt;br /&gt;
| c_stg_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is also the Black Market where you can download a lot of surprises. &lt;br /&gt;
|-&lt;br /&gt;
| 2403 &lt;br /&gt;
| c_stg_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Visit the parks and classrooms where you might meet some new friends from around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2404 &lt;br /&gt;
| c_stg_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To visit the Chao Kindergarten, you have to go online. Make sure to ask your parents first! The Chao Kindergarten is so much fun! &lt;br /&gt;
|-&lt;br /&gt;
| 2405 &lt;br /&gt;
| c_stg_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Kindergarten is so much fun! Omochao wants to go to the Chao Kindergarten! &lt;br /&gt;
|-&lt;br /&gt;
| 2406 &lt;br /&gt;
| c_stg_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to the Chao Kindergarten. &lt;br /&gt;
|-&lt;br /&gt;
| 2407 &lt;br /&gt;
| c_stg_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You forgot your Chao! Kindergarten for Chao only, please! &lt;br /&gt;
|-&lt;br /&gt;
| 2408 &lt;br /&gt;
| c_stg_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bring your Chao here. It&#039;s a lot of fun! &lt;br /&gt;
|-&lt;br /&gt;
| 2409 &lt;br /&gt;
| c_stg_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A message for the Chao Kindergarten: check the bulletin board! &lt;br /&gt;
|-&lt;br /&gt;
| 2410 &lt;br /&gt;
| c_stg_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Visit the parks and classrooms to meet new friends from around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2411 &lt;br /&gt;
| sum_00_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before City Escape&lt;br /&gt;
|-&lt;br /&gt;
| 2412 &lt;br /&gt;
| sum_00_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Some military troops suddenly showed up saying they were looking for me. Looks like they might be taking me for a ride somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 2413 &lt;br /&gt;
| sum_00_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, what&#039;s this? Handcuffs? Wait a minute, what are you talking about? I&#039;m not a deserter from any military facility! &lt;br /&gt;
|-&lt;br /&gt;
| 2414 &lt;br /&gt;
| sum_00_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I thought it may be some kind of joke, but this isn&#039;t funny! &lt;br /&gt;
|-&lt;br /&gt;
| 2415 &lt;br /&gt;
| sum_00_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ve got to get out of here! &lt;br /&gt;
|-&lt;br /&gt;
| 2416 &lt;br /&gt;
| sum_01_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Big Foot&lt;br /&gt;
|-&lt;br /&gt;
| 2417 &lt;br /&gt;
| sum_01_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What a persistent bunch of hardheads. Just who are they really after, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 2418 &lt;br /&gt;
| sum_01_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not only are they chasing me day and night, but now they brought in this huge robot to capture me. &lt;br /&gt;
|-&lt;br /&gt;
| 2419 &lt;br /&gt;
| sum_01_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I guess they&#039;re really determined to get me this time. &lt;br /&gt;
|-&lt;br /&gt;
| 2420 &lt;br /&gt;
| sum_01_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| But do they really believe this is going to work? I&#039;ll show them some mad skills. Just give me three minutes to bring it on! &lt;br /&gt;
|-&lt;br /&gt;
| 2421 &lt;br /&gt;
| sum_02_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna, but you can call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Wild Canyon&lt;br /&gt;
|-&lt;br /&gt;
| 2422 &lt;br /&gt;
| sum_02_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Once again, the Master Emerald was stolen from Angel Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2423 &lt;br /&gt;
| sum_02_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The thief turns out to be this know-it-all bat girl, of all things. &lt;br /&gt;
|-&lt;br /&gt;
| 2424 &lt;br /&gt;
| sum_02_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| When that bat girl was within my reach, who do you think shows up? Yup, that&#039;s right. Eggman. He came just in time to spoil my plan and even tried to take the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 2425 &lt;br /&gt;
| sum_02_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I managed to break the Master Emerald into pieces before Eggman managed to escape. Now I have to find the pieces. &lt;br /&gt;
|-&lt;br /&gt;
| 2426 &lt;br /&gt;
| sum_02_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That bat girl is after the pieces as well. I have to collect them all and put the emerald back together quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 2427 &lt;br /&gt;
| sum_03_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| Story summary before Tails vs. Eggman 1 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2428 &lt;br /&gt;
| sum_03_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I was watching TV and just happened to catch the news. I was shocked to see Sonic on TV. &lt;br /&gt;
|-&lt;br /&gt;
| 2429 &lt;br /&gt;
| sum_03_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic was arrested for something really terrible, which isn&#039;t like Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2430 &lt;br /&gt;
| sum_03_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I couldn&#039;t believe it was true, so I hopped in my new Tornado and headed straight for Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2431 &lt;br /&gt;
| sum_03_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| And guess who I ran into? Eggman! He&#039;s up to his evil ways again, chasing Amy. That can&#039;t be good! &lt;br /&gt;
|-&lt;br /&gt;
| 2432 &lt;br /&gt;
| sum_03_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay! Time to break out the new Tornado and save Amy. &lt;br /&gt;
|-&lt;br /&gt;
| 2433 &lt;br /&gt;
| sum_03_06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Tornado transformation! &lt;br /&gt;
|-&lt;br /&gt;
| 2434 &lt;br /&gt;
| sum_04_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Prison Lane&lt;br /&gt;
|-&lt;br /&gt;
| 2435 &lt;br /&gt;
| sum_04_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I was able to save Amy from Eggman, but she told me that Eggman is up to his evil ways again, planning something really big this time! &lt;br /&gt;
|-&lt;br /&gt;
| 2436 &lt;br /&gt;
| sum_04_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I need to keep an eye on Eggman, but first I have to save my bud, Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2437 &lt;br /&gt;
| sum_04_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What&#039;s that? You want to come, too? Well, if you really want to, it&#039;s okay with me. Just don&#039;t get in my way. &lt;br /&gt;
|-&lt;br /&gt;
| 2438 &lt;br /&gt;
| sum_05_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
| 2439 &lt;br /&gt;
| sum_05_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What in the world is Amy doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 2440 &lt;br /&gt;
| sum_05_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Never mind that! I need to focus on finding that black hedgehog who looks like my shadow. He&#039;s somewhere on this island, I know it! &lt;br /&gt;
|-&lt;br /&gt;
| 2441 &lt;br /&gt;
| sum_05_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m wasting my time here! I&#039;ll trick the military guards and bust out of this joint! &lt;br /&gt;
|-&lt;br /&gt;
| 2442 &lt;br /&gt;
| sum_05_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Does this mean that I&#039;m a deserter now? &lt;br /&gt;
|-&lt;br /&gt;
| 2443 &lt;br /&gt;
| sum_06_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 1 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2444 &lt;br /&gt;
| sum_06_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Busting out of jail was no problem, and I found Shadow, too! &lt;br /&gt;
|-&lt;br /&gt;
| 2445 &lt;br /&gt;
| sum_06_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He won&#039;t escape me this time! &lt;br /&gt;
|-&lt;br /&gt;
| 2446 &lt;br /&gt;
| sum_07_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Green Forest&lt;br /&gt;
|-&lt;br /&gt;
| 2447 &lt;br /&gt;
| sum_07_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I almost had Shadow, but I ran out of time. Better get going, and fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2448 &lt;br /&gt;
| sum_07_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman says he&#039;s wired this island to blow up in less than five minutes! &lt;br /&gt;
|-&lt;br /&gt;
| 2449 &lt;br /&gt;
| sum_07_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I have to get off this island, and quick! Where&#039;s Amy and Tails? &lt;br /&gt;
|-&lt;br /&gt;
| 2450 &lt;br /&gt;
| sum_08_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Pumpkin Hill&lt;br /&gt;
|-&lt;br /&gt;
| 2451 &lt;br /&gt;
| sum_08_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Following a faint signal I was getting from the Master Emerald, I found myself in this rural canyon. &lt;br /&gt;
|-&lt;br /&gt;
| 2452 &lt;br /&gt;
| sum_08_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sure feels creepy, but I&#039;m not afraid of ghosts! &lt;br /&gt;
|-&lt;br /&gt;
| 2453 &lt;br /&gt;
| sum_08_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find the pieces of the Master Emerald now. &lt;br /&gt;
|-&lt;br /&gt;
| 2454 &lt;br /&gt;
| sum_09_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2411 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2455 &lt;br /&gt;
| sum_09_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2412 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2456 &lt;br /&gt;
| sum_09_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2413 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2457 &lt;br /&gt;
| sum_09_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2414 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2458 &lt;br /&gt;
| sum_09_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2415 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2459 &lt;br /&gt;
| sum_09_05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2417 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2460 &lt;br /&gt;
| sum_09_06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2418 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2461 &lt;br /&gt;
| sum_09_07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2419 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2462 &lt;br /&gt;
| sum_09_08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2420 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2463 &lt;br /&gt;
| sum_09_09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2439 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2464 &lt;br /&gt;
| sum_09_10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2440 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2465 &lt;br /&gt;
| sum_09_11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2441 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2466 &lt;br /&gt;
| sum_09_12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2442 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2467 &lt;br /&gt;
| sum_09_13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2444 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2468 &lt;br /&gt;
| sum_09_14_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2445 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2469 &lt;br /&gt;
| sum_09_15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2447 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2470 &lt;br /&gt;
| sum_09_16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2448 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2471 &lt;br /&gt;
| sum_09_17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2449 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2472 &lt;br /&gt;
| sum_10_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 2473 &lt;br /&gt;
| sum_10_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| By accident, I found my grandfather&#039;s diary. In it, he described a mysterious top-secret weapon he was working on called Project Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2474 &lt;br /&gt;
| sum_10_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The diary looked like it was sealed inside the military research facility when it was shut down over 50 years ago! &lt;br /&gt;
|-&lt;br /&gt;
| 2475 &lt;br /&gt;
| sum_10_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What a waste of good research! &lt;br /&gt;
|-&lt;br /&gt;
| 2476 &lt;br /&gt;
| sum_10_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The legacy of the greatest scientific mind in the history of the world: Professor Gerald. That&#039;s my grandpa! &lt;br /&gt;
|-&lt;br /&gt;
| 2477 &lt;br /&gt;
| sum_10_05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I might as well get some use out of it. &lt;br /&gt;
|-&lt;br /&gt;
| 2478 &lt;br /&gt;
| sum_11_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Hot Shot&lt;br /&gt;
|-&lt;br /&gt;
| 2479 &lt;br /&gt;
| sum_11_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Awakened from a deep sleep that lasted over 50 years... &lt;br /&gt;
|-&lt;br /&gt;
| 2480 &lt;br /&gt;
| sum_11_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Dr. Eggman, the grandson of my creator, Professor Gerald, has freed me. &lt;br /&gt;
|-&lt;br /&gt;
| 2481 &lt;br /&gt;
| sum_11_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The Doctor awakened me, and for that, I have granted him a wish. &lt;br /&gt;
|-&lt;br /&gt;
| 2482 &lt;br /&gt;
| sum_11_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| First, let me show you the true power I possess. In ten seconds, I was able to destroy the military hardware like it was a toy. &lt;br /&gt;
|-&lt;br /&gt;
| 2483 &lt;br /&gt;
| sum_12_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
| 2484 &lt;br /&gt;
| sum_12_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I just love jewels and cannot seem to get enough of them. I found this very valuable Master Emerald, but... &lt;br /&gt;
|-&lt;br /&gt;
| 2485 &lt;br /&gt;
| sum_12_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This annoying echidna has been following me! He&#039;s so persistent! &lt;br /&gt;
|-&lt;br /&gt;
| 2486 &lt;br /&gt;
| sum_12_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Moreover, this strange old man with a weird-looking mustache tried snatching it from me, but before that happened, it was shattered into pieces. &lt;br /&gt;
|-&lt;br /&gt;
| 2487 &lt;br /&gt;
| sum_12_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oh, look what you&#039;ve done! &lt;br /&gt;
|-&lt;br /&gt;
| 2488 &lt;br /&gt;
| sum_12_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now I have to find and collect all of the pieces! &lt;br /&gt;
|-&lt;br /&gt;
| 2489 &lt;br /&gt;
| sum_13_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Sand Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 2490 &lt;br /&gt;
| sum_13_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I released Shadow from the military research facility, but now... &lt;br /&gt;
|-&lt;br /&gt;
| 2491 &lt;br /&gt;
| sum_13_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow told me to bring the Chaos Emerald and join him at the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2492 &lt;br /&gt;
| sum_13_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There must be something going on. I should go back to the base and check it out! &lt;br /&gt;
|-&lt;br /&gt;
| 2493 &lt;br /&gt;
| sum_14_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Radical Highway&lt;br /&gt;
|-&lt;br /&gt;
| 2494 &lt;br /&gt;
| sum_14_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I took the Chaos Emerald from the National Reserve bank... &lt;br /&gt;
|-&lt;br /&gt;
| 2495 &lt;br /&gt;
| sum_14_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| And now the military and police are chasing me. I don&#039;t care if they know who I am because they&#039;ll never catch me. It&#039;s just a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 2496 &lt;br /&gt;
| sum_14_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time for games. I have to get out of here, fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2497 &lt;br /&gt;
| sum_15_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
| 2498 &lt;br /&gt;
| sum_15_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I was able to put a transmitter on that old man&#039;s machine when he first appeared. &lt;br /&gt;
|-&lt;br /&gt;
| 2499 &lt;br /&gt;
| sum_15_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t tell you why just yet. &lt;br /&gt;
|-&lt;br /&gt;
| 2500 &lt;br /&gt;
| sum_15_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Then I tracked and followed him to this pyramid, but couldn&#039;t get in because the door was sealed. &lt;br /&gt;
|-&lt;br /&gt;
| 2501 &lt;br /&gt;
| sum_15_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm... maybe I need to find a key or something to get in! &lt;br /&gt;
|-&lt;br /&gt;
| 2502 &lt;br /&gt;
| sum_16_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Lost Colony&lt;br /&gt;
|-&lt;br /&gt;
| 2503 &lt;br /&gt;
| sum_16_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I went to the Space Colony ARK as Shadow told me to do. &lt;br /&gt;
|-&lt;br /&gt;
| 2504 &lt;br /&gt;
| sum_16_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s in the central control room of the ARK? I have to find out! &lt;br /&gt;
|-&lt;br /&gt;
| 2505 &lt;br /&gt;
| sum_17_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Weapons Bed&lt;br /&gt;
|-&lt;br /&gt;
| 2506 &lt;br /&gt;
| sum_17_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The bat girl Rouge joined our forces and we came back to Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2507 &lt;br /&gt;
| sum_17_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We came here to locate the Chaos Emerald that is stored somewhere in the military research facility. &lt;br /&gt;
|-&lt;br /&gt;
| 2508 &lt;br /&gt;
| sum_17_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I will go in first to distract the troops! Hah! Then we will carry out our plan. &lt;br /&gt;
|-&lt;br /&gt;
| 2509 &lt;br /&gt;
| sum_18_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Tails vs. Eggman 1 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2510 &lt;br /&gt;
| sum_18_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| When we reached the military research facility to get the Chaos Emerald, someone was there to stop us! &lt;br /&gt;
|-&lt;br /&gt;
| 2511 &lt;br /&gt;
| sum_18_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, Rouge! Just go! I&#039;ll take care of him. &lt;br /&gt;
|-&lt;br /&gt;
| 2512 &lt;br /&gt;
| sum_18_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Killing you will be my pleasure, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 2513 &lt;br /&gt;
| sum_19_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Mission Street&lt;br /&gt;
|-&lt;br /&gt;
| 2514 &lt;br /&gt;
| sum_19_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman just announced his evil plan to take over the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2515 &lt;br /&gt;
| sum_19_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| He just blew up half of the moon with this powerful weapon, and now he&#039;s threatening to take over the planet! I&#039;ll make sure that won&#039;t happen. &lt;br /&gt;
|-&lt;br /&gt;
| 2516 &lt;br /&gt;
| sum_19_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman&#039;s tapping into the energy of the Chaos Emeralds to power that weapon. &lt;br /&gt;
|-&lt;br /&gt;
| 2517 &lt;br /&gt;
| sum_19_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s up to me now. I&#039;ll find Eggman and the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 2518 &lt;br /&gt;
| sum_19_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| First, I have to find a safe place to hide. &lt;br /&gt;
|-&lt;br /&gt;
| 2519 &lt;br /&gt;
| sum_20_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Security Hall&lt;br /&gt;
|-&lt;br /&gt;
| 2520 &lt;br /&gt;
| sum_20_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I got inside the military research facility, just as the Doctor planned it. &lt;br /&gt;
|-&lt;br /&gt;
| 2521 &lt;br /&gt;
| sum_20_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I need to find the three remaining Chaos Emeralds. This should be a piece of cake! &lt;br /&gt;
|-&lt;br /&gt;
| 2522 &lt;br /&gt;
| sum_21_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Flying Dog&lt;br /&gt;
|-&lt;br /&gt;
| 2523 &lt;br /&gt;
| sum_21_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| A minor setback. &#039;&#039;sigh&#039;&#039; Just how could I have let this happen to me? &lt;br /&gt;
|-&lt;br /&gt;
| 2524 &lt;br /&gt;
| sum_21_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| After collecting the three Chaos Emeralds, something caught my eye. All of a sudden... &lt;br /&gt;
|-&lt;br /&gt;
| 2525 &lt;br /&gt;
| sum_21_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The security alarm went off, and I was trapped inside the safe! &lt;br /&gt;
|-&lt;br /&gt;
| 2526 &lt;br /&gt;
| sum_21_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| From out of nowhere comes this strong-looking fighter. There&#039;s not much time left before the bomb that Shadow set goes off! This is just not my day. &lt;br /&gt;
|-&lt;br /&gt;
| 2527 &lt;br /&gt;
| sum_21_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| First, I&#039;ve got to take care of business! &lt;br /&gt;
|-&lt;br /&gt;
| 2528 &lt;br /&gt;
| sum_22_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before White Jungle&lt;br /&gt;
|-&lt;br /&gt;
| 2529 &lt;br /&gt;
| sum_22_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Looks like bat girl has failed her end of the deal. &lt;br /&gt;
|-&lt;br /&gt;
| 2530 &lt;br /&gt;
| sum_22_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I really could care less about her. It&#039;s the Chaos Emeralds I have to save. &lt;br /&gt;
|-&lt;br /&gt;
| 2531 &lt;br /&gt;
| sum_22_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I have to hurry because there&#039;s not much time left before the bomb goes off. &lt;br /&gt;
|-&lt;br /&gt;
| 2532 &lt;br /&gt;
| sum_23_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 1 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2533 &lt;br /&gt;
| sum_23_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That other hedgehog appeared while I was on my way to rescue Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 2534 &lt;br /&gt;
| sum_23_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| He&#039;s starting to irritate me! It&#039;s time to show my true power. &lt;br /&gt;
|-&lt;br /&gt;
| 2535 &lt;br /&gt;
| sum_24_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Route 280&lt;br /&gt;
|-&lt;br /&gt;
| 2536 &lt;br /&gt;
| sum_24_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We announced our plans for world domination using the power of the Chaos Emeralds we stole from the military research facility. &lt;br /&gt;
|-&lt;br /&gt;
| 2537 &lt;br /&gt;
| sum_24_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Charging the Eclipse Cannon is taking too long! &lt;br /&gt;
|-&lt;br /&gt;
| 2538 &lt;br /&gt;
| sum_24_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So we&#039;ve got to get the last Chaos Emerald and fast! Where is that fox boy? &lt;br /&gt;
|-&lt;br /&gt;
| 2539 &lt;br /&gt;
| sum_25_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sky Rail&lt;br /&gt;
|-&lt;br /&gt;
| 2540 &lt;br /&gt;
| sum_25_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I receive a message from Rouge to follow that plane. The pilot is in possession of the last Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2541 &lt;br /&gt;
| sum_25_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There are so many creepy-looking mountains ahead of me... Never mind that! I won&#039;t let the plane get away. &lt;br /&gt;
|-&lt;br /&gt;
| 2542 &lt;br /&gt;
| sum_26_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Egg Golem (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
| 2543 &lt;br /&gt;
| sum_26_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I was waiting for Sonic at my hidden base to show him my awesome robot created to put that creep in his place, but... &lt;br /&gt;
|-&lt;br /&gt;
| 2544 &lt;br /&gt;
| sum_26_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| That blue hedgehog eluded me again! Now he&#039;s on the attack, and is coming after me! Agh! Why does this always happen? &lt;br /&gt;
|-&lt;br /&gt;
| 2545 &lt;br /&gt;
| sum_26_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hey, get out of my way! Sonic&#039;s escaping! &lt;br /&gt;
|-&lt;br /&gt;
| 2546 &lt;br /&gt;
| sum_27_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Mad Space&lt;br /&gt;
|-&lt;br /&gt;
| 2547 &lt;br /&gt;
| sum_27_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| But that&#039;s not all I do! &lt;br /&gt;
|-&lt;br /&gt;
| 2548 &lt;br /&gt;
| sum_27_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Finally, those guys appeared when I returned from my secret mission. &lt;br /&gt;
|-&lt;br /&gt;
| 2549 &lt;br /&gt;
| sum_27_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| That means they&#039;ve collected the remaining pieces of the Master Emerald. Now is my chance! &lt;br /&gt;
|-&lt;br /&gt;
| 2550 &lt;br /&gt;
| sum_27_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve retrieved the information about the secret Project Shadow. Now&#039;s my chance to grab the Master Emerald and dash! &lt;br /&gt;
|-&lt;br /&gt;
| 2551 &lt;br /&gt;
| sum_28_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Knuckles vs. Rouge (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2552 &lt;br /&gt;
| sum_28_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| He&#039;s starting to get on my nerves! He is relentless about the Master Emerald, isn&#039;t he? Why doesn&#039;t he just give up? That annoying echidna! &lt;br /&gt;
|-&lt;br /&gt;
| 2553 &lt;br /&gt;
| sum_28_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I will beat him up and take the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 2554 &lt;br /&gt;
| sum_29_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Cosmic Wall&lt;br /&gt;
|-&lt;br /&gt;
| 2555 &lt;br /&gt;
| sum_29_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic and his buddies somehow found a way to get to the space colony. &lt;br /&gt;
|-&lt;br /&gt;
| 2556 &lt;br /&gt;
| sum_29_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Why am I getting readings from two seperate Chaos Emeralds? What&#039;s going on? &lt;br /&gt;
|-&lt;br /&gt;
| 2557 &lt;br /&gt;
| sum_29_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| They must be planning a counterattack! &lt;br /&gt;
|-&lt;br /&gt;
| 2558 &lt;br /&gt;
| sum_29_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;ve got no time to waste. Back to the space colony, to attack them! &lt;br /&gt;
|-&lt;br /&gt;
| 2559 &lt;br /&gt;
| sum_30_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Aquatic Mine&lt;br /&gt;
|-&lt;br /&gt;
| 2560 &lt;br /&gt;
| sum_30_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Following the signal from the Master Emerald, I found myself deep inside this canyon. &lt;br /&gt;
|-&lt;br /&gt;
| 2561 &lt;br /&gt;
| sum_30_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place looks like a deserted mine of some kind. Most of it&#039;s underwater now. &lt;br /&gt;
|-&lt;br /&gt;
| 2562 &lt;br /&gt;
| sum_30_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s going to be tough finding the pieces of the Master Emerald here. No time to complain about it! &lt;br /&gt;
|-&lt;br /&gt;
| 2563 &lt;br /&gt;
| sum_30_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find the pieces of the Master Emerald quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 2564 &lt;br /&gt;
| sum_31_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Tails vs. Eggman 2 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2565 &lt;br /&gt;
| sum_31_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! I finally did it! I&#039;ve defeated Sonic! That annoying hedgehog is now gone forever! He&#039;s nothing but floating chunks in space now! &lt;br /&gt;
|-&lt;br /&gt;
| 2566 &lt;br /&gt;
| sum_31_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you going to do now, Tails? If you are against me, you&#039;ll suffer the same fate as your buddy, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 2567 &lt;br /&gt;
| sum_32_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Final Chase&lt;br /&gt;
|-&lt;br /&gt;
| 2568 &lt;br /&gt;
| sum_32_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Finally, all the seven Chaos Emeralds are set in place. Now the stage is set. I&#039;m almost finished! &lt;br /&gt;
|-&lt;br /&gt;
| 2569 &lt;br /&gt;
| sum_32_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| All this time, someone has been trying to get at the Eclipse Cannon. There&#039;s no hope for him now! &lt;br /&gt;
|-&lt;br /&gt;
| 2570 &lt;br /&gt;
| sum_32_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s important we don&#039;t make any mistakes right now. I have to get rid of all those pests! &lt;br /&gt;
|-&lt;br /&gt;
| 2571 &lt;br /&gt;
| sum_33_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Sonic vs. Shadow 2 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2572 &lt;br /&gt;
| sum_33_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s that blue hedgehog that&#039;s trying to destroy the Eclipse Cannon! &lt;br /&gt;
|-&lt;br /&gt;
| 2573 &lt;br /&gt;
| sum_33_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m impressed. I thought he died in the capsule that was shot into space. &lt;br /&gt;
|-&lt;br /&gt;
| 2574 &lt;br /&gt;
| sum_33_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Now I know that blue hedgehog is dangerous! &lt;br /&gt;
|-&lt;br /&gt;
| 2575 &lt;br /&gt;
| sum_33_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| When I&#039;m finished with him, he&#039;ll wish he died in the capsule. I&#039;m going to show him my real power! &lt;br /&gt;
|-&lt;br /&gt;
| 2576 &lt;br /&gt;
| sum_34_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Route 101&lt;br /&gt;
|-&lt;br /&gt;
| 2577 &lt;br /&gt;
| sum_34_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I tracked the signal from the Chaos Emeralds and located Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2578 &lt;br /&gt;
| sum_34_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What&#039;s Eggman doing in outer space? &lt;br /&gt;
|-&lt;br /&gt;
| 2579 &lt;br /&gt;
| sum_34_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No worries! I&#039;ve got to find the exact location of Eggman and quick! &lt;br /&gt;
|-&lt;br /&gt;
| 2580 &lt;br /&gt;
| sum_34_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No worries, Amy! Remember I&#039;m a wiz when it comes to mechanical things. &lt;br /&gt;
|-&lt;br /&gt;
| 2581 &lt;br /&gt;
| sum_34_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll find the President! &lt;br /&gt;
|-&lt;br /&gt;
| 2582 &lt;br /&gt;
| sum_35_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Hidden Base&lt;br /&gt;
|-&lt;br /&gt;
| 2583 &lt;br /&gt;
| sum_35_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We rode in the President&#039;s limo, and guess what? We found where Eggman is hiding! &lt;br /&gt;
|-&lt;br /&gt;
| 2584 &lt;br /&gt;
| sum_35_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman and his buddies are in the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2585 &lt;br /&gt;
| sum_35_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Next step is to find Eggman&#039;s secret pyramid base, somewhere in the desert. &lt;br /&gt;
|-&lt;br /&gt;
| 2586 &lt;br /&gt;
| sum_35_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! I&#039;ll go first and find the entrance. &lt;br /&gt;
|-&lt;br /&gt;
| 2587 &lt;br /&gt;
| sum_36_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
| 2588 &lt;br /&gt;
| sum_36_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We managed to sneak into the pyramid and find Eggman&#039;s secret base. &lt;br /&gt;
|-&lt;br /&gt;
| 2589 &lt;br /&gt;
| sum_36_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s got to be a way to get to outer space from here. We don&#039;t have much time. Let&#039;s go! &lt;br /&gt;
|-&lt;br /&gt;
| 2590 &lt;br /&gt;
| sum_37_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Death Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 2591 &lt;br /&gt;
| sum_37_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| We were able to locate Eggman&#039;s secret base, deep inside the pyramid. &lt;br /&gt;
|-&lt;br /&gt;
| 2592 &lt;br /&gt;
| sum_37_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now we need to find the key to open the door to get to the other side. &lt;br /&gt;
|-&lt;br /&gt;
| 2593 &lt;br /&gt;
| sum_37_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? Why do I have to find that key? That&#039;s not my job, but I&#039;ll do it. I have to because it&#039;s for the Master Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2594 &lt;br /&gt;
| sum_37_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ll show you the skills that make me the ultimate treasure hunter! &lt;br /&gt;
|-&lt;br /&gt;
| 2595 &lt;br /&gt;
| sum_38_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| 2596 &lt;br /&gt;
| sum_38_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That was a piece of cake. I found the key and now it&#039;s time to explore Eggman&#039;s secret base! &lt;br /&gt;
|-&lt;br /&gt;
| 2597 &lt;br /&gt;
| sum_38_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What was that? I got a bad feeling about this. It&#039;s creepy in here. Could there be spirits that guard the tombs? &lt;br /&gt;
|-&lt;br /&gt;
| 2598 &lt;br /&gt;
| sum_38_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I don&#039;t think I can deal with this, but then how am I going to find the pieces of the emerald? Darn... I have no choice! &lt;br /&gt;
|-&lt;br /&gt;
| 2599 &lt;br /&gt;
| sum_39_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Egg Golem (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
| 2600 &lt;br /&gt;
| sum_39_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Thanks to Knuckles, we were able to unlock the door to Eggman&#039;s secret base. &lt;br /&gt;
|-&lt;br /&gt;
| 2601 &lt;br /&gt;
| sum_39_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Out of nowhere, Eggman appeared, and a huge statue came alive! &lt;br /&gt;
|-&lt;br /&gt;
| 2602 &lt;br /&gt;
| sum_39_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That evil egghead! How did he know we were coming? &lt;br /&gt;
|-&lt;br /&gt;
| 2603 &lt;br /&gt;
| sum_39_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Do you really think that piece of rock can stop us? &lt;br /&gt;
|-&lt;br /&gt;
| 2604 &lt;br /&gt;
| sum_40_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Eternal Engine&lt;br /&gt;
|-&lt;br /&gt;
| 2605 &lt;br /&gt;
| sum_40_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We managed to hotwire the space shuttle from Eggman&#039;s secret base, and finally arrived at the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2606 &lt;br /&gt;
| sum_40_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It was my idea to destroy that weapon using the fake emerald I made. &lt;br /&gt;
|-&lt;br /&gt;
| 2607 &lt;br /&gt;
| sum_40_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I wonder if Sonic understands the plan. &lt;br /&gt;
|-&lt;br /&gt;
| 2608 &lt;br /&gt;
| sum_40_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s up to me to find the power supply and fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2609 &lt;br /&gt;
| sum_41_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Meteor Herd&lt;br /&gt;
|-&lt;br /&gt;
| 2610 &lt;br /&gt;
| sum_41_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The pieces of the Master Emerald I collected are now floating in space. We should have secured them better in the shuttle cargo bay. &lt;br /&gt;
|-&lt;br /&gt;
| 2611 &lt;br /&gt;
| sum_41_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s not an easy job protecting the Master Emerald, you know! &lt;br /&gt;
|-&lt;br /&gt;
| 2612 &lt;br /&gt;
| sum_41_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find them before we lose them again! &lt;br /&gt;
|-&lt;br /&gt;
| 2613 &lt;br /&gt;
| sum_42_00_am &lt;br /&gt;
| Amy &lt;br /&gt;
| My name is Amy Rose. I&#039;m cute and full of energy! &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| Story summary before Cannon&#039;s Core&lt;br /&gt;
|-&lt;br /&gt;
| 2614 &lt;br /&gt;
| sum_42_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Something horrible is happening. Professor Gerald activated this program a long time ago. &lt;br /&gt;
|-&lt;br /&gt;
| 2615 &lt;br /&gt;
| sum_42_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Activating that program has caused the space colony to fall out of its orbit. Now it&#039;s on a crash-course with the Earth! &lt;br /&gt;
|-&lt;br /&gt;
| 2616 &lt;br /&gt;
| sum_42_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Looks like Eggman has tricked Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2617 &lt;br /&gt;
| sum_42_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| He&#039;s such an evil doctor! I want to yell at him, but first, we need to stop the space colony from falling. &lt;br /&gt;
|-&lt;br /&gt;
| 2618 &lt;br /&gt;
| sum_42_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| We decided to team up and go to the colony&#039;s core to stop the power of the Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 2619 &lt;br /&gt;
| sum_42_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| We don&#039;t have much time left! Hang on, everybody! Let&#039;s do it! &lt;br /&gt;
|-&lt;br /&gt;
| 2620 &lt;br /&gt;
| sum_43_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| 2621 &lt;br /&gt;
| sum_43_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Thanks to Amy, I was able to remember Maria&#039;s wish. &lt;br /&gt;
|-&lt;br /&gt;
| 2622 &lt;br /&gt;
| sum_43_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| When I finally realized it, the ultimate life prototype tried to stop me! &lt;br /&gt;
|-&lt;br /&gt;
| 2623 &lt;br /&gt;
| sum_43_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll take care of this, Sonic! You go try to stop the power of the Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 2624 &lt;br /&gt;
| sum_44_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 2625 &lt;br /&gt;
| sum_44_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We were able to stop the power of the Chaos Emeralds, but the space colony is still falling! &lt;br /&gt;
|-&lt;br /&gt;
| 2626 &lt;br /&gt;
| sum_44_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That prototype has become one with the space colony and is heading it on a collision course with Earth. &lt;br /&gt;
|-&lt;br /&gt;
| 2627 &lt;br /&gt;
| sum_44_02_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;copy of 2626&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2628 &lt;br /&gt;
| sum_44_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The space colony will be entering the Earth&#039;s atmosphere soon. We have to destroy it now! &lt;br /&gt;
|-&lt;br /&gt;
| 2629 &lt;br /&gt;
| sum_44_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The ultimate power is fueled by everyone&#039;s wish. Let me show you Super Sonic power! &lt;br /&gt;
|-&lt;br /&gt;
| 2630 &lt;br /&gt;
| sum_45_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Knuckles vs. Rouge (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2631 &lt;br /&gt;
| sum_45_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| After finding half of the pieces of the Master Emerald, I ran into that bat girl again. &lt;br /&gt;
|-&lt;br /&gt;
| 2632 &lt;br /&gt;
| sum_45_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I bet she has the other half of the pieces. No time for small talk; I won&#039;t give her the chance! &lt;br /&gt;
|-&lt;br /&gt;
| 2633 &lt;br /&gt;
| sum_45_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ve got to get those pieces back! &lt;br /&gt;
|-&lt;br /&gt;
| 2634 &lt;br /&gt;
| sum_46_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Crazy Gadget&lt;br /&gt;
|-&lt;br /&gt;
| 2635 &lt;br /&gt;
| sum_46_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Our plan was perfect... until Eggman snatched Amy. &lt;br /&gt;
|-&lt;br /&gt;
| 2636 &lt;br /&gt;
| sum_46_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman said he&#039;ll trade us Amy for the emerald. I have to think about that one! &lt;br /&gt;
|-&lt;br /&gt;
| 2637 &lt;br /&gt;
| sum_46_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time for jokes! Eggman&#039;s ready to fire that weapon again! &lt;br /&gt;
|-&lt;br /&gt;
| 2638 &lt;br /&gt;
| sum_46_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails, Amy! Hold on! I&#039;m coming! &lt;br /&gt;
|-&lt;br /&gt;
| 2639 &lt;br /&gt;
| sum_47_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Tails vs. Eggman 2 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2640 &lt;br /&gt;
| sum_47_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic was captured and put in that capsule. Eggman shot the capsule into space and exploded it! &lt;br /&gt;
|-&lt;br /&gt;
| 2641 &lt;br /&gt;
| sum_47_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No! It can&#039;t be true! Sonic can&#039;t be dead! &lt;br /&gt;
|-&lt;br /&gt;
| 2642 &lt;br /&gt;
| sum_47_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman! I won&#039;t let you get away with this! I promised Sonic I wouldn&#039;t give up and I won&#039;t. I&#039;ll make you pay for this! &lt;br /&gt;
|-&lt;br /&gt;
| 2643 &lt;br /&gt;
| sum_48_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Final Rush&lt;br /&gt;
|-&lt;br /&gt;
| 2644 &lt;br /&gt;
| sum_48_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I took a chance using Chaos Control and managed to escape from Eggman&#039;s trap. &lt;br /&gt;
|-&lt;br /&gt;
| 2645 &lt;br /&gt;
| sum_48_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left before the weapon fires again! &lt;br /&gt;
|-&lt;br /&gt;
| 2646 &lt;br /&gt;
| sum_48_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll take my chances and throw this emerald into the cannon before it fires! &lt;br /&gt;
|-&lt;br /&gt;
| 2647 &lt;br /&gt;
| sum_49_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 2 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2648 &lt;br /&gt;
| sum_49_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Timing couldn&#039;t be worse! Just when I thought I had everything under control, Shadow showed up. I have to end this battle against that black hedgehog now! &lt;br /&gt;
|-&lt;br /&gt;
| 2649 &lt;br /&gt;
| sum_49_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Show me what you got, Shadow! True power? Yeah, right! &lt;br /&gt;
|-&lt;br /&gt;
| 2650 &lt;br /&gt;
| sum_int_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| My name is Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2651 &lt;br /&gt;
| sum_int_eg_1 &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2652 &lt;br /&gt;
| sum_int_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. &lt;br /&gt;
|-&lt;br /&gt;
| 2653 &lt;br /&gt;
| sum_int_kn_1 &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;copy of 2652&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2654 &lt;br /&gt;
| sum_int_kn_2 &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles. &lt;br /&gt;
|-&lt;br /&gt;
| 2655 &lt;br /&gt;
| sum_int_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat. &lt;br /&gt;
|-&lt;br /&gt;
| 2656 &lt;br /&gt;
| sum_int_rg_1 &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 2657 &lt;br /&gt;
| sum_int_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 2658 &lt;br /&gt;
| sum_int_sd_1 &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2659 &lt;br /&gt;
| sum_int_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 2660 &lt;br /&gt;
| sum_int_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2661 &lt;br /&gt;
| sum_int_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles &amp;quot;Tails&amp;quot; Prower. &lt;br /&gt;
|-&lt;br /&gt;
| 2662 &lt;br /&gt;
| sum_int_tl_1 &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m Tails. &lt;br /&gt;
|-&lt;br /&gt;
| 2663 &lt;br /&gt;
| vs_ex_00_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Amy Rose is here! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2664 &lt;br /&gt;
| vs_ex_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Move aside, Knuckles! &lt;br /&gt;
| Japanese dub uses this voice ID for activating the Storming Heart special attack&lt;br /&gt;
|-&lt;br /&gt;
| 2665 &lt;br /&gt;
| vs_ex_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, yeah. &lt;br /&gt;
| Ledge grab&lt;br /&gt;
|-&lt;br /&gt;
| 2666 &lt;br /&gt;
| vs_ex_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| WAAAAAA &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 2667 &lt;br /&gt;
| vs_ex_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
| Death by damage&lt;br /&gt;
|-&lt;br /&gt;
| 2668 &lt;br /&gt;
| vs_ex_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re not Sonic! Who are you? &lt;br /&gt;
|-&lt;br /&gt;
| 2669 &lt;br /&gt;
| vs_ex_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Ooooh, I hate it when they leave me behind! &lt;br /&gt;
|-&lt;br /&gt;
| 2670 &lt;br /&gt;
| vs_ex_07_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Awesome! &lt;br /&gt;
| 2P Win (Single) with less than 20 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2671 &lt;br /&gt;
| vs_ex_08_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;ve got just about all of the Emblems, haven&#039;t you? &lt;br /&gt;
| Japanese dub uses this voice when passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2672 &lt;br /&gt;
| vs_ex_09_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Just wait a minute! &lt;br /&gt;
| Activating Amy Flash&lt;br /&gt;
|-&lt;br /&gt;
| 2673 &lt;br /&gt;
| vs_ex_10_am &lt;br /&gt;
| Amy &lt;br /&gt;
| My name is Amy Rose. &lt;br /&gt;
| 2P Win (Best of 3)/Round Clear with 20-100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2674 &lt;br /&gt;
| vs_ex_11_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Initiating a grind/ramp trick and ledge balancing&lt;br /&gt;
|-&lt;br /&gt;
| 2675 &lt;br /&gt;
| vs_ex_12_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &#039;&#039;giggle&#039;&#039;&lt;br /&gt;
| Activating 2P Speed Up&lt;br /&gt;
|-&lt;br /&gt;
| 2676 &lt;br /&gt;
| vs_ex_13_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh! &lt;br /&gt;
|-&lt;br /&gt;
| 2677 &lt;br /&gt;
| vs_ex_14_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Storming Heart activation, acquiring Barrier/Speed Shoes/Invincibility, passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2678 &lt;br /&gt;
| Y_AM_CLEAR1 &lt;br /&gt;
| Amy &lt;br /&gt;
| Yay! All right! &lt;br /&gt;
| SA2B only, 2P Win (Single) with 20-100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2679 &lt;br /&gt;
| Y_AM_CLEAR2 &lt;br /&gt;
| Amy &lt;br /&gt;
| All right! &lt;br /&gt;
| SA2B only, 2P Win (Best of 3)/Round Clear with less than 20 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2680 &lt;br /&gt;
| Y_AM_CLEAR3 &lt;br /&gt;
| Amy &lt;br /&gt;
| Yes, yes, yes! &lt;br /&gt;
| SA2B only, 2P Win (Single) with over 100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2681 &lt;br /&gt;
| Y_AM_CLEAR4 &lt;br /&gt;
| Amy &lt;br /&gt;
| Wow, I&#039;m good! &lt;br /&gt;
| SA2B only, 2P Win (Best of 3)/Round Clear with over 100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2682 &lt;br /&gt;
| Y_AM_NEW &lt;br /&gt;
| Amy &lt;br /&gt;
| Hey, c&#039;mon! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2683 &lt;br /&gt;
| Y_AM_SELECT &lt;br /&gt;
| Amy &lt;br /&gt;
| It&#039;s my turn now! &lt;br /&gt;
| SA2B only, selecting Amy on the 2P Battle screen&lt;br /&gt;
|-&lt;br /&gt;
| 2684 &lt;br /&gt;
| Y_AM_SPECIAL &lt;br /&gt;
| Amy &lt;br /&gt;
| Here I come! &lt;br /&gt;
| SA2B only, Japanese dub uses this voice when passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2685 &lt;br /&gt;
| Y_AM_START1 &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;m getting excited! &lt;br /&gt;
| SA2B only, Alternate 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2686 &lt;br /&gt;
| Y_AM_START2 &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;m going to do my best, Sonic! &lt;br /&gt;
| SA2B only, used when Sonic is the opponent&lt;br /&gt;
|-&lt;br /&gt;
| 2687 &lt;br /&gt;
| Y_C0_CLEAR &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only, Round Clear&lt;br /&gt;
|-&lt;br /&gt;
| 2688 &lt;br /&gt;
| Y_C0_SELECT &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only, selecting Chaos Zero on the 2P Battle screen&lt;br /&gt;
|-&lt;br /&gt;
| 2689 &lt;br /&gt;
| Y_C0_START &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2690 &lt;br /&gt;
| Y_CW_CLASH1 &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Taking major damage, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2691 &lt;br /&gt;
| Y_CW_CLASH2 &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Critical health, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2692 &lt;br /&gt;
| Y_CW_CLEAR &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao, Chao, Chao! &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2693 &lt;br /&gt;
| Y_CW_ITEM &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Acquiring Speed Shoes/Invincibility/Barrier, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2694 &lt;br /&gt;
| Y_CW_LEVEL1 &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| Firing Booming Missile, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2695 &lt;br /&gt;
| Y_CW_LEVEL2 &lt;br /&gt;
| Chao &lt;br /&gt;
| Cha! &lt;br /&gt;
| Firing Rumble Launcher, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2696 &lt;br /&gt;
| Y_CW_MAXHEALTH &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only, health restored to full&lt;br /&gt;
|-&lt;br /&gt;
| 2697 &lt;br /&gt;
| Y_CW_POWER &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2698 &lt;br /&gt;
| Y_CW_POWERLASER &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| Firing Zap Laser, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2699 &lt;br /&gt;
| Y_CW_SELECT &lt;br /&gt;
| Chao &lt;br /&gt;
| Oooh! &lt;br /&gt;
| Selecting Chao Walker/2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2700 &lt;br /&gt;
| Y_CW_START &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2701 &lt;br /&gt;
| Y_DW_CLASH1 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| SA2B only, taking major damage&lt;br /&gt;
|-&lt;br /&gt;
| 2702 &lt;br /&gt;
| Y_DW_CLASH2 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Critical health, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2703 &lt;br /&gt;
| Y_DW_CLEAR &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2704 &lt;br /&gt;
| Y_DW_ITEM &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Oh Yay! &lt;br /&gt;
| Acquiring Speed Shoes/Invincibility/Barrier, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2705 &lt;br /&gt;
| Y_DW_LEVEL1 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only, firing Crazy Rush&lt;br /&gt;
|-&lt;br /&gt;
| 2706 &lt;br /&gt;
| Y_DW_LEVEL2 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Cha! &lt;br /&gt;
| SA2B only, firing Hell Bomber&lt;br /&gt;
|-&lt;br /&gt;
| 2707 &lt;br /&gt;
| Y_DW_MAXHEALTH &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao pa! &lt;br /&gt;
| SA2B only, health restored to full&lt;br /&gt;
|-&lt;br /&gt;
| 2708 &lt;br /&gt;
| Y_DW_POWER &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2709 &lt;br /&gt;
| Y_DW_POWERLASER &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only, firing Dark Finish&lt;br /&gt;
|-&lt;br /&gt;
| 2710 &lt;br /&gt;
| Y_DW_SELECT &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Selecting Dark Chao Walker/2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2711 &lt;br /&gt;
| Y_DW_START &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2712 &lt;br /&gt;
| Y_MS_CLEAR &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;mechanical whirring&#039;&#039; &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2713 &lt;br /&gt;
| Y_MS_CLEAR_B &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;copy of 2712&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2714 &lt;br /&gt;
| Y_MS_SELECT &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;programming engaged&#039;&#039; &lt;br /&gt;
| Selecting Metal Sonic, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2715 &lt;br /&gt;
| Y_MS_START &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;programming engaged&#039;&#039; &lt;br /&gt;
| 2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2716 &lt;br /&gt;
| Y_TK_CLEAR &lt;br /&gt;
| Tikal &lt;br /&gt;
| The fighting&#039;s over. &lt;br /&gt;
| SA2B only (Round Clear)&lt;br /&gt;
|-&lt;br /&gt;
| 2717 &lt;br /&gt;
| Y_TK_DEAD &lt;br /&gt;
| Tikal &lt;br /&gt;
| No, no, no! &lt;br /&gt;
| SA2B only (Death by enemy)&lt;br /&gt;
|-&lt;br /&gt;
| 2718 &lt;br /&gt;
| Y_TK_HIT &lt;br /&gt;
| Tikal &lt;br /&gt;
| Ah! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2719 &lt;br /&gt;
| Y_TK_HIT_B &lt;br /&gt;
| Tikal &lt;br /&gt;
| Why did this have to happen? &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2720 &lt;br /&gt;
| Y_TK_LEVEL &lt;br /&gt;
| Tikal &lt;br /&gt;
| Hear me now. &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2721 &lt;br /&gt;
| Y_TK_LEVEL1 &lt;br /&gt;
| Tikal &lt;br /&gt;
| I&#039;m sorry. &lt;br /&gt;
| SA2B only (Use Wrath of Gaia)&lt;br /&gt;
|-&lt;br /&gt;
| 2722 &lt;br /&gt;
| Y_TK_LEVEL2 &lt;br /&gt;
| Tikal &lt;br /&gt;
| I beg of you. &lt;br /&gt;
| SA2B only (Use Heaven&#039;s Justice)&lt;br /&gt;
|-&lt;br /&gt;
| 2723 &lt;br /&gt;
| Y_TK_LEVEL3 &lt;br /&gt;
| Tikal &lt;br /&gt;
| How can I make you understand? &lt;br /&gt;
| SA2B only (Use Captive Light)&lt;br /&gt;
|-&lt;br /&gt;
| 2724 &lt;br /&gt;
| Y_TK_SELECT &lt;br /&gt;
| Tikal &lt;br /&gt;
| I&#039;m Tikal. &lt;br /&gt;
| SA2B only (2P Battle Select)&lt;br /&gt;
|-&lt;br /&gt;
| 2725 &lt;br /&gt;
| Y_TK_START &lt;br /&gt;
| Tikal &lt;br /&gt;
| I must do something. &lt;br /&gt;
| SA2B only (2P Intro 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2726 &lt;br /&gt;
| Y_TK_START_B &lt;br /&gt;
| Tikal &lt;br /&gt;
| &#039;&#039;copy of 2725&#039;&#039; &lt;br /&gt;
| SA2B only, the game can randomly select this voice for the 2P Intro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Voice_List&amp;diff=747</id>
		<title>Sonic Adventure 2/Voice List</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Voice_List&amp;diff=747"/>
		<updated>2026-04-15T05:13:50Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following information pertains to the voice data found within the &amp;lt;code&amp;gt;EVENT_ADX&amp;lt;/code&amp;gt; archives in &#039;&#039;[[Sonic Adventure 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The English voice files are located in the &amp;lt;code&amp;gt;EVENT_ADX_E.AFS&amp;lt;/code&amp;gt; archive, while the Japanese voices are stored in the &amp;lt;code&amp;gt;EVENT_ADX.AFS&amp;lt;/code&amp;gt; archive. Both files are in all versions of the game, and the voice files are saved in the &amp;lt;code&amp;gt;.AHX&amp;lt;/code&amp;gt; format. They can be played back in any media player that supports the VGMStream codec or CRI ADX tools.&lt;br /&gt;
&lt;br /&gt;
In the Dreamcast version, these archives are stored in the &amp;lt;code&amp;gt;SONIC2&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
The GameCube version places these files in the root of the disc.&lt;br /&gt;
&lt;br /&gt;
The PC version stores the files in the &amp;lt;code&amp;gt;resource\gd_PC&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
When replacing voice samples, repacking the &amp;lt;code&amp;gt;EVENT_ADX&amp;lt;/code&amp;gt; files is not necessary for the PC version. Mods can now include folders labeled as &amp;lt;code&amp;gt;event_adx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;event_adx_e&amp;lt;/code&amp;gt;, which allow for specific samples to be edited without affecting the main files. When replacing voice samples, the labeled number for the original clip should be used as the filename, e.g. &amp;lt;code&amp;gt;0009&amp;lt;/code&amp;gt; for Sonic&#039;s last line in the first Hero Story cutscene. Files do not need to be stored in the AHX format for this to work; any encoding types supported by &#039;&#039;Sonic Adventure 2&#039;&#039; with the mod loader enabled are compatible with this system.&lt;br /&gt;
&lt;br /&gt;
The GameCube and 2012 re-releases contain the same voice data, while the Dreamcast version lacks many of the multiplayer sounds.&lt;br /&gt;
&lt;br /&gt;
No publicly-available versions of &#039;&#039;Sonic Adventure 2&#039;&#039; include filenames for these voice files; all data is saved as-is within the archives and are extracted using their four-digit IDs starting from &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt;. If Puyo Tools is used for the extraction process, the first file will instead be labeled as &amp;lt;code&amp;gt;AFS&amp;lt;/code&amp;gt; and must be changed to &amp;lt;code&amp;gt;0000&amp;lt;/code&amp;gt; manually. File extensions must be assigned after extraction as well, since extractors will not automatically know that the data is supposed to be a series of &amp;lt;code&amp;gt;.ahx&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The custom names seen in the table are not official; they exist purely as a means of providing some consistency with the way &#039;&#039;[[Sonic Adventure]]&#039;&#039; stores its voice filenames in the GameCube version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot;|File #||data-sort-type=&amp;quot;text&amp;quot;|File (Custom Name)||data-sort-type=&amp;quot;text&amp;quot;|Character||class=&amp;quot;unsortable&amp;quot;|Dialogue||class=&amp;quot;unsortable&amp;quot;|Notes &lt;br /&gt;
|-&lt;br /&gt;
| 0000 &lt;br /&gt;
| ad_e0000_0010_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| Sigma Alpha 2, heading due south over the city. We&#039;re on route, everything&#039;s a go. &lt;br /&gt;
|-&lt;br /&gt;
| 0001 &lt;br /&gt;
| ad_e0000_0020_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| This is control tower; we have you on radar. Report cargo status of captured hedgehog aboard, over. &lt;br /&gt;
|-&lt;br /&gt;
| 0002 &lt;br /&gt;
| ad_e0000_0030_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| That&#039;s a ten-four. Cargo secured on board and - What?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0003 &lt;br /&gt;
| ad_e0000_0040_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| Didn&#039;t copy that, over! &lt;br /&gt;
|-&lt;br /&gt;
| 0004 &lt;br /&gt;
| ad_e0000_0050_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| The hedgehog is gone! He&#039;s taken out everyone aboard and...what in the world?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0005 &lt;br /&gt;
| ad_e0000_0060_mt &lt;br /&gt;
| Pilot &lt;br /&gt;
| Freeze! What do you think you&#039;re doing?! Get that hedgehog!! &lt;br /&gt;
|-&lt;br /&gt;
| 0006 &lt;br /&gt;
| ad_e0000_0070_mt &lt;br /&gt;
| Radio &lt;br /&gt;
| What&#039;s wrong?!? Come in, over!! &lt;br /&gt;
|-&lt;br /&gt;
| 0007 &lt;br /&gt;
| ad_e0000_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Talk about low-budget flights! No food or movies? I&#039;m outta here! &lt;br /&gt;
|-&lt;br /&gt;
| 0008 &lt;br /&gt;
| ad_e0000_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I like running better. &lt;br /&gt;
|-&lt;br /&gt;
| 0009 &lt;br /&gt;
| ad_e0000_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah!! &lt;br /&gt;
| Voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0010 &lt;br /&gt;
| ad_e0001_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This game of tag is boring, I&#039;m outta here! &lt;br /&gt;
| E0001 Big Foot Boss Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0011 &lt;br /&gt;
| ad_e0001_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hmm, finally decided to show up, eh? Okay, bring it on! &lt;br /&gt;
| E0001 Big Foot Boss Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0012 &lt;br /&gt;
| ad_e0002_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| These robots are a total pain in the... &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0013 &lt;br /&gt;
| ad_e0002_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What? &lt;br /&gt;
| E0002 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 0014 &lt;br /&gt;
| ad_e0002_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It all starts with this. &lt;br /&gt;
|-&lt;br /&gt;
| 0015 &lt;br /&gt;
| ad_e0002_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| A jewel containing the ultimate power. &lt;br /&gt;
|-&lt;br /&gt;
| 0016 &lt;br /&gt;
| ad_e0002_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That&#039;s the... Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0017 &lt;br /&gt;
| ad_e0002_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0018 and 0019 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0018 &lt;br /&gt;
| ad_e0002_0061_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now I know what&#039;s going on. &lt;br /&gt;
|-&lt;br /&gt;
| 0019 &lt;br /&gt;
| ad_e0002_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The military has mistaken me for the likes of you! &lt;br /&gt;
|-&lt;br /&gt;
| 0020 &lt;br /&gt;
| ad_e0002_0063_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So, where do you think you&#039;re going with that Emerald? &lt;br /&gt;
| Japanese dub uses a duplicate of 0021 here&lt;br /&gt;
|-&lt;br /&gt;
| 0021 &lt;br /&gt;
| ad_e0002_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Say something! You fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0022 &lt;br /&gt;
| ad_e0002_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos... Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0023 &lt;br /&gt;
| ad_e0002_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Wow, he&#039;s fast! &lt;br /&gt;
|-&lt;br /&gt;
| 0024 &lt;br /&gt;
| ad_e0002_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0025 and 0026 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0025 &lt;br /&gt;
| ad_e0002_0141_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, it&#039;s not his speed. &lt;br /&gt;
|-&lt;br /&gt;
| 0026 &lt;br /&gt;
| ad_e0002_0142_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He must be using the Chaos Emerald to warp! &lt;br /&gt;
|-&lt;br /&gt;
| 0027 &lt;br /&gt;
| ad_e0002_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. I&#039;m the world&#039;s Ultimate Life Form. There&#039;s no time for games; farewell! &lt;br /&gt;
|-&lt;br /&gt;
| 0028 &lt;br /&gt;
| ad_e0002_0160_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kuu! ...Shadow... what is he? &lt;br /&gt;
|-&lt;br /&gt;
| 0029 &lt;br /&gt;
| ad_e0002_0170_mt &lt;br /&gt;
| G.U.N. &lt;br /&gt;
| Don&#039;t move; stay where you are. Keep your hands up in the air! &lt;br /&gt;
|-&lt;br /&gt;
| 0030 &lt;br /&gt;
| ad_e0002_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0031 &lt;br /&gt;
| ad_e0002_0191_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not again... &lt;br /&gt;
|-&lt;br /&gt;
| 0032 &lt;br /&gt;
| ad_e0002_0192_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot! &lt;br /&gt;
| End of E0002&lt;br /&gt;
|-&lt;br /&gt;
| 0033 &lt;br /&gt;
| ad_e0003_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Just let it go! You just don&#039;t know when to give up, do you? &lt;br /&gt;
|-&lt;br /&gt;
| 0034 &lt;br /&gt;
| ad_e0003_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0035 and 0036 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0035 &lt;br /&gt;
| ad_e0003_0021_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you talking about? That Emerald&#039;s mine. You got that? The Master Emerald contains special powers that neutralize the energy of the Chaos Emeralds; that makes it very powerful. &lt;br /&gt;
|-&lt;br /&gt;
| 0036 &lt;br /&gt;
| ad_e0003_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0037 &lt;br /&gt;
| ad_e0003_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0038 &lt;br /&gt;
| ad_e0003_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wha -- thief!! &lt;br /&gt;
|-&lt;br /&gt;
| 0039 &lt;br /&gt;
| ad_e0003_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Look who&#039;s calling who a thief. &lt;br /&gt;
|-&lt;br /&gt;
| 0040 &lt;br /&gt;
| ad_e0003_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I came here following the signal from the emerald. If I&#039;m not mistaken, this is the Master Emerald, is it not? &lt;br /&gt;
|-&lt;br /&gt;
| 0041 &lt;br /&gt;
| ad_e0003_0070_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s you... Doctor Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0042 &lt;br /&gt;
| ad_e0003_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So that&#039;s Doctor Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0043 &lt;br /&gt;
| ad_e0003_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, I guess I can use it for something. I&#039;ll just take it with me. Farewell, Knucklehead. &lt;br /&gt;
|-&lt;br /&gt;
| 0044 &lt;br /&gt;
| ad_e0003_0100_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not if I can help it! &lt;br /&gt;
|-&lt;br /&gt;
| 0045 &lt;br /&gt;
| ad_e0003_0111_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AHHHH! &lt;br /&gt;
|-&lt;br /&gt;
| 0046 &lt;br /&gt;
| ad_e0003_0112_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What was that all about?! And look what you did to my Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0047 &lt;br /&gt;
| ad_e0003_0120_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I did that to prevent it from being stolen, you idiot! If it&#039;s in pieces, I can restore it. And by the way, that&#039;s not your Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0048 &lt;br /&gt;
| ad_e0003_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm... doesn&#039;t matter. I&#039;ll look into it once I get back to the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0049 &lt;br /&gt;
| ad_e0003_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I despise anyone who takes jewels from me. All the world&#039;s gems are mine to keep! &lt;br /&gt;
|-&lt;br /&gt;
| 0050 &lt;br /&gt;
| ad_e0003_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, well we&#039;ll see about that, bat girl! &lt;br /&gt;
|-&lt;br /&gt;
| 0051 &lt;br /&gt;
| ad_e0003_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0052 &lt;br /&gt;
| ad_e0004_0012_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There&#039;s no mistake about it; this must be the island. It&#039;s a secret military base that is reinforced, and super strong. It&#039;s called Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 0053 &lt;br /&gt;
| ad_e0004_0022_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I heard the news about it on satellite TV. I still can&#039;t believe that Sonic would destroy the military buildings, or rob the bank. Wait for me, okay Sonic? I&#039;m on my way. &lt;br /&gt;
|-&lt;br /&gt;
| 0054 &lt;br /&gt;
| ad_e0004_0032_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What?!? &lt;br /&gt;
|-&lt;br /&gt;
| 0055 &lt;br /&gt;
| ad_e0004_0042_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, look, it&#039;s Amy! And Eggman too. What&#039;s Amy doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 0056 &lt;br /&gt;
| ad_e0004_0052_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Doesn&#039;t matter. I have to help Amy, because she&#039;s in danger. Tornado Transformation! &lt;br /&gt;
|-&lt;br /&gt;
| 0057 &lt;br /&gt;
| ad_e0005_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time I&#039;ll let you go. But the next time we meet, you won&#039;t be so lucky. &lt;br /&gt;
|-&lt;br /&gt;
| 0058 &lt;br /&gt;
| ad_e0005_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Wow Tails, you did it! But what are you doing here on this island? &lt;br /&gt;
|-&lt;br /&gt;
| 0059 &lt;br /&gt;
| ad_e0005_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m the one who should be asking that question. Don&#039;t you know it&#039;s dangerous here? &lt;br /&gt;
|-&lt;br /&gt;
| 0060 &lt;br /&gt;
| ad_e0005_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I know, but I&#039;m here to save my hero, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0061 &lt;br /&gt;
| ad_e0005_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Again? &lt;br /&gt;
|-&lt;br /&gt;
| 0062 &lt;br /&gt;
| ad_e0005_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hurry! I know Eggman&#039;s up to no good again! &lt;br /&gt;
|-&lt;br /&gt;
| 0063 &lt;br /&gt;
| ad_e0005_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay. You stay here, I&#039;ll be right back. &lt;br /&gt;
|-&lt;br /&gt;
| 0064 &lt;br /&gt;
| ad_e0005_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Don&#039;t leave without me! I wanna help Sonic too! &lt;br /&gt;
|-&lt;br /&gt;
| 0065 &lt;br /&gt;
| ad_e0006_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? Amy? &lt;br /&gt;
|-&lt;br /&gt;
| 0066 &lt;br /&gt;
| ad_e0006_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shh! Keep your voice down! Have no fear...Amy Rose is here! &lt;br /&gt;
|-&lt;br /&gt;
| 0067 &lt;br /&gt;
| ad_e0006_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| How&#039;d you get here? &lt;br /&gt;
|-&lt;br /&gt;
| 0068 &lt;br /&gt;
| ad_e0006_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, if you gotta know, I caught a ride with Tails. &lt;br /&gt;
|-&lt;br /&gt;
| 0069 &lt;br /&gt;
| ad_e0006_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Are you sure you don&#039;t need my help? It looks like you could use it. &lt;br /&gt;
|-&lt;br /&gt;
| 0070 &lt;br /&gt;
| ad_e0006_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The reason I&#039;m in here is because of that fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0071 &lt;br /&gt;
| ad_e0006_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You mean... that black hedgehog? &lt;br /&gt;
|-&lt;br /&gt;
| 0072 &lt;br /&gt;
| ad_e0006_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you see it? Where is it now? &lt;br /&gt;
|-&lt;br /&gt;
| 0073 &lt;br /&gt;
| ad_e0006_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| If I tell ya, will you marry me? &lt;br /&gt;
|-&lt;br /&gt;
| 0074 &lt;br /&gt;
| ad_e0006_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way! &lt;br /&gt;
|-&lt;br /&gt;
| 0075 &lt;br /&gt;
| ad_e0006_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I thought I had you this time. &lt;br /&gt;
|-&lt;br /&gt;
| 0076 &lt;br /&gt;
| ad_e0006_0120_am &lt;br /&gt;
| Amy &lt;br /&gt;
| That black hedgehog came here with Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0077 &lt;br /&gt;
| ad_e0006_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So Eggman&#039;s behind this, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0078 &lt;br /&gt;
| ad_e0006_0140_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s all that writing on the walls anyway? Did you write that? &lt;br /&gt;
|-&lt;br /&gt;
| 0079 &lt;br /&gt;
| ad_e0006_0150_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Wait for me, Sonic! He&#039;s such a brat sometimes. &lt;br /&gt;
|-&lt;br /&gt;
| 0080 &lt;br /&gt;
| ad_e0007_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Phew, so far so good. &lt;br /&gt;
|-&lt;br /&gt;
| 0081 &lt;br /&gt;
| ad_e0007_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, that&#039;s- &lt;br /&gt;
|-&lt;br /&gt;
| 0082 &lt;br /&gt;
| ad_e0007_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That blue hedgehog again, of all places! &lt;br /&gt;
|-&lt;br /&gt;
| 0083 &lt;br /&gt;
| ad_e0007_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I found you, faker! &lt;br /&gt;
|-&lt;br /&gt;
| 0084 &lt;br /&gt;
| ad_e0007_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Faker? I think you&#039;re the fake hedgehog around here. You&#039;re comparing yourself to me? Hah! You&#039;re not even good enough to be my fake. &lt;br /&gt;
|-&lt;br /&gt;
| 0085 &lt;br /&gt;
| ad_e0007_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll make you eat those words! &lt;br /&gt;
|-&lt;br /&gt;
| 0086 &lt;br /&gt;
| ad_e0008_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow! What are you doing?! Hurry and get back here right now before the island blows up with you on it! &lt;br /&gt;
|-&lt;br /&gt;
| 0087 &lt;br /&gt;
| ad_e0008_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Blows up?! &lt;br /&gt;
|-&lt;br /&gt;
| 0088 &lt;br /&gt;
| ad_e0008_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I gotta get outta here, and find Amy and Tails... right away! &lt;br /&gt;
|-&lt;br /&gt;
| 0089 &lt;br /&gt;
| ad_e0010_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place sure feels haunted... There&#039;s no time to lose. I have to hurry and find the Master Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0090 &lt;br /&gt;
| ad_e0011_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahah! Citizens of Earth, lend me your ears and listen to me very carefully. My name is Dr. Eggman, the world&#039;s greatest scientist! And soon to be the world&#039;s greatest ruler! &lt;br /&gt;
| 0090 to 0093 are leftovers from the FMV sequence featuring Eggman&#039;s global threat&lt;br /&gt;
|-&lt;br /&gt;
| 0091 &lt;br /&gt;
| ad_e0011_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| From this moment forward, you are all citizens of the great Eggman Empire! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0092 &lt;br /&gt;
| ad_e0011_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, witness the beginning of the greatest empire of all time! Hahaha! &lt;br /&gt;
|-&lt;br /&gt;
| 0093 &lt;br /&gt;
| ad_e0011_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Mwhahahahahaha! Ahahahahahaha! &lt;br /&gt;
|-&lt;br /&gt;
| 0094 &lt;br /&gt;
| ad_e0011_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Look! Half of the Moon is gone?! &lt;br /&gt;
|-&lt;br /&gt;
| 0095 &lt;br /&gt;
| ad_e0011_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman! Oh, that creep never gives up! &lt;br /&gt;
|-&lt;br /&gt;
| 0096 &lt;br /&gt;
| ad_e0011_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| But how did he manage to harness all that energy? &lt;br /&gt;
|-&lt;br /&gt;
| 0097 &lt;br /&gt;
| ad_e0011_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s got to be the Chaos Emeralds... Yeah, that&#039;s why they were looking for &#039;em! &lt;br /&gt;
|-&lt;br /&gt;
| 0098 &lt;br /&gt;
| ad_e0011_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails?! &lt;br /&gt;
|-&lt;br /&gt;
| 0099 &lt;br /&gt;
| ad_e0011_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the first sentence from 0100 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0100 &lt;br /&gt;
| ad_e0011_0101_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The Chaos Emeralds are like magnets; they have the power to attract each other. I can use that to find where Eggman is! &lt;br /&gt;
|-&lt;br /&gt;
| 0101 &lt;br /&gt;
| ad_e0011_0102_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the second sentence from 0100 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0102 &lt;br /&gt;
| ad_e0011_0110_mt &lt;br /&gt;
| Police &lt;br /&gt;
| The three of you, freeze! Put your hands up in the air and get on the ground! &lt;br /&gt;
|-&lt;br /&gt;
| 0103 &lt;br /&gt;
| ad_e0011_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails, I&#039;ll take care of the police, while you try and find a way outta here. Find Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0104 &lt;br /&gt;
| ad_e0011_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! &lt;br /&gt;
|-&lt;br /&gt;
| 0105 &lt;br /&gt;
| ad_e0011_0140_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &amp;quot;The three of you?&amp;quot; That means me, too! Hey, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0106 &lt;br /&gt;
| ad_e0012_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;|These voice lines are all part of a scrapped cutscene that was meant to play in Mission Street in Story Mode. Voices do not exist for the English dub, but the Japanese voices remain.&lt;br /&gt;
|-&lt;br /&gt;
| 0107 &lt;br /&gt;
| ad_e0012_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0108 &lt;br /&gt;
| ad_e0012_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0109 &lt;br /&gt;
| ad_e0012_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0110 &lt;br /&gt;
| ad_e0012_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0111 &lt;br /&gt;
| ad_e0012_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0112 &lt;br /&gt;
| ad_e0012_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0113 &lt;br /&gt;
| ad_e0012_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
|-&lt;br /&gt;
| 0114 &lt;br /&gt;
| ad_e0013_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hmm... I didn&#039;t expect the inside of the mines to be like this. This is gonna be tougher than I thought! &lt;br /&gt;
|-&lt;br /&gt;
| 0115 &lt;br /&gt;
| ad_e0014_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sheesh! There always seems to be a lot of police around when you don&#039;t need &#039;em. Tails, any news yet? &lt;br /&gt;
|-&lt;br /&gt;
| 0116 &lt;br /&gt;
| ad_e0014_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| For some reason, I&#039;m not getting a signal from the six remaining Chaos Emeralds. Maybe Eggman took the Emeralds into outer space. &lt;br /&gt;
|-&lt;br /&gt;
| 0117 &lt;br /&gt;
| ad_e0014_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay! Let&#039;s meet up there! &lt;br /&gt;
|-&lt;br /&gt;
| 0118 &lt;br /&gt;
| ad_e0014_0040_mt &lt;br /&gt;
| Police &lt;br /&gt;
| There&#039;s a dead end up ahead. Spread out and find them! &lt;br /&gt;
| Unused in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0119 &lt;br /&gt;
| ad_e0014_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Outer space? &lt;br /&gt;
|-&lt;br /&gt;
| 0120 &lt;br /&gt;
| ad_e0014_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Knuckles! &lt;br /&gt;
|-&lt;br /&gt;
| 0121 &lt;br /&gt;
| ad_e0014_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0122 &lt;br /&gt;
| ad_e0014_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey guys. Long time no see! I must have got lost in the mines. Looking for those Master Emerald pieces was tougher than I thought it would be. Where are we, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0123 &lt;br /&gt;
| ad_e0014_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, where are you going?! &lt;br /&gt;
|-&lt;br /&gt;
| 0124 &lt;br /&gt;
| ad_e0014_0100_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Move aside, Knuckles! &lt;br /&gt;
|-&lt;br /&gt;
| 0125 &lt;br /&gt;
| ad_e0014_0110_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I managed to find the transcripts between Eggman and the President in the government computer. I&#039;m following the President&#039;s limo right now. &lt;br /&gt;
|-&lt;br /&gt;
| 0126 &lt;br /&gt;
| ad_e0014_0120_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hey! Wait for me, Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0127 &lt;br /&gt;
| ad_e0014_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| If we get into the limo, we can trace the call to find Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0128 &lt;br /&gt;
| ad_e0015_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, reports show that since the incident three hours ago, the country is in turmoil. Our financial communities are impacted and our satellite communications are down. An emergency meeting has been called. Mr. President, this is a national crisis. &lt;br /&gt;
|-&lt;br /&gt;
| 0129 &lt;br /&gt;
| ad_e0015_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| Spare me the details. Exactly just what is it that you want... Dr. Eggman? &lt;br /&gt;
|-&lt;br /&gt;
| 0130 &lt;br /&gt;
| ad_e0015_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Well, let&#039;s just get down to business then, shall we, Mr. President? I won&#039;t bore you with all the details since I know you are a very busy man. Mr. President, my demands are quite simple: Surrender to the Eggman Empire and make no attempts to resist! Otherwise... &lt;br /&gt;
|-&lt;br /&gt;
| 0131 &lt;br /&gt;
| ad_e0015_0040_pr &lt;br /&gt;
| President &lt;br /&gt;
| Otherwise? &lt;br /&gt;
|-&lt;br /&gt;
| 0132 &lt;br /&gt;
| ad_e0015_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Otherwise your country will cease to exist! You have 24 hours to give me your answer! &lt;br /&gt;
|-&lt;br /&gt;
| 0133 &lt;br /&gt;
| ad_e0015_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way! &lt;br /&gt;
|-&lt;br /&gt;
| 0134 &lt;br /&gt;
| ad_e0015_0070_pr &lt;br /&gt;
| President &lt;br /&gt;
| What the? &lt;br /&gt;
|-&lt;br /&gt;
| 0135 &lt;br /&gt;
| ad_e0015_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! You...! &lt;br /&gt;
|-&lt;br /&gt;
| 0136 &lt;br /&gt;
| ad_e0015_0090_pr &lt;br /&gt;
| President &lt;br /&gt;
| What the heck is going on here? &lt;br /&gt;
|-&lt;br /&gt;
| 0137 &lt;br /&gt;
| ad_e0015_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman Empire... Yeah right! &lt;br /&gt;
|-&lt;br /&gt;
| 0138 &lt;br /&gt;
| ad_e0015_0110_pr &lt;br /&gt;
| President &lt;br /&gt;
| Oh no! What did you do?! &lt;br /&gt;
|-&lt;br /&gt;
| 0139 &lt;br /&gt;
| ad_e0015_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t worry, Mr. President. Everything&#039;s under control. Just leave it to us! Got it, Tails? &lt;br /&gt;
|-&lt;br /&gt;
| 0140 &lt;br /&gt;
| ad_e0015_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0141 &lt;br /&gt;
| ad_e0015_0131_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I got it! He&#039;s transmitting from the Space Colony ARK! &lt;br /&gt;
|-&lt;br /&gt;
| 0142 &lt;br /&gt;
| ad_e0015_0132_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait up, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0143 &lt;br /&gt;
| ad_e0015_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay! Let&#039;s move it! &lt;br /&gt;
|-&lt;br /&gt;
| 0144 &lt;br /&gt;
| ad_e0015_0150_pr &lt;br /&gt;
| President &lt;br /&gt;
| Hey you, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0145 &lt;br /&gt;
| ad_e0015_0160_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, we&#039;re receiving an incoming signal from our agent. &lt;br /&gt;
|-&lt;br /&gt;
| 0146 &lt;br /&gt;
| ad_e0015_0170_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0147 &lt;br /&gt;
| ad_e0015_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0148 &lt;br /&gt;
| ad_e0016_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Inside that pyramid? &lt;br /&gt;
|-&lt;br /&gt;
| 0149 &lt;br /&gt;
| ad_e0016_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I saw Eggman go inside the pyramid, and more importantly, I saw that bat girl go inside with him as well. You saw them too, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0150 &lt;br /&gt;
| ad_e0016_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, yeah. &lt;br /&gt;
|-&lt;br /&gt;
| 0151 &lt;br /&gt;
| ad_e0016_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We should be able to get into outer space from there. I don&#039;t know what this space colony is all about, but I&#039;ll find and destroy that cannon, and then kick their imperial butts! &lt;br /&gt;
|-&lt;br /&gt;
| 0152 &lt;br /&gt;
| ad_e0016_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right! &lt;br /&gt;
|-&lt;br /&gt;
| 0153 &lt;br /&gt;
| ad_e0016_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll go and find the entrance! &lt;br /&gt;
|-&lt;br /&gt;
| 0154 &lt;br /&gt;
| ad_e0017_0010_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Looks like we&#039;re heading toward the center of the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0155 &lt;br /&gt;
| ad_e0017_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That Egghead sure loves mechanical things, doesn&#039;t he? I&#039;ll bet he has one or two spaceships lying around here somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 0156 &lt;br /&gt;
| ad_e0017_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The door is locked. We need a key to get in there! &lt;br /&gt;
|-&lt;br /&gt;
| 0157 &lt;br /&gt;
| ad_e0017_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No problem! We can find it, right Knuckles? &lt;br /&gt;
|-&lt;br /&gt;
| 0158 &lt;br /&gt;
| ad_e0017_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? Why do I have to find the key? &lt;br /&gt;
|-&lt;br /&gt;
| 0159 &lt;br /&gt;
| ad_e0017_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We&#039;re counting on you, buddy! The world&#039;s greatest treasure hunter! &lt;br /&gt;
|-&lt;br /&gt;
| 0160 &lt;br /&gt;
| ad_e0018_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Huh? Who&#039;s there? &lt;br /&gt;
|-&lt;br /&gt;
| 0161 &lt;br /&gt;
| ad_e0018_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the... a ghost? &lt;br /&gt;
|-&lt;br /&gt;
| 0162 &lt;br /&gt;
| ad_e0018_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What?! A ghost?! &lt;br /&gt;
| Alternate take of 0161&lt;br /&gt;
|-&lt;br /&gt;
| 0163 &lt;br /&gt;
| ad_e0019_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; That was pretty rough! &lt;br /&gt;
|-&lt;br /&gt;
| 0164 &lt;br /&gt;
| ad_e0019_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We did it! Let&#039;s go, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0165 &lt;br /&gt;
| ad_e0019_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You little thieves! Did you really think you could get out of here alive? &lt;br /&gt;
|-&lt;br /&gt;
| 0166 &lt;br /&gt;
| ad_e0019_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Come and get some, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0167 &lt;br /&gt;
| ad_e0019_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0168 &lt;br /&gt;
| ad_e0019_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 0169 &lt;br /&gt;
| ad_e0019_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll take your lives as well as the Chaos Emerald! I call on you to destroy these pests! Come out, my servant! &lt;br /&gt;
|-&lt;br /&gt;
| 0170 &lt;br /&gt;
| ad_e0019_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0171 &lt;br /&gt;
| ad_e0019_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh?! &lt;br /&gt;
|-&lt;br /&gt;
| 0172 &lt;br /&gt;
| ad_e0019_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0173 &lt;br /&gt;
| ad_e0019_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0174 &lt;br /&gt;
| ad_e0020_0010_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Green light for launch. Primary engine ignition on. Beginning liftoff countdown. 10, 9, 8, 7, 6... &lt;br /&gt;
| 0174 to 0186 are leftovers from the shuttle FMV sequence&lt;br /&gt;
|-&lt;br /&gt;
| 0175 &lt;br /&gt;
| ad_e0020_0020_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| 5, 4, 3, 2, 1... &lt;br /&gt;
|-&lt;br /&gt;
| 0176 &lt;br /&gt;
| ad_e0020_0030_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Shuttle liftoff! &lt;br /&gt;
|-&lt;br /&gt;
| 0177 &lt;br /&gt;
| ad_e0020_0041_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So this is the space colony where Eggman is hiding. &lt;br /&gt;
|-&lt;br /&gt;
| 0178 &lt;br /&gt;
| ad_e0020_0042_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What the?! &lt;br /&gt;
|-&lt;br /&gt;
| 0179 &lt;br /&gt;
| ad_e0020_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Is everyone all right? We should be landing soon. &lt;br /&gt;
|-&lt;br /&gt;
| 0180 &lt;br /&gt;
| ad_e0020_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oh no! The hatch doors are open! &lt;br /&gt;
|-&lt;br /&gt;
| 0181 &lt;br /&gt;
| ad_e0020_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t sweat it, Knuckles! The only thing in the cargo bay are those Master Emeralds... right? &lt;br /&gt;
|-&lt;br /&gt;
| 0182 &lt;br /&gt;
| ad_e0020_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What do you mean, &amp;quot;don&#039;t sweat it&amp;quot;? Land the shuttle and let me out! &lt;br /&gt;
|-&lt;br /&gt;
| 0183 &lt;br /&gt;
| ad_e0020_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Knock it off, Knuckles! We&#039;re gonna crash this thing if you keep that up... OH NO! Don&#039;t touch that lever! &lt;br /&gt;
|-&lt;br /&gt;
| 0184 &lt;br /&gt;
| ad_e0020_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| WHOOOOAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0185 &lt;br /&gt;
| ad_e0020_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| WAAAAAAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0186 &lt;br /&gt;
| ad_e0020_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| WHAAAAAAA &lt;br /&gt;
|-&lt;br /&gt;
| 0187 &lt;br /&gt;
| ad_e0021_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up with that knucklehead, anyway? Trying to take over the shuttle... I thought we were toast for sure! &lt;br /&gt;
|-&lt;br /&gt;
| 0188 &lt;br /&gt;
| ad_e0021_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? Where did he go now? &lt;br /&gt;
|-&lt;br /&gt;
| 0189 &lt;br /&gt;
| ad_e0021_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Looks like he bailed. &lt;br /&gt;
|-&lt;br /&gt;
| 0190 &lt;br /&gt;
| ad_e0021_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| This place looks deserted. Dusty too! &lt;br /&gt;
|-&lt;br /&gt;
| 0191 &lt;br /&gt;
| ad_e0021_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| This place was shut down about 50 years ago because of a terrible accident. &lt;br /&gt;
|-&lt;br /&gt;
| 0192 &lt;br /&gt;
| ad_e0021_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0193 and 0194 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0193 &lt;br /&gt;
| ad_e0021_0061_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The first Bernoulli spherical space colony, called ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 0194 &lt;br /&gt;
| ad_e0021_0062_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| When it was operational, it was the most advanced research center of its kind, but looking at it now... &lt;br /&gt;
|-&lt;br /&gt;
| 0195 &lt;br /&gt;
| ad_e0021_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Now it&#039;s an abandoned ARK, wouldn&#039;t you say? &lt;br /&gt;
|-&lt;br /&gt;
| 0196 &lt;br /&gt;
| ad_e0021_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left before Eggman fires that weapon again. We&#039;ve got to hurry! Let&#039;s find the cannon and destroy it! &lt;br /&gt;
|-&lt;br /&gt;
| 0197 &lt;br /&gt;
| ad_e0021_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0198 &lt;br /&gt;
| ad_e0021_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Someone designed that weapon to be impenetrable from outside attacks. Its defense shields are super strong, so we have to find a way to destroy it from inside. &lt;br /&gt;
|-&lt;br /&gt;
| 0199 &lt;br /&gt;
| ad_e0021_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Isn&#039;t that a Chaos Emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0200 &lt;br /&gt;
| ad_e0021_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It looks like it, doesn&#039;t it? But in fact, it&#039;s a fake one I created after researching the real emerald. It has the same wavelength and properties, but it&#039;s less powerful than the real one. &lt;br /&gt;
|-&lt;br /&gt;
| 0201 &lt;br /&gt;
| ad_e0021_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s designed to reverse the energy field inside the Chaos Emeralds and blow up. It looks so real, even a machine can&#039;t tell the difference. &lt;br /&gt;
|-&lt;br /&gt;
| 0202 &lt;br /&gt;
| ad_e0021_0140_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll find the power supply and destroy it! Sonic, you find the control room, okay? &lt;br /&gt;
|-&lt;br /&gt;
| 0203 &lt;br /&gt;
| ad_e0021_0150_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So the plan is, we&#039;ll switch the Chaos Emeralds when the machine has stopped, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0204 &lt;br /&gt;
| ad_e0021_0160_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I hate you! You guys always leave me behind and have all the fun! &lt;br /&gt;
|-&lt;br /&gt;
| 0205 &lt;br /&gt;
| ad_e0022_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! I found the control room! &lt;br /&gt;
| Approaching the bottom of the power generator tower in Eternal Engine (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 0206 &lt;br /&gt;
| ad_e0022_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! I&#039;ll destroy the power supply! &lt;br /&gt;
| Reaching the bottom of the power generator tower in Eternal Engine (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 0207 &lt;br /&gt;
| ad_e0022_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay, Sonic! Now put that Emerald... &lt;br /&gt;
|-&lt;br /&gt;
| 0208 &lt;br /&gt;
| ad_e0022_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! Tails, tell Sonic to meet you back at the research facility. Now! &lt;br /&gt;
|-&lt;br /&gt;
| 0209 &lt;br /&gt;
| ad_e0022_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! Amy is... &lt;br /&gt;
|-&lt;br /&gt;
| 0210 &lt;br /&gt;
| ad_e0022_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I didn&#039;t get that, Tails. What happened to Amy? Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0211 &lt;br /&gt;
| ad_e0023_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Long time no see, treasure hunter! Did you find MY Emeralds? &lt;br /&gt;
|-&lt;br /&gt;
| 0212 &lt;br /&gt;
| ad_e0023_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s a good one! YOUR Emerald? Talking to you is a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 0213 &lt;br /&gt;
| ad_e0024_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0214 &lt;br /&gt;
| ad_e0024_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0215 &lt;br /&gt;
| ad_e0024_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Stop fooling around and give me back my Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0216 &lt;br /&gt;
| ad_e0024_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Stop fooling around and give me back my Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0217 &lt;br /&gt;
| ad_e0024_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you babbling about? You call yourself a hunter, attacking a lady? Shame on you! &lt;br /&gt;
|-&lt;br /&gt;
| 0218 &lt;br /&gt;
| ad_e0024_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of lady goes around stealing gems, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0219 &lt;br /&gt;
| ad_e0024_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Those belong to me... aaah! &lt;br /&gt;
|-&lt;br /&gt;
| 0220 &lt;br /&gt;
| ad_e0024_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Keep your hands to yourself! Don&#039;t touch me! &lt;br /&gt;
|-&lt;br /&gt;
| 0221 &lt;br /&gt;
| ad_e0024_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is that how you say thanks to someone who just saved your life? &lt;br /&gt;
|-&lt;br /&gt;
| 0222 &lt;br /&gt;
| ad_e0024_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Saving my life. Don&#039;t think I owe you one! You just wanted to hold my hand, didn&#039;t you? That&#039;s why you saved me. You&#039;re such a creep! &lt;br /&gt;
|-&lt;br /&gt;
| 0223 &lt;br /&gt;
| ad_e0024_0110_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This isn&#039;t a joke, you know. Think what you want, bat girl. I was saving the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0224 &lt;br /&gt;
| ad_e0024_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; No matter what you say, it sounds crazy! &lt;br /&gt;
|-&lt;br /&gt;
| 0225 &lt;br /&gt;
| ad_e0024_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Wha? &lt;br /&gt;
|-&lt;br /&gt;
| 0226 &lt;br /&gt;
| ad_e0024_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Fine. Then just take them. They stink like echidnas do! &lt;br /&gt;
|-&lt;br /&gt;
| 0227 &lt;br /&gt;
| ad_e0024_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If that&#039;s what you thought, you should have given me them in the first place! &lt;br /&gt;
|-&lt;br /&gt;
| 0228 &lt;br /&gt;
| ad_e0024_0160_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Finally! &lt;br /&gt;
|-&lt;br /&gt;
| 0229 &lt;br /&gt;
| ad_e0024_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0230 &lt;br /&gt;
| ad_e0024_0180_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m sorry... if I hurt you. &lt;br /&gt;
|-&lt;br /&gt;
| 0231 &lt;br /&gt;
| ad_e0024_0190_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We should get going. &lt;br /&gt;
|-&lt;br /&gt;
| 0232 &lt;br /&gt;
| ad_e0024_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0233 &lt;br /&gt;
| ad_e0024_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world? &lt;br /&gt;
|-&lt;br /&gt;
| 0234 &lt;br /&gt;
| ad_e0025_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take care of business first, shall we, Sonic? Hand over the Chaos Emerald, slowly, and then we&#039;ll talk about your girlfriend. That is, if you really care for her! &lt;br /&gt;
|-&lt;br /&gt;
| 0235 &lt;br /&gt;
| ad_e0025_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Handing over the fake Emerald... I can kill two birds with one stone! &lt;br /&gt;
|-&lt;br /&gt;
| 0236 &lt;br /&gt;
| ad_e0025_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Put the Emerald down right there and back off! &lt;br /&gt;
|-&lt;br /&gt;
| 0237 &lt;br /&gt;
| ad_e0025_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You&#039;ve turned into a big-time villain, Doctor! &lt;br /&gt;
|-&lt;br /&gt;
| 0238 &lt;br /&gt;
| ad_e0025_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You thought you could trick me with that fake Emerald, didn&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0239 &lt;br /&gt;
| ad_e0025_0100_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| So... how did you know it wasn&#039;t the real one? &lt;br /&gt;
|-&lt;br /&gt;
| 0240 &lt;br /&gt;
| ad_e0025_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0241 &lt;br /&gt;
| ad_e0025_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heh! Because you just told me, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 0242 &lt;br /&gt;
| ad_e0025_0141_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, for a little space ride! &lt;br /&gt;
|-&lt;br /&gt;
| 0243 &lt;br /&gt;
| ad_e0025_0142_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The capsule clears the colony, BAM! &lt;br /&gt;
|-&lt;br /&gt;
| 0244 &lt;br /&gt;
| ad_e0025_0150_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m counting on you, Tails! And Amy... take care of yourself. &lt;br /&gt;
|-&lt;br /&gt;
| 0245 &lt;br /&gt;
| ad_e0025_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0246 &lt;br /&gt;
| ad_e0025_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not fair, Eggman! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0247 &lt;br /&gt;
| ad_e0025_0190_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0248 &lt;br /&gt;
| ad_e0025_0200_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &amp;quot;It has the same wavelength and properties, but it&#039;s less powerful than the real one!&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| 0249 &lt;br /&gt;
| ad_e0025_0210_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The same wavelength and properties... &lt;br /&gt;
|-&lt;br /&gt;
| 0250 &lt;br /&gt;
| ad_e0025_0220_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| But, can I do this? &lt;br /&gt;
|-&lt;br /&gt;
| 0251 &lt;br /&gt;
| ad_e0025_0230_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic, my admirable adversary... &lt;br /&gt;
|-&lt;br /&gt;
| 0252 &lt;br /&gt;
| ad_e0025_0240_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Soniiiic! &#039;&#039;crying&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0253 &lt;br /&gt;
| ad_e0025_0250_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now we have some unfinished business to take care of. If you give me the real Emerald, I will release you both! You have my promise! &lt;br /&gt;
|-&lt;br /&gt;
| 0254 &lt;br /&gt;
| ad_e0025_0260_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0255 &lt;br /&gt;
| ad_e0025_0270_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0256 &lt;br /&gt;
| ad_e0025_0280_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic has asked me for the first time to do something for him. I won&#039;t let him down! I won&#039;t give up!! &lt;br /&gt;
|-&lt;br /&gt;
| 0257 &lt;br /&gt;
| ad_e0025_0290_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0258 &lt;br /&gt;
| ad_e0025_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahahaha &lt;br /&gt;
|-&lt;br /&gt;
| 0259 &lt;br /&gt;
| ad_e0026_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I feel some strange energy... &lt;br /&gt;
|-&lt;br /&gt;
| 0260 &lt;br /&gt;
| ad_e0026_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0261 &lt;br /&gt;
| ad_e0026_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa. I wasn&#039;t sure if I could pull that one off. Somehow I managed to use the Chaos Control. &lt;br /&gt;
|-&lt;br /&gt;
| 0262 &lt;br /&gt;
| ad_e0026_0040_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Chaos Control? &lt;br /&gt;
|-&lt;br /&gt;
| 0263 &lt;br /&gt;
| ad_e0026_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Are you okay? &lt;br /&gt;
|-&lt;br /&gt;
| 0264 &lt;br /&gt;
| ad_e0026_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m worried about Tails and Amy. I hate to ask, but, could you help them? &lt;br /&gt;
|-&lt;br /&gt;
| 0265 &lt;br /&gt;
| ad_e0026_0070_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This is our last chance... I got it! Before the cannon fires, I&#039;ll slam-dunk it in there! &lt;br /&gt;
|-&lt;br /&gt;
| 0266 &lt;br /&gt;
| ad_e0027_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You never cease to surprise me, blue hedgehog. I thought that capsule you were in exploded in space. &lt;br /&gt;
|-&lt;br /&gt;
| 0267 &lt;br /&gt;
| ad_e0027_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You know, what can I say? I die hard! &lt;br /&gt;
|-&lt;br /&gt;
| 0268 &lt;br /&gt;
| ad_e0027_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You actually saved me, you know. &lt;br /&gt;
|-&lt;br /&gt;
| 0269 &lt;br /&gt;
| ad_e0027_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It was a Chaos Emerald, wasn&#039;t it? But, there&#039;s no way you could have activated the Chaos Control using an emerald that&#039;s fake! &lt;br /&gt;
|-&lt;br /&gt;
| 0270 &lt;br /&gt;
| ad_e0027_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So, there&#039;s more to you than just looking like me. What are you, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0271 &lt;br /&gt;
| ad_e0027_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What you see is what you get. Just a guy that loves adventure. I&#039;m Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0272 &lt;br /&gt;
| ad_e0027_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0271 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0273 &lt;br /&gt;
| ad_e0027_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I see. But you know, I can&#039;t let you live. Your adventuring days are coming to an end! &lt;br /&gt;
|-&lt;br /&gt;
| 0274 &lt;br /&gt;
| ad_e0028_0010_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic. I did it... &lt;br /&gt;
|-&lt;br /&gt;
| 0275 &lt;br /&gt;
| ad_e0028_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Awesome job, Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0276 &lt;br /&gt;
| ad_e0028_0030_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0277 &lt;br /&gt;
| ad_e0028_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Look outside! &lt;br /&gt;
|-&lt;br /&gt;
| 0278 &lt;br /&gt;
| ad_e0028_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh? &lt;br /&gt;
|-&lt;br /&gt;
| 0279 &lt;br /&gt;
| ad_e0028_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh! &lt;br /&gt;
|-&lt;br /&gt;
| 0280 &lt;br /&gt;
| ad_e0029_0010_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Eggman steals the research from a military base located on an island to the south. The military&#039;s top secret weapon: Shadow, sealed in the Space Colony ARK. The seven Chaos Emeralds... &lt;br /&gt;
| 0280 to 0282 are leftovers from the Dark Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0281 &lt;br /&gt;
| ad_e0029_0020_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| When all of the keys have been collected, world conquest will be at hand. Sonic Adventure 2: the Dark Side Story. &lt;br /&gt;
|-&lt;br /&gt;
| 0282 &lt;br /&gt;
| ad_e0029_0030_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Long live the Eggman Empire! &lt;br /&gt;
|-&lt;br /&gt;
| 0283 &lt;br /&gt;
| ad_e0030_0010_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow... &lt;br /&gt;
| 0283 to 0304 are leftovers from the Last Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0284 &lt;br /&gt;
| ad_e0030_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The Ultimate Life Form... &lt;br /&gt;
|-&lt;br /&gt;
| 0285 &lt;br /&gt;
| ad_e0030_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The end of mankind... &lt;br /&gt;
|-&lt;br /&gt;
| 0286 &lt;br /&gt;
| ad_e0030_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control... &lt;br /&gt;
|-&lt;br /&gt;
| 0287 &lt;br /&gt;
| ad_e0030_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Vengeance... &lt;br /&gt;
|-&lt;br /&gt;
| 0288 &lt;br /&gt;
| ad_e0030_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Space Colony... &lt;br /&gt;
|-&lt;br /&gt;
| 0289 &lt;br /&gt;
| ad_e0030_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Desperation... &lt;br /&gt;
|-&lt;br /&gt;
| 0290 &lt;br /&gt;
| ad_e0030_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Prayer... &lt;br /&gt;
|-&lt;br /&gt;
| 0291 &lt;br /&gt;
| ad_e0030_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Super Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0292 &lt;br /&gt;
| ad_e0030_0100_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Wish... &lt;br /&gt;
|-&lt;br /&gt;
| 0293 &lt;br /&gt;
| ad_e0030_0110_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| ARK... &lt;br /&gt;
|-&lt;br /&gt;
| 0294 &lt;br /&gt;
| ad_e0030_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Collision... &lt;br /&gt;
|-&lt;br /&gt;
| 0295 &lt;br /&gt;
| ad_e0030_0130_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Tears... &lt;br /&gt;
|-&lt;br /&gt;
| 0296 &lt;br /&gt;
| ad_e0030_0140_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Untamed power of Chaos Emeralds... &lt;br /&gt;
|-&lt;br /&gt;
| 0297 &lt;br /&gt;
| ad_e0030_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria... &lt;br /&gt;
|-&lt;br /&gt;
| 0298 &lt;br /&gt;
| ad_e0030_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Insanity... &lt;br /&gt;
|-&lt;br /&gt;
| 0299 &lt;br /&gt;
| ad_e0030_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Professor Gerald... &lt;br /&gt;
|-&lt;br /&gt;
| 0300 &lt;br /&gt;
| ad_e0030_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Crisis of epic proportions... &lt;br /&gt;
|-&lt;br /&gt;
| 0301 &lt;br /&gt;
| ad_e0030_0190_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Apocalypse... &lt;br /&gt;
|-&lt;br /&gt;
| 0302 &lt;br /&gt;
| ad_e0030_0200_am &lt;br /&gt;
| Amy &lt;br /&gt;
| The truth about 50 years ago... &lt;br /&gt;
|-&lt;br /&gt;
| 0303 &lt;br /&gt;
| ad_e0030_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The end of everything... &lt;br /&gt;
|-&lt;br /&gt;
| 0304 &lt;br /&gt;
| ad_e0030_0220_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Sonic Adventure 2: Last Episode. Wishes are eternal. &lt;br /&gt;
|-&lt;br /&gt;
| 0305 &lt;br /&gt;
| ad_e0100_0010_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Intruder alert! Intruder alert! Security breach at Gate 3! Intruder has been located in the north quadrant and is moving in the direction of the underground base. All units prepare to engage! Emergency battle formations! Standard battle procedures initiated! Locate and stop the intruder from entering the security area. This is not a drill, repeat, this is not a drill! &lt;br /&gt;
|-&lt;br /&gt;
| 0306 &lt;br /&gt;
| ad_e0100_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahahaha! That was all too easy! &lt;br /&gt;
|-&lt;br /&gt;
| 0307 &lt;br /&gt;
| ad_e0100_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take a look at what my grandfather was working on... a top-secret military weapon! The military shut down the research because they feared it! &lt;br /&gt;
|-&lt;br /&gt;
| 0308 &lt;br /&gt;
| ad_e0101_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh-ho! &lt;br /&gt;
|-&lt;br /&gt;
| 0309 &lt;br /&gt;
| ad_e0101_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So this is the military&#039;s top secret weapon? It&#039;s a lot smaller than I expected. &lt;br /&gt;
|-&lt;br /&gt;
| 0310 &lt;br /&gt;
| ad_e0101_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter user data, uh-huh. Enter password. &lt;br /&gt;
|-&lt;br /&gt;
| 0311 &lt;br /&gt;
| ad_e0101_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Password is, MA-RI-A. Maria! Now all I have to do is to place the Chaos Emerald into this console. &lt;br /&gt;
|-&lt;br /&gt;
| 0312 &lt;br /&gt;
| ad_e0101_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s that? Is that you, Sonic? Are you trying to spoil my plans again?! &lt;br /&gt;
|-&lt;br /&gt;
| 0313 &lt;br /&gt;
| ad_e0101_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait a minute. You&#039;re not Sonic! This is impossible! &lt;br /&gt;
|-&lt;br /&gt;
| 0314 &lt;br /&gt;
| ad_e0101_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. Since you were so kind to release me, my master... &lt;br /&gt;
|-&lt;br /&gt;
| 0315 &lt;br /&gt;
| ad_e0101_0072_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0314 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0316 &lt;br /&gt;
| ad_e0101_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I will grant you one wish. &lt;br /&gt;
|-&lt;br /&gt;
| 0317 &lt;br /&gt;
| ad_e0101_0082_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0318 &lt;br /&gt;
| ad_e0101_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now what?! &lt;br /&gt;
|-&lt;br /&gt;
| 0319 &lt;br /&gt;
| ad_e0101_0100_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Behold the true power I possess! &lt;br /&gt;
|-&lt;br /&gt;
| 0320 &lt;br /&gt;
| ad_e0101_0102_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0319 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0321 &lt;br /&gt;
| ad_e0102_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Destroying that guard robot was spectacular! &lt;br /&gt;
|-&lt;br /&gt;
| 0322 &lt;br /&gt;
| ad_e0102_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So, Shadow. You are the military&#039;s top secret weapon! But what did you mean when you said you will grant me a wish? &lt;br /&gt;
|-&lt;br /&gt;
| 0323 &lt;br /&gt;
| ad_e0102_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Bring more Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0324 &lt;br /&gt;
| ad_e0102_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, wait! &lt;br /&gt;
|-&lt;br /&gt;
| 0325 &lt;br /&gt;
| ad_e0102_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll be waiting for you, in the central control room, on the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 0326 &lt;br /&gt;
| ad_e0102_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| ARK? &lt;br /&gt;
|-&lt;br /&gt;
| 0327 &lt;br /&gt;
| ad_e0103_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Just let it go. You just don&#039;t know when to give up, do you? &lt;br /&gt;
|-&lt;br /&gt;
| 0328 &lt;br /&gt;
| ad_e0103_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0329 and 0330 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0329 &lt;br /&gt;
| ad_e0103_0021_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you talking about? That emerald&#039;s mine! You got that? The Master Emerald contains special powers that neutralize the energy of the Chaos Emeralds. That makes it very powerful. &lt;br /&gt;
|-&lt;br /&gt;
| 0330 &lt;br /&gt;
| ad_e0103_0022_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What the?! &lt;br /&gt;
|-&lt;br /&gt;
| 0331 &lt;br /&gt;
| ad_e0103_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0332 &lt;br /&gt;
| ad_e0103_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wha? Thief! &lt;br /&gt;
|-&lt;br /&gt;
| 0333 &lt;br /&gt;
| ad_e0103_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Look who&#039;s calling who a thief. &lt;br /&gt;
|-&lt;br /&gt;
| 0334 &lt;br /&gt;
| ad_e0103_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I came here following the signal from the emerald. If I&#039;m not mistaken, this is the Master Emerald, is it not? &lt;br /&gt;
|-&lt;br /&gt;
| 0335 &lt;br /&gt;
| ad_e0103_0070_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s you... Dr. Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0336 &lt;br /&gt;
| ad_e0103_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So that&#039;s Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 0337 &lt;br /&gt;
| ad_e0103_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, I guess I can use it for something. I&#039;ll just take it with me. Farewell, knucklehead! &lt;br /&gt;
|-&lt;br /&gt;
| 0338 &lt;br /&gt;
| ad_e0103_0100_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not if I can help it! &lt;br /&gt;
|-&lt;br /&gt;
| 0339 &lt;br /&gt;
| ad_e0103_0111_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0340 &lt;br /&gt;
| ad_e0103_0112_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What was that all about? And look what you did to my emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0341 &lt;br /&gt;
| ad_e0103_0120_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I did that to prevent the Master Emerald from being stolen, you idiot! If it&#039;s in pieces, I can restore it. And by the way, that&#039;s not your emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0342 &lt;br /&gt;
| ad_e0103_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm. Doesn&#039;t matter. I&#039;ll look into it once I get back to the base. &lt;br /&gt;
|-&lt;br /&gt;
| 0343 &lt;br /&gt;
| ad_e0103_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I despise anyone who takes jewels from me. All the world&#039;s gems are mine to keep! &lt;br /&gt;
|-&lt;br /&gt;
| 0344 &lt;br /&gt;
| ad_e0103_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, we&#039;ll see about that, bat girl! &lt;br /&gt;
|-&lt;br /&gt;
| 0345 &lt;br /&gt;
| ad_e0103_0160_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0346 &lt;br /&gt;
| ad_e0104_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Those idiots will never find my hidden base inside this pyramid! Let&#039;s take care of business here first, then get inside. &lt;br /&gt;
|-&lt;br /&gt;
| 0347 &lt;br /&gt;
| ad_e0105_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| With the Chaos Emerald... in the Space Colony ARK... Hmm. I&#039;ve got to find out just what&#039;s going on up there! &lt;br /&gt;
|-&lt;br /&gt;
| 0348 &lt;br /&gt;
| ad_e0105_0020_ot &lt;br /&gt;
| Reporter &lt;br /&gt;
| We interrupt this broadcast for an important news flash. There has been a break-in at the Federal Reserve bank today. Mysteriously, the only thing that was stolen was the Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0349 &lt;br /&gt;
| ad_e0105_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The Chaos Emerald?! &lt;br /&gt;
|-&lt;br /&gt;
| 0350 &lt;br /&gt;
| ad_e0105_0040_ot &lt;br /&gt;
| Reporter &lt;br /&gt;
| According to eyewitnesses at the scene, the suspect was identified as the world-renowned hero, Sonic the Hedgehog. The suspect was seen fleeing the scene, destroying the Reserve&#039;s guard robots in his path. Stay tuned for more details. &lt;br /&gt;
|-&lt;br /&gt;
| 0351 &lt;br /&gt;
| ad_e0105_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sounds more like the work of Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0352 &lt;br /&gt;
| ad_e0106_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm! How pathetic. &lt;br /&gt;
|-&lt;br /&gt;
| 0353 &lt;br /&gt;
| ad_e0106_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0354 &lt;br /&gt;
| ad_e0106_0030_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0355 &lt;br /&gt;
| ad_e0106_0040_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Find them before they escape! &lt;br /&gt;
|-&lt;br /&gt;
| 0356 &lt;br /&gt;
| ad_e0106_0060_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0357 &lt;br /&gt;
| ad_e0106_0070_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Shadow, I beg of you. Please, do it for me. &lt;br /&gt;
|-&lt;br /&gt;
| 0358 &lt;br /&gt;
| ad_e0106_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria...! &lt;br /&gt;
|-&lt;br /&gt;
| 0359 &lt;br /&gt;
| ad_e0106_0090_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| For all people, on that planet... &lt;br /&gt;
|-&lt;br /&gt;
| 0360 &lt;br /&gt;
| ad_e0106_0100_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sayonara, Shadow... the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0361 &lt;br /&gt;
| ad_e0106_0120_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, I still remember what I promised you. For the people of this planet, I promise you... Revenge! &lt;br /&gt;
|-&lt;br /&gt;
| 0362 &lt;br /&gt;
| ad_e0106_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0363 &lt;br /&gt;
| ad_e0107_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Those robots are a total pain in the... &lt;br /&gt;
|-&lt;br /&gt;
| 0364 &lt;br /&gt;
| ad_e0107_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0365 &lt;br /&gt;
| ad_e0107_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It all starts with this... &lt;br /&gt;
|-&lt;br /&gt;
| 0366 &lt;br /&gt;
| ad_e0107_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| A jewel containing the ultimate power! &lt;br /&gt;
|-&lt;br /&gt;
| 0367 &lt;br /&gt;
| ad_e0107_0050_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That&#039;s the... Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0368 &lt;br /&gt;
| ad_e0107_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0369 and 0370 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0369 &lt;br /&gt;
| ad_e0107_0061_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now I know what&#039;s going on! &lt;br /&gt;
|-&lt;br /&gt;
| 0370 &lt;br /&gt;
| ad_e0107_0062_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The military has mistaken me for the likes of you! &lt;br /&gt;
|-&lt;br /&gt;
| 0371 &lt;br /&gt;
| ad_e0107_0063_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So, where do you think you&#039;re going with that emerald? &lt;br /&gt;
| Japanese dub uses a duplicate of 0372 here&lt;br /&gt;
|-&lt;br /&gt;
| 0372 &lt;br /&gt;
| ad_e0107_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Say something, you fake hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0373 &lt;br /&gt;
| ad_e0107_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0374 &lt;br /&gt;
| ad_e0107_0130_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Wow, he&#039;s fast! &lt;br /&gt;
|-&lt;br /&gt;
| 0375 &lt;br /&gt;
| ad_e0107_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0376 and 0377 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0376 &lt;br /&gt;
| ad_e0107_0141_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, it&#039;s not his speed! &lt;br /&gt;
|-&lt;br /&gt;
| 0377 &lt;br /&gt;
| ad_e0107_0142_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He must be using the Chaos Emerald to warp! &lt;br /&gt;
|-&lt;br /&gt;
| 0378 &lt;br /&gt;
| ad_e0107_0150_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow. I&#039;m the world&#039;s Ultimate Life Form. There&#039;s no time for games... Farewell! &lt;br /&gt;
|-&lt;br /&gt;
| 0379 &lt;br /&gt;
| ad_e0107_0160_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Shadow... what is he? &lt;br /&gt;
|-&lt;br /&gt;
| 0380 &lt;br /&gt;
| ad_e0107_0170_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Don&#039;t move! Stay where you are! Keep your hands up in the air! &lt;br /&gt;
|-&lt;br /&gt;
| 0381 &lt;br /&gt;
| ad_e0107_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0382 &lt;br /&gt;
| ad_e0107_0190_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0383 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0383 &lt;br /&gt;
| ad_e0107_0191_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not again... &lt;br /&gt;
|-&lt;br /&gt;
| 0384 &lt;br /&gt;
| ad_e0107_0192_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot! &lt;br /&gt;
|-&lt;br /&gt;
| 0385 &lt;br /&gt;
| ad_e0108_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge. I&#039;ve located Eggman&#039;s base and will proceed to enter it now. &lt;br /&gt;
|-&lt;br /&gt;
| 0386 &lt;br /&gt;
| ad_e0108_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I hate to say it... I guess I&#039;m going to have to find that key first. &lt;br /&gt;
|-&lt;br /&gt;
| 0387 &lt;br /&gt;
| ad_e0109_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s a space transporter! The destination has been set to... ARK? Wasn&#039;t that space colony shut down over 50 years ago? What&#039;s he doing up there, anyway? Doesn&#039;t matter! It&#039;s my mission to find out what he&#039;s up to! &lt;br /&gt;
|-&lt;br /&gt;
| 0388 &lt;br /&gt;
| ad_e0110_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| So this is the Space Colony ARK. I have to locate the central control room that Shadow mentioned before he left. &lt;br /&gt;
|-&lt;br /&gt;
| 0389 &lt;br /&gt;
| ad_e0111_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ve been waiting for you, Doctor. Now, I will show the glorious achievement of what the world&#039;s leading scientist Professor Gerald has created. &lt;br /&gt;
|-&lt;br /&gt;
| 0390 &lt;br /&gt;
| ad_e0111_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The ARK was the first space colony created by mankind. Not many people know that the ARK contained a top-secret research facility, where weapons of mass destruction were being created. This is one of them; a weapon capable of destroying an entire planet, code-named... the Eclipse Cannon. &lt;br /&gt;
|-&lt;br /&gt;
| 0391 &lt;br /&gt;
| ad_e0111_0031_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Destroying an entire planet? &lt;br /&gt;
|-&lt;br /&gt;
| 0392 &lt;br /&gt;
| ad_e0111_0032_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Was this my grandfather&#039;s legacy? &lt;br /&gt;
|-&lt;br /&gt;
| 0393 &lt;br /&gt;
| ad_e0111_0041_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| But it&#039;s been deactivated for some time now. &lt;br /&gt;
|-&lt;br /&gt;
| 0394 &lt;br /&gt;
| ad_e0111_0042_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| To reactivate it... &lt;br /&gt;
|-&lt;br /&gt;
| 0395 &lt;br /&gt;
| ad_e0111_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Large amounts of energy are necessary. &lt;br /&gt;
|-&lt;br /&gt;
| 0396 &lt;br /&gt;
| ad_e0111_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh! So that&#039;s why we needed the Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0397 &lt;br /&gt;
| ad_e0111_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Exactly! To reactivate the machine, we need the seven Chaos Emeralds. Once you have that, then you have the ultimate power of destruction to use as you please. And then... the world could be yours! &lt;br /&gt;
|-&lt;br /&gt;
| 0398 &lt;br /&gt;
| ad_e0111_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha! Sounds like a plan! I like the way you think, Shadow. I will get the Chaos Emeralds, use the machine to dominate the world and build a legacy of my own! &lt;br /&gt;
|-&lt;br /&gt;
| 0399 &lt;br /&gt;
| ad_e0111_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you really think it will be that easy? &lt;br /&gt;
|-&lt;br /&gt;
| 0400 &lt;br /&gt;
| ad_e0111_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve got a great idea! How about making a deal? &lt;br /&gt;
|-&lt;br /&gt;
| 0401 &lt;br /&gt;
| ad_e0111_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| A deal? &lt;br /&gt;
|-&lt;br /&gt;
| 0402 &lt;br /&gt;
| ad_e0111_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| When you grabbed that huge emerald, you said something about a reaction. A reaction that it may have with the Master Emerald. Now, if you can just let me borrow that radar, I may be able to help you. What do you think? &lt;br /&gt;
|-&lt;br /&gt;
| 0403 &lt;br /&gt;
| ad_e0111_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If I do, what&#039;s in it for me? &lt;br /&gt;
|-&lt;br /&gt;
| 0404 &lt;br /&gt;
| ad_e0111_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I have an idea where the other Chaos Emeralds may be. I may not look like it, but do you know that I am a treasure hunter that specializes in all kinds of jewels! &lt;br /&gt;
|-&lt;br /&gt;
| 0405 &lt;br /&gt;
| ad_e0111_0150_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Very well. &lt;br /&gt;
|-&lt;br /&gt;
| 0406 &lt;br /&gt;
| ad_e0111_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Okay then, it&#039;s a deal! I don&#039;t think we&#039;ve been introduced. I&#039;m Rouge the Bat, but you can call me Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 0407 &lt;br /&gt;
| ad_e0111_0170_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We may be partners, but this doesn&#039;t mean I trust you. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0408 &lt;br /&gt;
| ad_e0111_0180_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Bad day or what? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0409 &lt;br /&gt;
| ad_e0111_0191_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0410 &lt;br /&gt;
| ad_e0111_0192_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub has dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0411 &lt;br /&gt;
| ad_e0112_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Having to come back isn&#039;t my idea of a vacation! How can you be sure your intelligence reports are correct? Why would the Chaos Emeralds be here on the island? Are you absolutely sure? &lt;br /&gt;
|-&lt;br /&gt;
| 0412 &lt;br /&gt;
| ad_e0112_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Well, believe what you want to believe. &lt;br /&gt;
|-&lt;br /&gt;
| 0413 &lt;br /&gt;
| ad_e0112_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hm! Very well, very well. Let&#039;s discuss how we are going to do this. I will go in first and distract the military troops, allowing you to sneak in the base without being detected. Then, Shadow will... &lt;br /&gt;
|-&lt;br /&gt;
| 0414 &lt;br /&gt;
| ad_e0112_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter the armory, where he will set the timer on these dynamite packs. Once that is in place, we will blow up the whole island and get away before anyone has the chance to know what hit them! &lt;br /&gt;
|-&lt;br /&gt;
| 0415 &lt;br /&gt;
| ad_e0112_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Meanwhile, you&#039;ll have to sneak into the cargo area and grab the Chaos Emerald. That&#039;s a challenge for such a worthy treasure hunter as yourself, isn&#039;t it, bat girl? &lt;br /&gt;
|-&lt;br /&gt;
| 0416 &lt;br /&gt;
| ad_e0112_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We only have 30 minutes to pull this mission off, and we only get one try, so don&#039;t fail me! &lt;br /&gt;
|-&lt;br /&gt;
| 0417 &lt;br /&gt;
| ad_e0113_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Okay, everyone ready? Shadow, Rouge! On with the show! &lt;br /&gt;
|-&lt;br /&gt;
| 0418 &lt;br /&gt;
| ad_e0113_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oh Sonic! I thought I&#039;d never see you again! I&#039;m so glad you made it! &lt;br /&gt;
|-&lt;br /&gt;
| 0419 &lt;br /&gt;
| ad_e0113_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re not Sonic! Who are you? &lt;br /&gt;
|-&lt;br /&gt;
| 0420 &lt;br /&gt;
| ad_e0113_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m the one who should be asking that! &lt;br /&gt;
|-&lt;br /&gt;
| 0421 &lt;br /&gt;
| ad_e0113_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Dr. Eggman? AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0422 &lt;br /&gt;
| ad_e0113_0060_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ah! Amy, your timing is impeccable! Leave it to me! I&#039;ll take care of her. You two, go! &lt;br /&gt;
|-&lt;br /&gt;
| 0423 &lt;br /&gt;
| ad_e0113_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Give up, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0424 &lt;br /&gt;
| ad_e0113_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Boy, am I glad to see you! &lt;br /&gt;
|-&lt;br /&gt;
| 0425 &lt;br /&gt;
| ad_e0113_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Stand back, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0426 &lt;br /&gt;
| ad_e0114_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m in position, Doctor. Tell me when. &lt;br /&gt;
|-&lt;br /&gt;
| 0427 &lt;br /&gt;
| ad_e0114_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There&#039;s been an unexpected delay on my end. There&#039;s no more time to waste! Set the timer for 15 minutes! Let&#039;s go, Rouge! &lt;br /&gt;
|-&lt;br /&gt;
| 0428 &lt;br /&gt;
| ad_e0114_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Five minutes should be plenty! Here I go! &lt;br /&gt;
|-&lt;br /&gt;
| 0429 &lt;br /&gt;
| ad_e0115_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t believe I&#039;ve come this far, just to fail! &lt;br /&gt;
|-&lt;br /&gt;
| 0430 &lt;br /&gt;
| ad_e0116_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge. I&#039;ve got a small problem. I can&#039;t believe that I&#039;m trapped inside this locked safe with a Chaos Emerald! I guess I won&#039;t be able to call myself a treasure hunter anymore... &lt;br /&gt;
|-&lt;br /&gt;
| 0431 &lt;br /&gt;
| ad_e0116_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ah, shoot! &lt;br /&gt;
|-&lt;br /&gt;
| 0432 &lt;br /&gt;
| ad_e0116_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Troublemaker! &lt;br /&gt;
|-&lt;br /&gt;
| 0433 &lt;br /&gt;
| ad_e0116_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0434 &lt;br /&gt;
| ad_e0116_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0435 &lt;br /&gt;
| ad_e0117_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Phew! So far, so good. &lt;br /&gt;
|-&lt;br /&gt;
| 0436 &lt;br /&gt;
| ad_e0117_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, that&#039;s...! &lt;br /&gt;
|-&lt;br /&gt;
| 0437 &lt;br /&gt;
| ad_e0117_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That blue hedgehog again, of all places! &lt;br /&gt;
|-&lt;br /&gt;
| 0438 &lt;br /&gt;
| ad_e0117_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ve found you, faker! &lt;br /&gt;
|-&lt;br /&gt;
| 0439 &lt;br /&gt;
| ad_e0117_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Faker? I think you&#039;re the fake hedgehog around here. You&#039;re comparing yourself to me? Ha! You&#039;re not even good enough to be my fake! &lt;br /&gt;
|-&lt;br /&gt;
| 0440 &lt;br /&gt;
| ad_e0117_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll make you eat those words! &lt;br /&gt;
|-&lt;br /&gt;
| 0441 &lt;br /&gt;
| ad_e0118_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, what are you doing? Hurry and get back here right now before the island blows up with you on it! &lt;br /&gt;
|-&lt;br /&gt;
| 0442 &lt;br /&gt;
| ad_e0118_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Blows up?! &lt;br /&gt;
|-&lt;br /&gt;
| 0443 &lt;br /&gt;
| ad_e0118_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0444 &lt;br /&gt;
| ad_e0119_0010_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0445 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0445 &lt;br /&gt;
| ad_e0119_0012_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, what do you think it&#039;s like on Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0446 &lt;br /&gt;
| ad_e0119_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The professor said his life&#039;s work was dedicated to all of those who live down there. He once told that the reason for his existence was making people happy through the power of science. &lt;br /&gt;
|-&lt;br /&gt;
| 0447 &lt;br /&gt;
| ad_e0119_0030_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow... &lt;br /&gt;
|-&lt;br /&gt;
| 0448 &lt;br /&gt;
| ad_e0119_0040_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, I just don&#039;t know anything anymore. I often wonder why I was created, what my purpose is for being here. Maybe if I go down there... I will find the answers, maybe. &lt;br /&gt;
|-&lt;br /&gt;
| 0449 &lt;br /&gt;
| ad_e0119_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria... &lt;br /&gt;
|-&lt;br /&gt;
| 0450 &lt;br /&gt;
| ad_e0119_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why so melancholy? &lt;br /&gt;
|-&lt;br /&gt;
| 0451 &lt;br /&gt;
| ad_e0119_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| That was so unexpected, so unlike you, Shadow, to come and rescue me. But your ability to use the Chaos Control certainly comes in handy! &lt;br /&gt;
|-&lt;br /&gt;
| 0452 &lt;br /&gt;
| ad_e0119_0080_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You know, I didn&#039;t come to save you. I came back for the Chaos Emeralds &lt;br /&gt;
|-&lt;br /&gt;
| 0453 &lt;br /&gt;
| ad_e0119_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yeah, yeah, but then again, that&#039;s not the whole story, is it? &lt;br /&gt;
|-&lt;br /&gt;
| 0454 &lt;br /&gt;
| ad_e0119_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! &lt;br /&gt;
|-&lt;br /&gt;
| 0455 &lt;br /&gt;
| ad_e0119_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Everything is ready to go! &lt;br /&gt;
|-&lt;br /&gt;
| 0456 &lt;br /&gt;
| ad_e0119_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Are you sure? We only have six of the seven Chaos Emeralds, you know. &lt;br /&gt;
|-&lt;br /&gt;
| 0457 &lt;br /&gt;
| ad_e0119_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s more than enough for the demonstration. So let&#039;s get this show on the road! &lt;br /&gt;
|-&lt;br /&gt;
| 0458 &lt;br /&gt;
| ad_e0120_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Well, that was really impressive. You&#039;ve managed to create complete havoc on the whole planet! Does this now mean we control the planet and can do as we choose? &lt;br /&gt;
|-&lt;br /&gt;
| 0459 &lt;br /&gt;
| ad_e0120_0020_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| At this rate, the cannon will take too much time to charge up. If you want to unleash its full potential, you&#039;ll need all seven Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0460 &lt;br /&gt;
| ad_e0120_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where in the world have you been? &lt;br /&gt;
|-&lt;br /&gt;
| 0461 &lt;br /&gt;
| ad_e0120_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why are you so upset? &lt;br /&gt;
|-&lt;br /&gt;
| 0462 &lt;br /&gt;
| ad_e0120_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Something happen? &lt;br /&gt;
|-&lt;br /&gt;
| 0463 &lt;br /&gt;
| ad_e0120_0060_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Our threats fell on deaf ears. &lt;br /&gt;
|-&lt;br /&gt;
| 0464 &lt;br /&gt;
| ad_e0120_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Look at you, throwing a tantrum like a little kid! How totally embarrassing! &lt;br /&gt;
|-&lt;br /&gt;
| 0465 &lt;br /&gt;
| ad_e0120_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Don&#039;t forget your end of the bargain, bat girl! What about that last Chaos Emerald? We had a deal, right? So where is my emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0466 &lt;br /&gt;
| ad_e0120_0090_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here you go. I found this! &lt;br /&gt;
|-&lt;br /&gt;
| 0467 &lt;br /&gt;
| ad_e0120_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Why didn&#039;t you show me this before?! &lt;br /&gt;
|-&lt;br /&gt;
| 0468 &lt;br /&gt;
| ad_e0120_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s this? &amp;quot;Station Square saved from a life-threatening missile attack. The city has awarded its famed prize to the boy who saved Station Square. Miles &#039;Tails&#039; Prower was given the Chaos Emerald as a testament of his heroic deed at a ceremony held at city hall.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0469 &lt;br /&gt;
| ad_e0120_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ahem! This makes things a whole lot easier. Hurry, go back to Earth and find them fast! I want that Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0470 &lt;br /&gt;
| ad_e0120_0122_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of the last line in 0469 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0471 &lt;br /&gt;
| ad_e0120_0130_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Did you get that? &lt;br /&gt;
|-&lt;br /&gt;
| 0472 &lt;br /&gt;
| ad_e0120_0140_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Soon enough, Maria. &lt;br /&gt;
|-&lt;br /&gt;
| 0473 &lt;br /&gt;
| ad_e0120_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is Rouge reporting. Currently, I have not been able to confirm if Shadow is the Ultimate Life Form or not. I will continue my research on Project Shadow and have a follow-up report very shortly. Just a reminder. Don&#039;t forget about my jewels! &lt;br /&gt;
|-&lt;br /&gt;
| 0474 &lt;br /&gt;
| ad_e0121_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| They got away! &lt;br /&gt;
|-&lt;br /&gt;
| 0475 &lt;br /&gt;
| ad_e0121_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shadow, they&#039;re in that blue plane! Spotted at 11 o&#039; clock. &lt;br /&gt;
|-&lt;br /&gt;
| 0476 &lt;br /&gt;
| ad_e0121_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Copy that. I&#039;m in pursuit. &lt;br /&gt;
|-&lt;br /&gt;
| 0477 &lt;br /&gt;
| ad_e0122_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Doctor, they&#039;re heading directly toward us. What should we do? &lt;br /&gt;
|-&lt;br /&gt;
| 0478 &lt;br /&gt;
| ad_e0122_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Just sit tight! I&#039;ve got them on radar. There&#039;s no way they can get away! I don&#039;t know what they are planning, but I&#039;ll be sure to give them a warm welcome! &lt;br /&gt;
|-&lt;br /&gt;
| 0479 &lt;br /&gt;
| ad_e0123_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; That was pretty rough! &lt;br /&gt;
|-&lt;br /&gt;
| 0480 &lt;br /&gt;
| ad_e0123_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We did it! Let&#039;s go, Amy! &lt;br /&gt;
|-&lt;br /&gt;
| 0481 &lt;br /&gt;
| ad_e0123_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You little thieves! Did you really think you could get out of here alive? &lt;br /&gt;
|-&lt;br /&gt;
| 0482 &lt;br /&gt;
| ad_e0123_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Come and get some, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0483 &lt;br /&gt;
| ad_e0123_0050_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0484 &lt;br /&gt;
| ad_e0123_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 0485 &lt;br /&gt;
| ad_e0123_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll take your lives as well as the Chaos Emerald! I call on you to destroy these pests! Come out, my servant! &lt;br /&gt;
|-&lt;br /&gt;
| 0486 &lt;br /&gt;
| ad_e0123_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now go! And squash that blue hedgehog Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0487 &lt;br /&gt;
| ad_e0123_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ha! &lt;br /&gt;
|-&lt;br /&gt;
| 0488 &lt;br /&gt;
| ad_e0123_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| TERIAA &lt;br /&gt;
|-&lt;br /&gt;
| 0489 &lt;br /&gt;
| ad_e0123_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| NOOO &lt;br /&gt;
|-&lt;br /&gt;
| 0490 &lt;br /&gt;
| ad_e0123_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| When Sonic struck his head, he must have broken the restraining mechanism. &lt;br /&gt;
|-&lt;br /&gt;
| 0491 &lt;br /&gt;
| ad_e0123_0140_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Agh! What a piece of junk! &lt;br /&gt;
|-&lt;br /&gt;
| 0492 &lt;br /&gt;
| ad_e0123_0150_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 0493 &lt;br /&gt;
| ad_e0123_0160_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Eh? &lt;br /&gt;
|-&lt;br /&gt;
| 0494 &lt;br /&gt;
| ad_e0123_0170_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0495 &lt;br /&gt;
| ad_e0123_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0496 &lt;br /&gt;
| ad_e0124_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hi, Doctor. How&#039;s it going? What? What do you mean they escaped? That&#039;s okay. I will go after them myself. Can you tell me the password for the space colony control? &lt;br /&gt;
|-&lt;br /&gt;
| 0497 &lt;br /&gt;
| ad_e0124_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! Tricking that old doctor is just too easy! All right, it&#039;s time to get to work. &lt;br /&gt;
|-&lt;br /&gt;
| 0498 &lt;br /&gt;
| ad_e0124_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The password is MA-RI-A. Maria, hm? I&#039;ve heard that name somewhere before... oh well! &lt;br /&gt;
|-&lt;br /&gt;
| 0499 &lt;br /&gt;
| ad_e0124_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is it! Research Project Shadow, the Ultimate Life Form. Let&#039;s see now... &lt;br /&gt;
|-&lt;br /&gt;
| 0500 &lt;br /&gt;
| ad_e0124_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world is this? This can&#039;t be right. Just what is Shadow, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0501 &lt;br /&gt;
| ad_e0124_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! I guess I&#039;ll just have to take the last pieces of the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0502 &lt;br /&gt;
| ad_e0125_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Long time no see, treasure hunter! Did you find my emeralds? &lt;br /&gt;
|-&lt;br /&gt;
| 0503 &lt;br /&gt;
| ad_e0125_0020_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s a good one. Your emerald? Talking to you is a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 0504 &lt;br /&gt;
| ad_e0126_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;breathing heavily&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0505 &lt;br /&gt;
| ad_e0126_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;breathing heavily&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0506 &lt;br /&gt;
| ad_e0126_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Stop fooling around and give me back my emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0507 &lt;br /&gt;
| ad_e0126_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Stop fooling around and give me back my emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0508 &lt;br /&gt;
| ad_e0126_0050_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you babbling about? You call yourself a hunter? Attacking a lady? Shame on you! &lt;br /&gt;
|-&lt;br /&gt;
| 0509 &lt;br /&gt;
| ad_e0126_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of lady goes around stealing gems, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0510 &lt;br /&gt;
| ad_e0126_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Those belong to me... aah! &lt;br /&gt;
|-&lt;br /&gt;
| 0511 &lt;br /&gt;
| ad_e0126_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Keep your hands to yourself! Don&#039;t touch me! &lt;br /&gt;
|-&lt;br /&gt;
| 0512 &lt;br /&gt;
| ad_e0126_0090_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is that how you say thanks to someone who just saved your life? &lt;br /&gt;
|-&lt;br /&gt;
| 0513 &lt;br /&gt;
| ad_e0126_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Saving my life. Don&#039;t think I owe you one. You just wanted to hold my hand, didn&#039;t you? That&#039;s why you saved me. You&#039;re such a creep! &lt;br /&gt;
|-&lt;br /&gt;
| 0514 &lt;br /&gt;
| ad_e0126_0110_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This isn&#039;t a joke, you know. Think what you want, bat girl. I was saving the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0515 &lt;br /&gt;
| ad_e0126_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; No matter what you say, it sounds crazy! &lt;br /&gt;
|-&lt;br /&gt;
| 0516 &lt;br /&gt;
| ad_e0126_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0517 &lt;br /&gt;
| ad_e0126_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Fine, then just take them. They stink like echidnas do! &lt;br /&gt;
|-&lt;br /&gt;
| 0518 &lt;br /&gt;
| ad_e0126_0150_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If that&#039;s what you thought, you should have given me them in the first place! &lt;br /&gt;
|-&lt;br /&gt;
| 0519 &lt;br /&gt;
| ad_e0126_0160_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Finally! &lt;br /&gt;
|-&lt;br /&gt;
| 0520 &lt;br /&gt;
| ad_e0126_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? &lt;br /&gt;
|-&lt;br /&gt;
| 0521 &lt;br /&gt;
| ad_e0126_0180_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m sorry... if I hurt you. &lt;br /&gt;
|-&lt;br /&gt;
| 0522 &lt;br /&gt;
| ad_e0126_0190_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We should get going. &lt;br /&gt;
|-&lt;br /&gt;
| 0523 &lt;br /&gt;
| ad_e0126_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAAH &lt;br /&gt;
|-&lt;br /&gt;
| 0524 &lt;br /&gt;
| ad_e0126_0210_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What in the world? &lt;br /&gt;
|-&lt;br /&gt;
| 0525 &lt;br /&gt;
| ad_e0127_0011_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s Rouge up to, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0526 &lt;br /&gt;
| ad_e0127_0012_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is strange. It&#039;s showing energy readings from two seperate Chaos Emeralds! Did they really think they could trick me with that fake emerald? &lt;br /&gt;
|-&lt;br /&gt;
| 0527 &lt;br /&gt;
| ad_e0127_0021_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait, Shadow! I&#039;m the one who should be telling them the end is near, not you! &lt;br /&gt;
|-&lt;br /&gt;
| 0528 &lt;br /&gt;
| ad_e0127_0022_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now is the time to end this long, drawn-out battle, and mark myself a place in history as the ultimate genius! &lt;br /&gt;
|-&lt;br /&gt;
| 0529 &lt;br /&gt;
| ad_e0127_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If something happens to me, I&#039;m counting on you to finish the job! &lt;br /&gt;
|-&lt;br /&gt;
| 0530 &lt;br /&gt;
| ad_e0127_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurry! The moment for attack has come. It&#039;s now or never! &lt;br /&gt;
|-&lt;br /&gt;
| 0531 &lt;br /&gt;
| ad_e0128_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Darn! Why do they always leave a sweet little innocent girl like me alone? &lt;br /&gt;
|-&lt;br /&gt;
| 0532 &lt;br /&gt;
| ad_e0128_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well, well, young lady. Is there something I can help you with? &lt;br /&gt;
|-&lt;br /&gt;
| 0533 &lt;br /&gt;
| ad_e0128_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Dr. Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0534 &lt;br /&gt;
| ad_e0128_0040_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| If you value your life, you will tell me where Sonic and Tails are! &lt;br /&gt;
|-&lt;br /&gt;
| 0535 &lt;br /&gt;
| ad_e0128_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s take care of business first, shall we, Sonic? Hand over the Chaos Emerald, slowly, and then we&#039;ll talk about your girlfriend. That is, if you really care for her! &lt;br /&gt;
|-&lt;br /&gt;
| 0536 &lt;br /&gt;
| ad_e0128_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Handing over the fake emerald... I can kill two birds with one stone! &lt;br /&gt;
|-&lt;br /&gt;
| 0537 &lt;br /&gt;
| ad_e0128_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Put the emerald down right there and back off! &lt;br /&gt;
|-&lt;br /&gt;
| 0538 &lt;br /&gt;
| ad_e0128_0110_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You&#039;ve turned into a big-time villain, Doctor! &lt;br /&gt;
|-&lt;br /&gt;
| 0539 &lt;br /&gt;
| ad_e0128_0120_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You thought you could trick me with that fake emerald, didn&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0540 &lt;br /&gt;
| ad_e0128_0130_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| So... how did you know it wasn&#039;t the real one? &lt;br /&gt;
|-&lt;br /&gt;
| 0541 &lt;br /&gt;
| ad_e0128_0140_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! &lt;br /&gt;
|-&lt;br /&gt;
| 0542 &lt;br /&gt;
| ad_e0128_0150_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heh, because you just told me, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 0543 &lt;br /&gt;
| ad_e0128_0171_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now, for a little space ride! &lt;br /&gt;
|-&lt;br /&gt;
| 0544 &lt;br /&gt;
| ad_e0128_0172_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The capsule clears the colony, bam! &lt;br /&gt;
|-&lt;br /&gt;
| 0545 &lt;br /&gt;
| ad_e0128_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m counting on you, Tails! And Amy... take care of yourself. &lt;br /&gt;
|-&lt;br /&gt;
| 0546 &lt;br /&gt;
| ad_e0128_0190_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0547 &lt;br /&gt;
| ad_e0128_0200_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not fair, Eggman! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0548 &lt;br /&gt;
| ad_e0128_0220_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0549 &lt;br /&gt;
| ad_e0128_0230_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell, Sonic, my admirable adversary... &lt;br /&gt;
|-&lt;br /&gt;
| 0550 &lt;br /&gt;
| ad_e0128_0240_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Soniiiic! &#039;&#039;crying&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0551 &lt;br /&gt;
| ad_e0128_0250_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now we have some unfinished business to take care of. If you give me the real emerald, I will release you both. You have my promise! &lt;br /&gt;
|-&lt;br /&gt;
| 0552 &lt;br /&gt;
| ad_e0128_0260_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
|-&lt;br /&gt;
| 0553 &lt;br /&gt;
| ad_e0128_0270_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0554 &lt;br /&gt;
| ad_e0128_0280_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic has asked me for the first time to do something for him. I won&#039;t let him down! I won&#039;t give up!! &lt;br /&gt;
|-&lt;br /&gt;
| 0555 &lt;br /&gt;
| ad_e0128_0290_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 0556 &lt;br /&gt;
| ad_e0128_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha &lt;br /&gt;
|-&lt;br /&gt;
| 0557 &lt;br /&gt;
| ad_e0129_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I guess he was just a regular hedgehog, after all. &lt;br /&gt;
|-&lt;br /&gt;
| 0558 &lt;br /&gt;
| ad_e0129_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Legend has it, when all seven Chaos Emeralds are collected, the power creates a miracle. I have six of them! They&#039;re mine, all mine! &lt;br /&gt;
|-&lt;br /&gt;
| 0559 &lt;br /&gt;
| ad_e0129_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I don&#039;t think so! &lt;br /&gt;
|-&lt;br /&gt;
| 0560 &lt;br /&gt;
| ad_e0129_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0561 &lt;br /&gt;
| ad_e0129_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So that was your plan from the very beginning, huh? Or was it a direct order from the President? Now I know who you are. You&#039;re that government spy, Rouge the Bat, aren&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 0562 &lt;br /&gt;
| ad_e0129_0060_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So you did your homework. Is that it? I would say that&#039;s an invasion of privacy. &lt;br /&gt;
|-&lt;br /&gt;
| 0563 &lt;br /&gt;
| ad_e0129_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I could say the same thing about you. &lt;br /&gt;
|-&lt;br /&gt;
| 0564 &lt;br /&gt;
| ad_e0129_0080_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hm! It looks like things aren&#039;t quite going your way, but since my job was done, I thought it was time to take what&#039;s mine and get out of this place. &lt;br /&gt;
|-&lt;br /&gt;
| 0565 &lt;br /&gt;
| ad_e0129_0090_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You are one pathetic creature! &lt;br /&gt;
|-&lt;br /&gt;
| 0566 &lt;br /&gt;
| ad_e0129_0100_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm. Look who&#039;s talking. What about you? &lt;br /&gt;
|-&lt;br /&gt;
| 0567 &lt;br /&gt;
| ad_e0129_0110_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here are the results of the research project called the Ultimate Life Form. But if this picture is of the real Ultimate Life Form named Shadow... &lt;br /&gt;
|-&lt;br /&gt;
| 0568 &lt;br /&gt;
| ad_e0129_0120_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Then exactly who, or what, is standing in front of me? &lt;br /&gt;
|-&lt;br /&gt;
| 0569 &lt;br /&gt;
| ad_e0129_0130_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is Dr. Eggman. I have found all seven Chaos Emeralds! Shadow! Someone is trying to get to the Eclipse Cannon. There&#039;s not much time left before the cannon fires again. Can you get over there? &lt;br /&gt;
|-&lt;br /&gt;
| 0570 &lt;br /&gt;
| ad_e0129_0140_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| If you want to live, leave the Chaos Emeralds where they are. The fake emerald is good enough for you! &lt;br /&gt;
|-&lt;br /&gt;
| 0571 &lt;br /&gt;
| ad_e0129_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you actually believe that you&#039;re the real Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0572 &lt;br /&gt;
| ad_e0129_0160_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No doubt. &lt;br /&gt;
|-&lt;br /&gt;
| 0573 &lt;br /&gt;
| ad_e0129_0170_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Even your memories might not be real, you know? &lt;br /&gt;
|-&lt;br /&gt;
| 0574 &lt;br /&gt;
| ad_e0129_0180_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Even if my memories are not real, it&#039;s still me, Shadow. And I will fulfill my promise to Maria. That&#039;s the only thing that matters to me now. &lt;br /&gt;
|-&lt;br /&gt;
| 0575 &lt;br /&gt;
| ad_e0130_0010_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You never cease to surprise me, blue hedgehog. I thought that capsule you were in exploded in space. &lt;br /&gt;
|-&lt;br /&gt;
| 0576 &lt;br /&gt;
| ad_e0130_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You know, what can I say? I die hard! &lt;br /&gt;
|-&lt;br /&gt;
| 0577 &lt;br /&gt;
| ad_e0130_0030_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So, there&#039;s more to you than just looking like me. What are you, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 0578 &lt;br /&gt;
| ad_e0130_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What you see is what you get. Just a guy that loves adventure. I&#039;m Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0579 &lt;br /&gt;
| ad_e0130_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I see. But you know, I can&#039;t let you live. Your adventuring days are coming to an end! &lt;br /&gt;
|-&lt;br /&gt;
| 0580 &lt;br /&gt;
| ad_e0131_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahahaha! This completes my plan to take over the world. Now begins the glorious era of the Empire of Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 0581 &lt;br /&gt;
| ad_e0131_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| HAHAHAHAHAHA &lt;br /&gt;
|-&lt;br /&gt;
| 0582 &lt;br /&gt;
| ad_e0132_0010_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| The military&#039;s top secret weapon, Project Shadow, was stolen from the military base located on a deserted island in the southern seas. This incident increased worldwide terrorist activities. Sonic the Hedgehog was arrested. &lt;br /&gt;
| 0582 to 0584 are leftovers from the Hero Story trailer FMV&lt;br /&gt;
|-&lt;br /&gt;
| 0583 &lt;br /&gt;
| ad_e0132_0020_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| The adventure for truth leads to the incidents that shock the entire world. The story takes our hero, Sonic, from the Earth and into outer space. Sonic Adventure 2: Hero Side Story. &lt;br /&gt;
|-&lt;br /&gt;
| 0584 &lt;br /&gt;
| ad_e0132_0030_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Farewell, Sonic, forever... &lt;br /&gt;
|-&lt;br /&gt;
| 0585 &lt;br /&gt;
| ad_e0200_0010_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Argh! What the... what&#039;s going on? Why doesn&#039;t the cannon fire? &lt;br /&gt;
|-&lt;br /&gt;
| 0586 &lt;br /&gt;
| ad_e0200_0020_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? What&#039;s happening here? &lt;br /&gt;
|-&lt;br /&gt;
| 0587 &lt;br /&gt;
| ad_e0200_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It&#039;s... it&#039;s my grandfather. Gerald Robotnik! &lt;br /&gt;
|-&lt;br /&gt;
| 0588 &lt;br /&gt;
| ad_e0201_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that, that vibration? &lt;br /&gt;
|-&lt;br /&gt;
| 0589 &lt;br /&gt;
| ad_e0201_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, wait! Someone is coming. &lt;br /&gt;
|-&lt;br /&gt;
| 0590 &lt;br /&gt;
| ad_e0201_0030_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You. You haven&#039;t given up yet? &lt;br /&gt;
|-&lt;br /&gt;
| 0591 &lt;br /&gt;
| ad_e0201_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s all over for us. &lt;br /&gt;
|-&lt;br /&gt;
| 0592 &lt;br /&gt;
| ad_e0201_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What do you mean? &lt;br /&gt;
|-&lt;br /&gt;
| 0593 &lt;br /&gt;
| ad_e0201_0061_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve just received a message from my boss. The Space Colony ARK is currently approaching the Earth at an incredible velocity. &lt;br /&gt;
|-&lt;br /&gt;
| 0594 &lt;br /&gt;
| ad_e0201_0062_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It... probably... &lt;br /&gt;
|-&lt;br /&gt;
| 0595 &lt;br /&gt;
| ad_e0201_0070_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate version of 0596 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0596 &lt;br /&gt;
| ad_e0201_0072_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Will impact Earth. &lt;br /&gt;
|-&lt;br /&gt;
| 0597 &lt;br /&gt;
| ad_e0201_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that on the screen? &lt;br /&gt;
|-&lt;br /&gt;
| 0598 &lt;br /&gt;
| ad_e0202_0010_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| This is a death sentence for every human being on Earth. If my calculations are correct, the Space Colony ARK will impact the Earth in 27 minutes and 53 seconds. All of you will be destroyed, along with your beloved planet Earth! &lt;br /&gt;
| This is a leftover from the FMV sequence featuring Gerald&#039;s televised revenge declaration&lt;br /&gt;
|-&lt;br /&gt;
| 0599 &lt;br /&gt;
| ad_e0202_0012_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| &#039;&#039;copy of 0598&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0600 &lt;br /&gt;
| ad_e0203_0010_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| I plan to give you a taste of my revenge once all the seven Chaos Emeralds are collected. Once I initiate this program, it cannot be disabled. All of you ungrateful humans who took everything away from me will feel my loss and despair! &lt;br /&gt;
|-&lt;br /&gt;
| 0601 &lt;br /&gt;
| ad_e0203_0012_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0600 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0602 &lt;br /&gt;
| ad_e0203_0020_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| No. &lt;br /&gt;
|-&lt;br /&gt;
| 0603 &lt;br /&gt;
| ad_e0203_0031_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Is there anything else you want to say? &lt;br /&gt;
|-&lt;br /&gt;
| 0604 &lt;br /&gt;
| ad_e0203_0032_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Ready! &lt;br /&gt;
|-&lt;br /&gt;
| 0605 &lt;br /&gt;
| ad_e0203_0040_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| This is a death sentence for every human being on Earth. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0606 &lt;br /&gt;
| ad_e0203_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, the vibration&#039;s getting worse! &lt;br /&gt;
|-&lt;br /&gt;
| 0607 &lt;br /&gt;
| ad_e0203_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s going on here? Who is that? &lt;br /&gt;
|-&lt;br /&gt;
| 0608 &lt;br /&gt;
| ad_e0203_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Professor Gerald Robotnik, one of the greatest scientific minds in the world, and my grandfather. &lt;br /&gt;
|-&lt;br /&gt;
| 0609 &lt;br /&gt;
| ad_e0203_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? I knew you were behind all this! Stop it right now, or else...! &lt;br /&gt;
|-&lt;br /&gt;
| 0610 &lt;br /&gt;
| ad_e0203_0090_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;d have done this a long time ago if I had the chance. &lt;br /&gt;
|-&lt;br /&gt;
| 0611 &lt;br /&gt;
| ad_e0203_0100_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What do you mean? &lt;br /&gt;
|-&lt;br /&gt;
| 0612 &lt;br /&gt;
| ad_e0203_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re pretty persistent for a hedgehog, aren&#039;t you? You&#039;re still alive, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0613 &lt;br /&gt;
| ad_e0203_0120_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh! Just letting Knuckles pilot the shuttle on the way over here was more dangerous than you could ever be. &lt;br /&gt;
|-&lt;br /&gt;
| 0614 &lt;br /&gt;
| ad_e0203_0122_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No worries, egghead! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0615 &lt;br /&gt;
| ad_e0203_0130_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What is this? &lt;br /&gt;
|-&lt;br /&gt;
| 0616 &lt;br /&gt;
| ad_e0203_0140_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This is my grandfather&#039;s diary. &lt;br /&gt;
|-&lt;br /&gt;
| 0617 &lt;br /&gt;
| ad_e0203_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;I don&#039;t quite know what happened or what went wrong. Was it a mistake to create the Ultimate Life Form? I thought it would be something that would benefit mankind, but then the military guards landed on the colony that day. They were sent to destroy the research project that I had been working on. My colleagues at the research facility, my granddaughter, Maria, I hope you are all safe.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0618 &lt;br /&gt;
| ad_e0203_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;The colony was completely shut down, probably to keep the prototype from falling into the wrong hands.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0619 &lt;br /&gt;
| ad_e0203_0170_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| The colony was closed down, probably to keep the prototype from falling into the wrong hands. The ARK was shut down under the premise that there had been an accident. &lt;br /&gt;
|-&lt;br /&gt;
| 0620 &lt;br /&gt;
| ad_e0203_0180_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| I found Maria&#039;s name among those who died when the ARK was shut down. She meant everything to me, and I couldn&#039;t bear the thought that she died because of my research. I lost everything. I had nothing more to live for. I went insane. All I could think about was to avenge her, somehow, some way. I got scared as I no longer was able to control my thoughts. All I could think about was that I wanted it all to end. &lt;br /&gt;
|-&lt;br /&gt;
| 0621 &lt;br /&gt;
| ad_e0203_0190_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| Based on my original projections, I was able to complete my project: Shadow. I designed its mind to be perfect. Pure. I will leave everything to him. If you wish, release and awaken it to the world! &lt;br /&gt;
|-&lt;br /&gt;
| 0622 &lt;br /&gt;
| ad_e0203_0192_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0621 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0623 &lt;br /&gt;
| ad_e0203_0200_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &amp;quot;If you wish to fill the world with destruction.&amp;quot; So that&#039;s why you released Shadow from the base! &lt;br /&gt;
|-&lt;br /&gt;
| 0624 &lt;br /&gt;
| ad_e0203_0210_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The core of the Eclipse Cannon is now highly reactive and explosive. This is because the energy of the Chaos Emeralds is overpowered. If the colony collides with Earth, it will shatter into pieces like my grandfather predicted. That mad scientist! &lt;br /&gt;
|-&lt;br /&gt;
| 0625 &lt;br /&gt;
| ad_e0203_0211_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of part of 0624 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0626 &lt;br /&gt;
| ad_e0203_0212_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of part of 0624 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0627 &lt;br /&gt;
| ad_e0203_0220_am &lt;br /&gt;
| Amy &lt;br /&gt;
| That should be you, right? &lt;br /&gt;
|-&lt;br /&gt;
| 0628 &lt;br /&gt;
| ad_e0203_0230_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We have to stop the space colony now! &lt;br /&gt;
|-&lt;br /&gt;
| 0629 &lt;br /&gt;
| ad_e0203_0240_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The Space Colony ARK position may have shifted due to the amount of energy given off by the emeralds! We have to stop the energy! &lt;br /&gt;
|-&lt;br /&gt;
| 0630 &lt;br /&gt;
| ad_e0203_0250_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| But how? &lt;br /&gt;
|-&lt;br /&gt;
| 0631 &lt;br /&gt;
| ad_e0203_0260_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm. That&#039;s it! There is a way to stop the energy. We have to use your emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0632 &lt;br /&gt;
| ad_e0203_0270_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You&#039;re the one that told me that the Master Emerald has the power to stop the Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0633 &lt;br /&gt;
| ad_e0203_0280_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s right! If I use this, I just might be able to stop the Chaos Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0634 &lt;br /&gt;
| ad_e0203_0290_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The reaction of the Chaos Emeralds is moving toward the Cannon&#039;s Core! It may be too late! &lt;br /&gt;
|-&lt;br /&gt;
| 0635 &lt;br /&gt;
| ad_e0203_0300_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There still may be some time left. If we pull together, we might be able to get to the shortcut that leads to the core! &lt;br /&gt;
|-&lt;br /&gt;
| 0636 &lt;br /&gt;
| ad_e0203_0310_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No worries! Just leave it to me. I&#039;m the world&#039;s fastest hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 0637 &lt;br /&gt;
| ad_e0203_0320_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Then, let&#039;s get to work! &lt;br /&gt;
|-&lt;br /&gt;
| 0638 &lt;br /&gt;
| ad_e0204_0010_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh, I hate it when they leave me behind! &lt;br /&gt;
|-&lt;br /&gt;
| 0639 &lt;br /&gt;
| ad_e0204_0020_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Look. It&#039;s Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0640 &lt;br /&gt;
| ad_e0204_0030_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;ve really got to stop whining. Everyone&#039;s trying their best to help out and so must I! &lt;br /&gt;
|-&lt;br /&gt;
| 0641 &lt;br /&gt;
| ad_e0204_0040_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow, we need you! Please help us! &lt;br /&gt;
|-&lt;br /&gt;
| 0642 &lt;br /&gt;
| ad_e0204_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s all going according to plan. There&#039;s no reason for me to help them. Besides, there&#039;s no way to save anyone. &lt;br /&gt;
|-&lt;br /&gt;
| 0643 &lt;br /&gt;
| ad_e0204_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| There has to be! &lt;br /&gt;
|-&lt;br /&gt;
| 0644 &lt;br /&gt;
| ad_e0204_0070_am &lt;br /&gt;
| Amy &lt;br /&gt;
| I know that people fight over the most trivial things. Some people may be selfish, like the professor said. &lt;br /&gt;
|-&lt;br /&gt;
| 0645 &lt;br /&gt;
| ad_e0204_0080_am &lt;br /&gt;
| Amy &lt;br /&gt;
| But they&#039;re basically good, if they try their best and never give up on their wishes. &lt;br /&gt;
|-&lt;br /&gt;
| 0646 &lt;br /&gt;
| ad_e0204_0090_am &lt;br /&gt;
| Amy &lt;br /&gt;
| They always have a reason to be happy. That&#039;s why you should help them out. Saving them is a good thing! &lt;br /&gt;
|-&lt;br /&gt;
| 0647 &lt;br /&gt;
| ad_e0204_0100_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow, I beg you. Please do it for them. Give them a chance! &lt;br /&gt;
|-&lt;br /&gt;
| 0648 &lt;br /&gt;
| ad_e0204_0110_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Give them a chance... &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0649 &lt;br /&gt;
| ad_e0204_0120_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, I beg of you. Please... do it for me. For a better future! &lt;br /&gt;
|-&lt;br /&gt;
| 0650 &lt;br /&gt;
| ad_e0204_0130_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0651 &lt;br /&gt;
| ad_e0204_0140_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| For all people who live on that planet... &lt;br /&gt;
|-&lt;br /&gt;
| 0652 &lt;br /&gt;
| ad_e0204_0142_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Give them a chance to be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 0653 &lt;br /&gt;
| ad_e0204_0143_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Let them live for their dreams. Shadow, I know you can do it. That&#039;s the reason why you were brought into this world. &lt;br /&gt;
|-&lt;br /&gt;
| 0654 &lt;br /&gt;
| ad_e0204_0150_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Sayonara, Shadow... the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0655 &lt;br /&gt;
| ad_e0204_0160_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s what I&#039;ve promised her, and I must keep that promise. That&#039;s what Maria wished for. &lt;br /&gt;
|-&lt;br /&gt;
| 0656 &lt;br /&gt;
| ad_e0204_0170_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0657 &lt;br /&gt;
| ad_e0204_0180_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ve got to go now! I have to keep my promise to Maria and you! &lt;br /&gt;
|-&lt;br /&gt;
| 0658 &lt;br /&gt;
| ad_e0205_0010_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What&#039;s that? It looks just like the shrine of the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 0659 &lt;br /&gt;
| ad_e0205_0020_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| They probably designed the core like the shrine to harness the power of the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0660 &lt;br /&gt;
| ad_e0205_0030_ge &lt;br /&gt;
| Gerald &lt;br /&gt;
| All of you ungrateful humans who took everything away from me will feel my loss and despair! &lt;br /&gt;
|-&lt;br /&gt;
| 0661 &lt;br /&gt;
| ad_e0205_0040_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Knuckles, here it comes! &lt;br /&gt;
|-&lt;br /&gt;
| 0662 &lt;br /&gt;
| ad_e0205_0050_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Could this be the prototype of the Ultimate Life Form that was supposed to be encapsulated? &lt;br /&gt;
|-&lt;br /&gt;
| 0663 &lt;br /&gt;
| ad_e0205_0060_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time for this! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0664 &lt;br /&gt;
| ad_e0205_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Leave this one to me. &lt;br /&gt;
|-&lt;br /&gt;
| 0665 &lt;br /&gt;
| ad_e0205_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, what are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 0666 &lt;br /&gt;
| ad_e0205_0090_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll take care of this while you run to get the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0667 &lt;br /&gt;
| ad_e0205_0091_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0666 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0668 &lt;br /&gt;
| ad_e0205_0100_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0669 &lt;br /&gt;
| ad_e0206_0011_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The servers are the seven Chaos. Chaos is power. Power is enriched by the heart. &lt;br /&gt;
|-&lt;br /&gt;
| 0670 &lt;br /&gt;
| ad_e0206_0012_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The controller is the one that unifies the Chaos. Only you can do this. Stop the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 0671 &lt;br /&gt;
| ad_e0206_0020_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0672 &lt;br /&gt;
| ad_e0206_0030_lb &lt;br /&gt;
| Biolizard &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 0673 &lt;br /&gt;
| ad_e0206_0040_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Is it gone? &lt;br /&gt;
|-&lt;br /&gt;
| 0674 &lt;br /&gt;
| ad_e0206_0050_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Is that what Chaos Control is? &lt;br /&gt;
|-&lt;br /&gt;
| 0675 &lt;br /&gt;
| ad_e0206_0060_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Since we&#039;ve stopped the Chaos Emeralds, why is the space colony still on a crash-course with Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0676 &lt;br /&gt;
| ad_e0206_0070_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The prototype is still alive and he&#039;s controlling the space colony as it&#039;s falling to Earth! He&#039;s become one with the space colony and is determined to keep it on its collision course! &lt;br /&gt;
|-&lt;br /&gt;
| 0677 &lt;br /&gt;
| ad_e0206_0080_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 0678 &lt;br /&gt;
| ad_e0207_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| The space colony is still accelerating toward Earth. In five minutes, there will be no way to stop it. &lt;br /&gt;
| 0678 to 0683 are all unused&lt;br /&gt;
|-&lt;br /&gt;
| 0679 &lt;br /&gt;
| ad_e0207_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| Nothing can stop the colony now... &lt;br /&gt;
|-&lt;br /&gt;
| 0680 &lt;br /&gt;
| ad_e0207_0030_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Mr. President, don&#039;t give up just yet! Sonic and his friends can still help us! &lt;br /&gt;
|-&lt;br /&gt;
| 0681 &lt;br /&gt;
| ad_e0207_0040_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| I&#039;ve located the two hedgehogs. They&#039;re in the lower quadrant. The space colony has entered the Earth&#039;s atmosphere and is accelerating. &lt;br /&gt;
|-&lt;br /&gt;
| 0682 &lt;br /&gt;
| ad_e0207_0050_pr &lt;br /&gt;
| President &lt;br /&gt;
| That&#039;s ridiculous! There&#039;s no way two hedgehogs can stop the colony now. &lt;br /&gt;
|-&lt;br /&gt;
| 0683 &lt;br /&gt;
| ad_e0207_0060_am &lt;br /&gt;
| Amy &lt;br /&gt;
| They can! I believe in them. Together, they can do it, I just know it! &lt;br /&gt;
|-&lt;br /&gt;
| 0684 &lt;br /&gt;
| ad_e0208_0010_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No way that&#039;s getting through! &lt;br /&gt;
|-&lt;br /&gt;
| 0685 &lt;br /&gt;
| ad_e0208_0020_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go for it, Sonic! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0686 &lt;br /&gt;
| ad_e0208_0030_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, we&#039;re counting on you! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0687 &lt;br /&gt;
| ad_e0208_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m counting on both of you! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0688 &lt;br /&gt;
| ad_e0208_0050_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Go for it Sonic, Shadow! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0689 &lt;br /&gt;
| ad_e0208_0061_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Shadow, I beg of you... &lt;br /&gt;
|-&lt;br /&gt;
| 0690 &lt;br /&gt;
| ad_e0208_0062_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Give them a chance to be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 0691 &lt;br /&gt;
| ad_e0208_0070_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 0692 &lt;br /&gt;
| ad_e0208_0080_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Now, Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 0693 &lt;br /&gt;
| ad_e0208_0090_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0694 &lt;br /&gt;
| ad_e0208_0100_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
|-&lt;br /&gt;
| 0695 &lt;br /&gt;
| ad_e0208_0110_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, this is what you wanted, right? This is my promise I made to you. &lt;br /&gt;
|-&lt;br /&gt;
| 0696 &lt;br /&gt;
| ad_e0209_0010_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s an emergency message from the space bureau. They are tracking the space colony&#039;s re-entry trajectory and it seems to have reappeared in quadrant L1. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0697 &lt;br /&gt;
| ad_e0209_0020_pr &lt;br /&gt;
| President &lt;br /&gt;
| You know, when I was a kid, I used to dream about heroes like them, and their heroic deeds. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0698 &lt;br /&gt;
| ad_e0209_0030_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Mr. President, that&#039;s why you should be like them. Never give up believing in your dreams. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0699 &lt;br /&gt;
| ad_e0210_0010_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is Shadow? &lt;br /&gt;
|-&lt;br /&gt;
| 0700 &lt;br /&gt;
| ad_e0210_0020_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Do you really think that the professor created him- Shadow, to carry out the revenge on all those who live here on Earth? &lt;br /&gt;
|-&lt;br /&gt;
| 0701 &lt;br /&gt;
| ad_e0210_0030_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He was what he was: a brave and heroic hedgehog, who gave his life to save this planet. Shadow the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 0702 &lt;br /&gt;
| ad_e0210_0040_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I guess you&#039;re right. &lt;br /&gt;
|-&lt;br /&gt;
| 0703 &lt;br /&gt;
| ad_e0210_0050_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| As a child, I looked up to my grandfather because of all the great things he accomplished in his life. He was my hero, and I wanted to be a great scientist like him, but... did he really mean to destroy us? &lt;br /&gt;
|-&lt;br /&gt;
| 0704 &lt;br /&gt;
| ad_e0210_0060_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I don&#039;t know, but what I do know is... &lt;br /&gt;
|-&lt;br /&gt;
| 0705 &lt;br /&gt;
| ad_e0210_0070_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We all did it together! &lt;br /&gt;
|-&lt;br /&gt;
| 0706 &lt;br /&gt;
| ad_e0210_0080_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re right. &lt;br /&gt;
|-&lt;br /&gt;
| 0707 &lt;br /&gt;
| ad_e0210_0090_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Where are you going? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0708 &lt;br /&gt;
| ad_e0210_0100_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Next time, I will pull this off without anyone&#039;s help! I will use my own power to take over the world. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0709 &lt;br /&gt;
| ad_e0210_0110_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Next time we meet, all bets are off! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0710 &lt;br /&gt;
| ad_e0210_0120_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Same here! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0711 &lt;br /&gt;
| ad_e0210_0130_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| So what&#039;s next for you, Rouge? Off again to find those jewels you love so much? &lt;br /&gt;
|-&lt;br /&gt;
| 0712 &lt;br /&gt;
| ad_e0210_0140_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Nah, I think I&#039;m going to give up this line of work. Too much work for too little pay! &lt;br /&gt;
|-&lt;br /&gt;
| 0713 &lt;br /&gt;
| ad_e0210_0150_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Anyway, I&#039;ve got something better than jewels that I&#039;m thinking about right now... &lt;br /&gt;
|-&lt;br /&gt;
| 0714 &lt;br /&gt;
| ad_e0210_0160_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;ll all work out, you&#039;ll see. &lt;br /&gt;
|-&lt;br /&gt;
| 0715 &lt;br /&gt;
| ad_e0210_0170_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If you say so. &lt;br /&gt;
|-&lt;br /&gt;
| 0716 &lt;br /&gt;
| ad_e0210_0180_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Created the Ultimate Life Form... &lt;br /&gt;
|-&lt;br /&gt;
| 0717 &lt;br /&gt;
| ad_e0210_0190_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What&#039;s the matter, Sonic? &lt;br /&gt;
|-&lt;br /&gt;
| 0718 &lt;br /&gt;
| ad_e0210_0200_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oh, it&#039;s nothing. Come on! Let&#039;s go home! To the planet as cool and blue as me! &lt;br /&gt;
|-&lt;br /&gt;
| 0719 &lt;br /&gt;
| ad_e0210_0210_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sayonara, Shadow the Hedgehog... &lt;br /&gt;
|-&lt;br /&gt;
| 0720 &lt;br /&gt;
| adt_ac_le_kr_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the special action for Knuckles and Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 0721 &lt;br /&gt;
| adt_ac_le_kr_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are quite a few special actions for both of them. Try mastering them all! &lt;br /&gt;
|-&lt;br /&gt;
| 0722 &lt;br /&gt;
| adt_ac_le_kr_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is attack action. &lt;br /&gt;
|-&lt;br /&gt;
| 0723 &lt;br /&gt;
| adt_ac_le_kr_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles&#039; specialty is punching, while Rouge&#039;s is kicking. &lt;br /&gt;
|-&lt;br /&gt;
| 0724 &lt;br /&gt;
| adt_ac_le_kr_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button and try it! &lt;br /&gt;
|-&lt;br /&gt;
| 0725 &lt;br /&gt;
| adt_ac_le_kr_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the different actions available when you press B button multiple times, or press it while running. &lt;br /&gt;
|-&lt;br /&gt;
| 0726 &lt;br /&gt;
| adt_ac_le_kr_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try breaking wooden containers with this! &lt;br /&gt;
|-&lt;br /&gt;
| 0727 &lt;br /&gt;
| adt_ac_le_kr_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge both have the special ability to glide. &lt;br /&gt;
|-&lt;br /&gt;
| 0728 &lt;br /&gt;
| adt_ac_le_kr_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| While in mid-jump, press and hold A button to glide. &lt;br /&gt;
|-&lt;br /&gt;
| 0729 &lt;br /&gt;
| adt_ac_le_kr_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can only glide downwards. Gliding upwards is not possible! &lt;br /&gt;
|-&lt;br /&gt;
| 0730 &lt;br /&gt;
| adt_ac_le_kr_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To stop gliding, release A button to drop. &lt;br /&gt;
|-&lt;br /&gt;
| 0731 &lt;br /&gt;
| adt_ac_le_kr_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge can scale any wall with ease. &lt;br /&gt;
|-&lt;br /&gt;
| 0732 &lt;br /&gt;
| adt_ac_le_kr_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To grab onto a wall, just glide into it or use forward and A button. &lt;br /&gt;
|-&lt;br /&gt;
| 0733 &lt;br /&gt;
| adt_ac_le_kr_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you&#039;ve grabbed onto the wall, use the analogue thumbpad to move. &lt;br /&gt;
|-&lt;br /&gt;
| 0734 &lt;br /&gt;
| adt_ac_le_kr_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If a wall or overhang is a 90 degree angle, you cannot scale it. &lt;br /&gt;
|-&lt;br /&gt;
| 0735 &lt;br /&gt;
| adt_ac_le_kr_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge are also good swimmers. &lt;br /&gt;
|-&lt;br /&gt;
| 0736 &lt;br /&gt;
| adt_ac_le_kr_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump into the water and press B button to dive underwater. &lt;br /&gt;
|-&lt;br /&gt;
| 0737 &lt;br /&gt;
| adt_ac_le_kr_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Underwater, press A button to swim up and B button to swim down. &lt;br /&gt;
|-&lt;br /&gt;
| 0738 &lt;br /&gt;
| adt_ac_le_kr_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to come up for breaths of air. You cannot stay under forever! &lt;br /&gt;
|-&lt;br /&gt;
| 0739 &lt;br /&gt;
| adt_ac_le_kr_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles digs with his hands, and Rouge digs with her feet. &lt;br /&gt;
|-&lt;br /&gt;
| 0740 &lt;br /&gt;
| adt_ac_le_kr_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is easy to master! Just press B button while jumping or gliding. &lt;br /&gt;
|-&lt;br /&gt;
| 0741 &lt;br /&gt;
| adt_ac_le_kr_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change the action window. Select &amp;quot;Dig&amp;quot; and you can burrow where you are standing. &lt;br /&gt;
|-&lt;br /&gt;
| 0742 &lt;br /&gt;
| adt_ac_le_kr_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| One more important thing. &lt;br /&gt;
|-&lt;br /&gt;
| 0743 &lt;br /&gt;
| adt_ac_le_kr_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you are scaling a wall, you can dig into it by pressing B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0744 &lt;br /&gt;
| adt_ac_le_kr_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Besides the emeralds, there are a lot of items buried undergroud. Make sure you dig to find them all! &lt;br /&gt;
|-&lt;br /&gt;
| 0745 &lt;br /&gt;
| adt_ac_le_kr_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you find the Iron Gloves or Boots, your punches and kicks are stronger! &lt;br /&gt;
|-&lt;br /&gt;
| 0746 &lt;br /&gt;
| adt_ac_le_kr_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can break the steel containers with this! &lt;br /&gt;
|-&lt;br /&gt;
| 0747 &lt;br /&gt;
| adt_ac_le_kr_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a very useful Level-Up Item! &lt;br /&gt;
|-&lt;br /&gt;
| 0748 &lt;br /&gt;
| adt_ac_le_kr_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change the action window, then press B button to use the glasses. &lt;br /&gt;
|-&lt;br /&gt;
| 0749 &lt;br /&gt;
| adt_ac_le_kr_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Sunglasses will allow you to see things you couldn&#039;t before. It may even help you locate the emeralds quicker! &lt;br /&gt;
|-&lt;br /&gt;
| 0750 &lt;br /&gt;
| adt_ac_le_kr_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you use them, you&#039;ll be able to see things you couldn&#039;t before! &lt;br /&gt;
|-&lt;br /&gt;
| 0751 &lt;br /&gt;
| adt_ac_le_kr_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using it in different places! &lt;br /&gt;
|-&lt;br /&gt;
| 0752 &lt;br /&gt;
| adt_ac_le_kr_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you want to take them off, just press A button to jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0753 &lt;br /&gt;
| adt_ac_le_kr_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You found something really cool! &lt;br /&gt;
|-&lt;br /&gt;
| 0754 &lt;br /&gt;
| adt_ac_le_kr_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using it in the water. It will let you breathe underwater. &lt;br /&gt;
|-&lt;br /&gt;
| 0755 &lt;br /&gt;
| adt_ac_le_kr_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you have nothing to be afraid of. &lt;br /&gt;
|-&lt;br /&gt;
| 0756 &lt;br /&gt;
| adt_ac_le_kr_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of special actions for Knuckles and Rouge will increase when you find more Level-Up Items. &lt;br /&gt;
|-&lt;br /&gt;
| 0757 &lt;br /&gt;
| adt_ac_le_kr_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me explain Knuckles and Rouge&#039;s 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0758 &lt;br /&gt;
| adt_ac_le_kr_38_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple. The first one to find two of the three hidden emeralds is the winner! &lt;br /&gt;
|-&lt;br /&gt;
| 0759 &lt;br /&gt;
| adt_ac_le_kr_39_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Pay close attention to your opponent&#039;s hint messages and radar, as it may help you locate the emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0760 &lt;br /&gt;
| adt_ac_le_ss_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me start by explaining the actions for Sonic and Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 0761 &lt;br /&gt;
| adt_ac_le_ss_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Homing Attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0762 &lt;br /&gt;
| adt_ac_le_ss_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to jump and again while in midair to do the Homing Attack against your enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0763 &lt;br /&gt;
| adt_ac_le_ss_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The best way to defeat the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 0764 &lt;br /&gt;
| adt_ac_le_ss_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somersault! This is a brand-new action for Sonic. Use B button to Somersault. &lt;br /&gt;
|-&lt;br /&gt;
| 0765 &lt;br /&gt;
| adt_ac_le_ss_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Somersault can be used to defeat enemies, break wooden containers, and get through tight spaces. &lt;br /&gt;
|-&lt;br /&gt;
| 0766 &lt;br /&gt;
| adt_ac_le_ss_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try Spin Dash to run at supersonic speed! &lt;br /&gt;
|-&lt;br /&gt;
| 0767 &lt;br /&gt;
| adt_ac_le_ss_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press and hold B button to charge up, then release the button to do the Spin Dash. &lt;br /&gt;
|-&lt;br /&gt;
| 0768 &lt;br /&gt;
| adt_ac_le_ss_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Spin Dash is very fast! Practice using the technique and use it wisely. &lt;br /&gt;
|-&lt;br /&gt;
| 0769 &lt;br /&gt;
| adt_ac_le_ss_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grinding! This is also a brand-new Sonic action. &lt;br /&gt;
|-&lt;br /&gt;
| 0770 &lt;br /&gt;
| adt_ac_le_ss_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grind down anything that resembles a rail. Give it a try! &lt;br /&gt;
|-&lt;br /&gt;
| 0771 &lt;br /&gt;
| adt_ac_le_ss_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find a rail and sport a grind! &lt;br /&gt;
|-&lt;br /&gt;
| 0772 &lt;br /&gt;
| adt_ac_le_ss_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to keep your character upright as possible to maintain speed and to avoid falling off the rail. &lt;br /&gt;
|-&lt;br /&gt;
| 0773 &lt;br /&gt;
| adt_ac_le_ss_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you find the Level-Up Item, then you can do the Light Dash! &lt;br /&gt;
|-&lt;br /&gt;
| 0774 &lt;br /&gt;
| adt_ac_le_ss_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Light Dash is a very useful action. It allows you to quickly move along ring paths. &lt;br /&gt;
|-&lt;br /&gt;
| 0775 &lt;br /&gt;
| adt_ac_le_ss_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| As you get close to a row of rings, the action window will open and all you do is press B button! &lt;br /&gt;
|-&lt;br /&gt;
| 0776 &lt;br /&gt;
| adt_ac_le_ss_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Light Attack to defeat many enemies quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 0777 &lt;br /&gt;
| adt_ac_le_ss_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button to charge up, then release B button once you&#039;re fully charged. &lt;br /&gt;
|-&lt;br /&gt;
| 0778 &lt;br /&gt;
| adt_ac_le_ss_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| We haven&#039;t figured out where it&#039;s best used, though. It&#039;s a very dangerous special attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0779 &lt;br /&gt;
| adt_ac_le_ss_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bounce Attack! &lt;br /&gt;
|-&lt;br /&gt;
| 0780 &lt;br /&gt;
| adt_ac_le_ss_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| While in mid-jump, press B button and bounce like a rubber ball. &lt;br /&gt;
|-&lt;br /&gt;
| 0781 &lt;br /&gt;
| adt_ac_le_ss_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this attack for enemies below you, or to reach places too far for a regular jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0782 &lt;br /&gt;
| adt_ac_le_ss_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Power-up version of the Somersault: the Fire Somersault. Use it to break steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 0783 &lt;br /&gt;
| adt_ac_le_ss_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic is the only one who can use this special technique called the Magic Hand. It turns enemies into small balls! &lt;br /&gt;
|-&lt;br /&gt;
| 0784 &lt;br /&gt;
| adt_ac_le_ss_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to select the action window. Press B button to pull in the closest enemy. &lt;br /&gt;
|-&lt;br /&gt;
| 0785 &lt;br /&gt;
| adt_ac_le_ss_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once the enemy is turned into a ball, throw it at enemies far away. Pretty cool, huh? &lt;br /&gt;
|-&lt;br /&gt;
| 0786 &lt;br /&gt;
| adt_ac_le_ss_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try turning different kinds of enemies into balls. It&#039;s fun! &lt;br /&gt;
|-&lt;br /&gt;
| 0787 &lt;br /&gt;
| adt_ac_le_ss_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A mysterious melody indeed. Use Y button to select the action window, then press B button to play a melody. &lt;br /&gt;
|-&lt;br /&gt;
| 0788 &lt;br /&gt;
| adt_ac_le_ss_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What&#039;s it used for? &lt;br /&gt;
|-&lt;br /&gt;
| 0789 &lt;br /&gt;
| adt_ac_le_ss_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Well, that&#039;s a secret! &lt;br /&gt;
|-&lt;br /&gt;
| 0790 &lt;br /&gt;
| adt_ac_le_ss_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try playing it in front of something and watch what happens. &lt;br /&gt;
|-&lt;br /&gt;
| 0791 &lt;br /&gt;
| adt_ac_le_ss_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Actually, the number of special actions for each character will increase if you find more Level-Up Items. &lt;br /&gt;
|-&lt;br /&gt;
| 0792 &lt;br /&gt;
| adt_ac_le_ss_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You don&#039;t know what a Level-Up Item is? &lt;br /&gt;
|-&lt;br /&gt;
| 0793 &lt;br /&gt;
| adt_ac_le_ss_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somewhere in each stage are hidden Level-Up Items. There are also power-up items, as well. &lt;br /&gt;
|-&lt;br /&gt;
| 0794 &lt;br /&gt;
| adt_ac_le_ss_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the item and I will tell you more about the action. &lt;br /&gt;
|-&lt;br /&gt;
| 0795 &lt;br /&gt;
| adt_ac_le_ss_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try learning how to use them all to increase your score. &lt;br /&gt;
|-&lt;br /&gt;
| 0796 &lt;br /&gt;
| adt_ac_le_ss_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the Sonic and Shadow 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0797 &lt;br /&gt;
| adt_ac_le_ss_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple. The first one to the Goal Ring is the winner! &lt;br /&gt;
|-&lt;br /&gt;
| 0798 &lt;br /&gt;
| adt_ac_le_vs_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| One more thing. &lt;br /&gt;
|-&lt;br /&gt;
| 0799 &lt;br /&gt;
| adt_ac_le_vs_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are very special attacks used only in the Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0800 &lt;br /&gt;
| adt_ac_le_vs_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Special attacks are awarded after collecting 20, 50, and 100 rings. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0801 &lt;br /&gt;
| adt_ac_le_vs_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you have the special attack, the action window will appear onscreen. Press B button to use the attack. &lt;br /&gt;
|-&lt;br /&gt;
| 0802 &lt;br /&gt;
| adt_ac_le_vs_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The more rings you collect, the more special attacks you can use. &lt;br /&gt;
|-&lt;br /&gt;
| 0803 &lt;br /&gt;
| adt_ac_le_vs_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Special attacks are awarded after collecting 20, 40, and 60 rings. &lt;br /&gt;
|-&lt;br /&gt;
| 0804 &lt;br /&gt;
| adt_ac_le_wk_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me explain Tails and Eggman&#039;s special actions. &lt;br /&gt;
|-&lt;br /&gt;
| 0805 &lt;br /&gt;
| adt_ac_le_wk_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| By using the homing missile, you can defeat multiple enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0806 &lt;br /&gt;
| adt_ac_le_wk_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Activate the homing laser by holding down B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0807 &lt;br /&gt;
| adt_ac_le_wk_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the analogue thumbpad to lock on the enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0808 &lt;br /&gt;
| adt_ac_le_wk_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Once you have locked on, release B button to fire the homing missiles. &lt;br /&gt;
|-&lt;br /&gt;
| 0809 &lt;br /&gt;
| adt_ac_le_wk_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try locking onto multiple enemies with the homing laser. More the better! &lt;br /&gt;
|-&lt;br /&gt;
| 0810 &lt;br /&gt;
| adt_ac_le_wk_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Defeating multiple enemies with a single lock-on scores you technique points. &lt;br /&gt;
|-&lt;br /&gt;
| 0811 &lt;br /&gt;
| adt_ac_le_wk_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| But it&#039;s important to remember this. &lt;br /&gt;
|-&lt;br /&gt;
| 0812 &lt;br /&gt;
| adt_ac_le_wk_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The aiming laser and lock-on only last a few seconds before they disappear. Fire quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 0813 &lt;br /&gt;
| adt_ac_le_wk_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Besides the homing missile, you also have a powerful Vulcan Missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0814 &lt;br /&gt;
| adt_ac_le_wk_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Just press B button to fire it. &lt;br /&gt;
|-&lt;br /&gt;
| 0815 &lt;br /&gt;
| adt_ac_le_wk_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Vulcan Missile to destroy items that you cannot lock onto. &lt;br /&gt;
|-&lt;br /&gt;
| 0816 &lt;br /&gt;
| adt_ac_le_wk_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The most important Level-Up action is Hovering. &lt;br /&gt;
|-&lt;br /&gt;
| 0817 &lt;br /&gt;
| adt_ac_le_wk_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Holding down A button will allow you to hover over short distances. &lt;br /&gt;
|-&lt;br /&gt;
| 0818 &lt;br /&gt;
| adt_ac_le_wk_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use it to fly over short distances or to slowly descend down. &lt;br /&gt;
|-&lt;br /&gt;
| 0819 &lt;br /&gt;
| adt_ac_le_wk_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Release A button to drop. &lt;br /&gt;
|-&lt;br /&gt;
| 0820 &lt;br /&gt;
| adt_ac_le_wk_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the power-up version of the Vulcan Missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0821 &lt;br /&gt;
| adt_ac_le_wk_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This will allow you to break steel containers that you couldn&#039;t before. &lt;br /&gt;
|-&lt;br /&gt;
| 0822 &lt;br /&gt;
| adt_ac_le_wk_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the power-up item for the homing missile. &lt;br /&gt;
|-&lt;br /&gt;
| 0823 &lt;br /&gt;
| adt_ac_le_wk_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After it hits an enemy, the missile scatters and will take out nearby items and enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 0824 &lt;br /&gt;
| adt_ac_le_wk_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a special device only used to power up Eggman&#039;s plane. &lt;br /&gt;
|-&lt;br /&gt;
| 0825 &lt;br /&gt;
| adt_ac_le_wk_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The health meter is now increased two points! &lt;br /&gt;
|-&lt;br /&gt;
| 0826 &lt;br /&gt;
| adt_ac_le_wk_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Makes clearing stages a breeze! &lt;br /&gt;
|-&lt;br /&gt;
| 0827 &lt;br /&gt;
| adt_ac_le_wk_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of Tails&#039; actions will increase as you find more Level-Up Items during the action stages. &lt;br /&gt;
|-&lt;br /&gt;
| 0828 &lt;br /&gt;
| adt_ac_le_wk_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Tails and Eggman&#039;s 2P Versus mode. &lt;br /&gt;
|-&lt;br /&gt;
| 0829 &lt;br /&gt;
| adt_ac_le_wk_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: Attack your opponent until his health is gone. That&#039;s it! &lt;br /&gt;
|-&lt;br /&gt;
| 0830 &lt;br /&gt;
| adt_ac_le_wk_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| But remember, your opponent will be shooting homing missiles at you! &lt;br /&gt;
|-&lt;br /&gt;
| 0831 &lt;br /&gt;
| adt_ac_le_wk_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The homing missiles will home in on you, so remember to use the walls and springs to avoid them. &lt;br /&gt;
|-&lt;br /&gt;
| 0832 &lt;br /&gt;
| adt_ac_le_wk_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try locking on to your opponent while avoid his homing missiles. &lt;br /&gt;
|-&lt;br /&gt;
| 0833 &lt;br /&gt;
| adt_bc_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s the controller configuration! &lt;br /&gt;
|-&lt;br /&gt;
| 0834 &lt;br /&gt;
| adt_bc_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Move your character using the analogue thumbpad. &lt;br /&gt;
|-&lt;br /&gt;
| 0835 &lt;br /&gt;
| adt_bc_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to jump. &lt;br /&gt;
|-&lt;br /&gt;
| 0836 &lt;br /&gt;
| adt_bc_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Action assigned to B button differs depending on the character you choose. Each character has their own special actions. &lt;br /&gt;
|-&lt;br /&gt;
| 0837 &lt;br /&gt;
| adt_bc_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What special actions? &lt;br /&gt;
|-&lt;br /&gt;
| 0838 &lt;br /&gt;
| adt_bc_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The action window in the upper-right corner indicates what action is performed with B button. &lt;br /&gt;
|-&lt;br /&gt;
| 0839 &lt;br /&gt;
| adt_bc_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Actions include Whistle, Pick Up, Throw, and Look. In 2P Versus mode, B button can be used for the special attack. These will automatically appear in the action window. &lt;br /&gt;
|-&lt;br /&gt;
| 0840 &lt;br /&gt;
| adt_bc_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try different actions with different items. &lt;br /&gt;
|-&lt;br /&gt;
| 0841 &lt;br /&gt;
| adt_bc_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| And don&#039;t forget about Y button. It&#039;s important, too! &lt;br /&gt;
|-&lt;br /&gt;
| 0842 &lt;br /&gt;
| adt_bc_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Pressing Y button allows you to change the action display. &lt;br /&gt;
|-&lt;br /&gt;
| 0843 &lt;br /&gt;
| adt_bc_tu_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I almost forgot. X and B buttons are the same. Use either one you like! &lt;br /&gt;
|-&lt;br /&gt;
| 0844 &lt;br /&gt;
| adt_bc_tu_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use L/R triggers to change the camera angle. &lt;br /&gt;
|-&lt;br /&gt;
| 0845 &lt;br /&gt;
| adt_bc_tu_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let&#039;s not forget Start button! &lt;br /&gt;
|-&lt;br /&gt;
| 0846 &lt;br /&gt;
| adt_bc_tu_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press this button to pause your game. &lt;br /&gt;
|-&lt;br /&gt;
| 0847 &lt;br /&gt;
| adt_bc_tu_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| From the pause menu, you&#039;ll be able to either exit the game or restart the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0848 &lt;br /&gt;
| adt_en_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you get all of that? &lt;br /&gt;
|-&lt;br /&gt;
| 0849 &lt;br /&gt;
| adt_en_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s all! &lt;br /&gt;
|-&lt;br /&gt;
| 0850 &lt;br /&gt;
| adt_kr_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knuckles and Rouge&#039;s games are treasure hunting games. &lt;br /&gt;
|-&lt;br /&gt;
| 0851 &lt;br /&gt;
| adt_kr_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You have to find the three pieces of the Master Emerald in each stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0852 &lt;br /&gt;
| adt_kr_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the radar and hints to find them. &lt;br /&gt;
|-&lt;br /&gt;
| 0853 &lt;br /&gt;
| adt_kr_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The radar is at the bottom of the screen. When you get close to the emerald, the color of the light becomes red. &lt;br /&gt;
|-&lt;br /&gt;
| 0854 &lt;br /&gt;
| adt_kr_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hints are also useful in finding emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 0855 &lt;br /&gt;
| adt_kr_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Touchscreen monitors will give you up to three hints for each emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 0856 &lt;br /&gt;
| adt_kr_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you forget the hint, just pause the game and they will be displayed. &lt;br /&gt;
|-&lt;br /&gt;
| 0857 &lt;br /&gt;
| adt_kr_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The number of hints you use is key. &lt;br /&gt;
|-&lt;br /&gt;
| 0858 &lt;br /&gt;
| adt_kr_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Fewer hints you use in finding the emeralds, the higher the score you&#039;ll get. &lt;br /&gt;
|-&lt;br /&gt;
| 0859 &lt;br /&gt;
| adt_kr_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Quickly find the emeralds without the hints to earn rank-up points. &lt;br /&gt;
|-&lt;br /&gt;
| 0860 &lt;br /&gt;
| adt_mn_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao. Let me be your guide. Select the category that you would like to explore. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0861 &lt;br /&gt;
| adt_mn_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select! &lt;br /&gt;
|-&lt;br /&gt;
| 0862 &lt;br /&gt;
| adt_mn_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button to confirm your selection. &lt;br /&gt;
|-&lt;br /&gt;
| 0863 &lt;br /&gt;
| adt_mn_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to go back to the previous screen. &lt;br /&gt;
|-&lt;br /&gt;
| 0864 &lt;br /&gt;
| adt_mn_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What happened? &lt;br /&gt;
|-&lt;br /&gt;
| 0865 &lt;br /&gt;
| adt_mn_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Sonic and Shadow&#039;s game. &lt;br /&gt;
|-&lt;br /&gt;
| 0866 &lt;br /&gt;
| adt_mn_tu_06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Sonic and Shadow&#039;s game. &lt;br /&gt;
| Alternate take of 0865, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0867 &lt;br /&gt;
| adt_mn_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Eggman and Tails&#039; game. &lt;br /&gt;
|-&lt;br /&gt;
| 0868 &lt;br /&gt;
| adt_mn_tu_07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Eggman and Tails&#039; game &lt;br /&gt;
| Alternate take of 0867, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0869 &lt;br /&gt;
| adt_mn_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Knuckles and Rouge&#039;s game. &lt;br /&gt;
|-&lt;br /&gt;
| 0870 &lt;br /&gt;
| adt_mn_tu_08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Knuckles and Rouge&#039;s game. &lt;br /&gt;
| Alternate take of 0869, no voice filter, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 0871 &lt;br /&gt;
| adt_mn_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 0872 &lt;br /&gt;
| adt_mn_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me tell you about the basic controls used for all characters. &lt;br /&gt;
|-&lt;br /&gt;
| 0873 &lt;br /&gt;
| adt_ss_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic and Shadow&#039;s games are high-speed 3D action games. &lt;br /&gt;
|-&lt;br /&gt;
| 0874 &lt;br /&gt;
| adt_ss_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: make your way to the center of the screen and the first to touch the Goal Ring clears the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0875 &lt;br /&gt;
| adt_ss_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After clearing the stage, a ranking screen will appear with time and score. &lt;br /&gt;
|-&lt;br /&gt;
| 0876 &lt;br /&gt;
| adt_ss_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your score is based on enemies destroyed, rings collected, and tricks performed. &lt;br /&gt;
|-&lt;br /&gt;
| 0877 &lt;br /&gt;
| adt_ss_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Fast, and with a little style of your own. This is how you get rank-up points! &lt;br /&gt;
|-&lt;br /&gt;
| 0878 &lt;br /&gt;
| adt_ss_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Most important are the rings! &lt;br /&gt;
|-&lt;br /&gt;
| 0879 &lt;br /&gt;
| adt_ss_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Taking damage without having any rings will end your game, but you knew that already. &lt;br /&gt;
|-&lt;br /&gt;
| 0880 &lt;br /&gt;
| adt_ss_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get as may rings as you can! Don&#039;t forget! &lt;br /&gt;
|-&lt;br /&gt;
| 0881 &lt;br /&gt;
| adt_ss_tu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t forget about the action link! &lt;br /&gt;
|-&lt;br /&gt;
| 0882 &lt;br /&gt;
| adt_ss_tu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In certain places, you can perform action combos to score technique points. &lt;br /&gt;
|-&lt;br /&gt;
| 0883 &lt;br /&gt;
| adt_thm_00_01_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Story Select. &lt;br /&gt;
|-&lt;br /&gt;
| 0884 &lt;br /&gt;
| adt_thm_00_02_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Scene select. &lt;br /&gt;
|-&lt;br /&gt;
| 0885 &lt;br /&gt;
| adt_thm_00_03_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Character select. &lt;br /&gt;
|-&lt;br /&gt;
| 0886 &lt;br /&gt;
| adt_thm_00_04_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Stage select. &lt;br /&gt;
|-&lt;br /&gt;
| 0887 &lt;br /&gt;
| adt_thm_00_05_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Type select. &lt;br /&gt;
|-&lt;br /&gt;
| 0888 &lt;br /&gt;
| adt_thm_00_06_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Records. &lt;br /&gt;
|-&lt;br /&gt;
| 0889 &lt;br /&gt;
| adt_thm_00_07_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Group select. &lt;br /&gt;
|-&lt;br /&gt;
| 0890 &lt;br /&gt;
| adt_thm_00_08_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Game select. &lt;br /&gt;
|-&lt;br /&gt;
| 0891 &lt;br /&gt;
| adt_thm_00_09_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| (Beep sound, dialogue only exists in SA2: Preview for &amp;quot;Lesson&amp;quot;) &lt;br /&gt;
| Voice data does not exist in retail releases of SA2&lt;br /&gt;
|-&lt;br /&gt;
| 0892 &lt;br /&gt;
| adt_thm_00_10_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Options. &lt;br /&gt;
|-&lt;br /&gt;
| 0893 &lt;br /&gt;
| adt_thm_00_11_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Sound Test. &lt;br /&gt;
|-&lt;br /&gt;
| 0894 &lt;br /&gt;
| adt_thm_00_12_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Access to the world. &lt;br /&gt;
|-&lt;br /&gt;
| 0895 &lt;br /&gt;
| adt_thm_00_13_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| File select. &lt;br /&gt;
|-&lt;br /&gt;
| 0896 &lt;br /&gt;
| adt_thm_00_14_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| System alert. &lt;br /&gt;
|-&lt;br /&gt;
| 0897 &lt;br /&gt;
| adt_thm_00_15_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Congratulations. &lt;br /&gt;
|-&lt;br /&gt;
| 0898 &lt;br /&gt;
| adt_thm_00_18_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| World Ranking. &lt;br /&gt;
|-&lt;br /&gt;
| 0899 &lt;br /&gt;
| adt_thm_00_19_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Emblem records. &lt;br /&gt;
|-&lt;br /&gt;
| 0900 &lt;br /&gt;
| adt_thm_00_20_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 0901 &lt;br /&gt;
| adt_thm_00_21_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Download events. &lt;br /&gt;
|-&lt;br /&gt;
| 0902 &lt;br /&gt;
| adt_thm_00_22_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Theme select. &lt;br /&gt;
|-&lt;br /&gt;
| 0903 &lt;br /&gt;
| adt_thm_00_23_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| TV setting. &lt;br /&gt;
|-&lt;br /&gt;
| 0904 &lt;br /&gt;
| adt_thm_00_24_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Access to the database. &lt;br /&gt;
|-&lt;br /&gt;
| 0905 &lt;br /&gt;
| adt_thm_00_25_ot &lt;br /&gt;
| Narrator &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 0906 &lt;br /&gt;
| adt_thm_chr_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a story! &lt;br /&gt;
|-&lt;br /&gt;
| 0907 &lt;br /&gt;
| adt_thm_chr_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0908 &lt;br /&gt;
| adt_thm_chr_01_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0907 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0909 &lt;br /&gt;
| adt_thm_chr_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0910 &lt;br /&gt;
| adt_thm_chr_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0911 &lt;br /&gt;
| adt_thm_chr_01_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0912 &lt;br /&gt;
| adt_thm_chr_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0913 &lt;br /&gt;
| adt_thm_chr_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0914 &lt;br /&gt;
| adt_thm_chr_01_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story do you wish to try? &lt;br /&gt;
|-&lt;br /&gt;
| 0915 &lt;br /&gt;
| adt_thm_chr_01_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story do you wish to try, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0916 &lt;br /&gt;
| adt_thm_chr_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select your story! &lt;br /&gt;
|-&lt;br /&gt;
| 0917 &lt;br /&gt;
| adt_thm_chr_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Select a story. &lt;br /&gt;
|-&lt;br /&gt;
| 0918 &lt;br /&gt;
| adt_thm_chr_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0919 &lt;br /&gt;
| adt_thm_chr_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0920 &lt;br /&gt;
| adt_thm_chr_02_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0919 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0921 &lt;br /&gt;
| adt_thm_chr_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Which scene do you want to start? &lt;br /&gt;
|-&lt;br /&gt;
| 0922 &lt;br /&gt;
| adt_thm_chr_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0923 &lt;br /&gt;
| adt_thm_chr_02_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0924 &lt;br /&gt;
| adt_thm_chr_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0925 &lt;br /&gt;
| adt_thm_chr_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Next, select a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0926 &lt;br /&gt;
| adt_thm_chr_02_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a scene. &lt;br /&gt;
|-&lt;br /&gt;
| 0927 &lt;br /&gt;
| adt_thm_chr_02_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a scene, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0928 &lt;br /&gt;
| adt_thm_chr_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Which scene do you want to start from? &lt;br /&gt;
|-&lt;br /&gt;
| 0929 &lt;br /&gt;
| adt_thm_chr_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Where do you want to start from? &lt;br /&gt;
|-&lt;br /&gt;
| 0930 &lt;br /&gt;
| adt_thm_chr_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select your character! &lt;br /&gt;
|-&lt;br /&gt;
| 0931 &lt;br /&gt;
| adt_thm_chr_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0932 &lt;br /&gt;
| adt_thm_chr_03_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0931 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0933 &lt;br /&gt;
| adt_thm_chr_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select me! &lt;br /&gt;
|-&lt;br /&gt;
| 0934 &lt;br /&gt;
| adt_thm_chr_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0935 &lt;br /&gt;
| adt_thm_chr_03_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0936 &lt;br /&gt;
| adt_thm_chr_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Who are you going to be? &lt;br /&gt;
|-&lt;br /&gt;
| 0937 &lt;br /&gt;
| adt_thm_chr_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Who will you be? &lt;br /&gt;
|-&lt;br /&gt;
| 0938 &lt;br /&gt;
| adt_thm_chr_03_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0939 &lt;br /&gt;
| adt_thm_chr_03_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a character, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0940 &lt;br /&gt;
| adt_thm_chr_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Who do you want to be? &lt;br /&gt;
|-&lt;br /&gt;
| 0941 &lt;br /&gt;
| adt_thm_chr_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose a character. &lt;br /&gt;
|-&lt;br /&gt;
| 0942 &lt;br /&gt;
| adt_thm_chr_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a fun stage! &lt;br /&gt;
|-&lt;br /&gt;
| 0943 &lt;br /&gt;
| adt_thm_chr_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0944 &lt;br /&gt;
| adt_thm_chr_04_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0943 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0945 &lt;br /&gt;
| adt_thm_chr_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0946 &lt;br /&gt;
| adt_thm_chr_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0947 &lt;br /&gt;
| adt_thm_chr_04_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0948 &lt;br /&gt;
| adt_thm_chr_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Decide which stage to go to. &lt;br /&gt;
|-&lt;br /&gt;
| 0949 &lt;br /&gt;
| adt_thm_chr_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0950 &lt;br /&gt;
| adt_thm_chr_04_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this the stage you would like to go to? &lt;br /&gt;
|-&lt;br /&gt;
| 0951 &lt;br /&gt;
| adt_thm_chr_04_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this the stage you would like to go to, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0952 &lt;br /&gt;
| adt_thm_chr_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select a stage. &lt;br /&gt;
|-&lt;br /&gt;
| 0953 &lt;br /&gt;
| adt_thm_chr_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What stage are we going to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0954 &lt;br /&gt;
| adt_thm_chr_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Which one do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 0955 &lt;br /&gt;
| adt_thm_chr_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Which one would you like? &lt;br /&gt;
|-&lt;br /&gt;
| 0956 &lt;br /&gt;
| adt_thm_chr_05_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0955 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0957 &lt;br /&gt;
| adt_thm_chr_05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Which game? &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0958 &lt;br /&gt;
| adt_thm_chr_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Which game do you want to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0959 &lt;br /&gt;
| adt_thm_chr_05_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select one from here. &lt;br /&gt;
|-&lt;br /&gt;
| 0960 &lt;br /&gt;
| adt_thm_chr_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Which story? &lt;br /&gt;
|-&lt;br /&gt;
| 0961 &lt;br /&gt;
| adt_thm_chr_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Which one? &lt;br /&gt;
|-&lt;br /&gt;
| 0962 &lt;br /&gt;
| adt_thm_chr_05_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story are you interested in? &lt;br /&gt;
|-&lt;br /&gt;
| 0963 &lt;br /&gt;
| adt_thm_chr_05_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which story are you interested in, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0964 &lt;br /&gt;
| adt_thm_chr_05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Choose one. &lt;br /&gt;
|-&lt;br /&gt;
| 0965 &lt;br /&gt;
| adt_thm_chr_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose something good! &lt;br /&gt;
|-&lt;br /&gt;
| 0966 &lt;br /&gt;
| adt_thm_chr_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Want to look at your results? &lt;br /&gt;
|-&lt;br /&gt;
| 0967 &lt;br /&gt;
| adt_thm_chr_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Check on your results here. &lt;br /&gt;
|-&lt;br /&gt;
| 0968 &lt;br /&gt;
| adt_thm_chr_06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0968 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0969 &lt;br /&gt;
| adt_thm_chr_06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I saved your results so far. &lt;br /&gt;
|-&lt;br /&gt;
| 0970 &lt;br /&gt;
| adt_thm_chr_06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Check your results. &lt;br /&gt;
|-&lt;br /&gt;
| 0971 &lt;br /&gt;
| adt_thm_chr_06_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| I will tell you how to save. &lt;br /&gt;
|-&lt;br /&gt;
| 0972 &lt;br /&gt;
| adt_thm_chr_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is the database. &lt;br /&gt;
|-&lt;br /&gt;
| 0973 &lt;br /&gt;
| adt_thm_chr_06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Remember to save this. &lt;br /&gt;
|-&lt;br /&gt;
| 0974 &lt;br /&gt;
| adt_thm_chr_06_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please take a look at your past results. &lt;br /&gt;
|-&lt;br /&gt;
| 0975 &lt;br /&gt;
| adt_thm_chr_06_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please take a look at your past results, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0976 &lt;br /&gt;
| adt_thm_chr_06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You can check your results if you want. &lt;br /&gt;
|-&lt;br /&gt;
| 0977 &lt;br /&gt;
| adt_thm_chr_06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Let&#039;s peek at the results! &lt;br /&gt;
|-&lt;br /&gt;
| 0978 &lt;br /&gt;
| adt_thm_chr_07_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Good guy, or bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0979 &lt;br /&gt;
| adt_thm_chr_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Want to be the hero, or villain? &lt;br /&gt;
|-&lt;br /&gt;
| 0980 &lt;br /&gt;
| adt_thm_chr_07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0979 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0981 &lt;br /&gt;
| adt_thm_chr_07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You better choose the dark side! &lt;br /&gt;
|-&lt;br /&gt;
| 0982 &lt;br /&gt;
| adt_thm_chr_07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Are you a good guy or a bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0983 &lt;br /&gt;
| adt_thm_chr_07_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Which do you like? &lt;br /&gt;
|-&lt;br /&gt;
| 0984 &lt;br /&gt;
| adt_thm_chr_07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Which side do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 0985 &lt;br /&gt;
| adt_thm_chr_07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hero? Villain? Which one? &lt;br /&gt;
|-&lt;br /&gt;
| 0986 &lt;br /&gt;
| adt_thm_chr_07_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Consider which one you prefer. &lt;br /&gt;
|-&lt;br /&gt;
| 0987 &lt;br /&gt;
| adt_thm_chr_07_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Consider which one you prefer, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0988 &lt;br /&gt;
| adt_thm_chr_07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So who&#039;s going to be the hero? &lt;br /&gt;
|-&lt;br /&gt;
| 0989 &lt;br /&gt;
| adt_thm_chr_07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Good guy or bad guy? &lt;br /&gt;
|-&lt;br /&gt;
| 0990 &lt;br /&gt;
| adt_thm_chr_08_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Who are you playing with? &lt;br /&gt;
|-&lt;br /&gt;
| 0991 &lt;br /&gt;
| adt_thm_chr_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select your battle. &lt;br /&gt;
|-&lt;br /&gt;
| 0992 &lt;br /&gt;
| adt_thm_chr_08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 0991 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 0993 &lt;br /&gt;
| adt_thm_chr_08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Heroes are wimpy! &lt;br /&gt;
| Character Select&lt;br /&gt;
|-&lt;br /&gt;
| 0994 &lt;br /&gt;
| adt_thm_chr_08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Fight by these rules? &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0995 &lt;br /&gt;
| adt_thm_chr_08_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a game. &lt;br /&gt;
|-&lt;br /&gt;
| 0996 &lt;br /&gt;
| adt_thm_chr_08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select one from here. &lt;br /&gt;
|-&lt;br /&gt;
| 0997 &lt;br /&gt;
| adt_thm_chr_08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Decide the rules of engagement. &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 0998 &lt;br /&gt;
| adt_thm_chr_08_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which game would you like to play? &lt;br /&gt;
|-&lt;br /&gt;
| 0999 &lt;br /&gt;
| adt_thm_chr_08_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which game would you like to play, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1000 &lt;br /&gt;
| adt_thm_chr_08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Better not let the dark side win! &lt;br /&gt;
| 2P Battle&lt;br /&gt;
|-&lt;br /&gt;
| 1001 &lt;br /&gt;
| adt_thm_chr_08_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Who are you going to be? Me? &lt;br /&gt;
|-&lt;br /&gt;
| 1002 &lt;br /&gt;
| adt_thm_chr_10_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1003 &lt;br /&gt;
| adt_thm_chr_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Looks like you can change things here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1004 &lt;br /&gt;
| adt_thm_chr_10_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1003 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1005 &lt;br /&gt;
| adt_thm_chr_10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Looks like you can change settings. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1006 &lt;br /&gt;
| adt_thm_chr_10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can choose various settings. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1007 &lt;br /&gt;
| adt_thm_chr_10_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1008 &lt;br /&gt;
| adt_thm_chr_10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like you can change many things. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1009 &lt;br /&gt;
| adt_thm_chr_10_sc &lt;br /&gt;
| Secretary &lt;br /&gt;
| You can change things to your liking here, Mr. President. &lt;br /&gt;
| Unused, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 1010 &lt;br /&gt;
| adt_thm_chr_10_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Set options. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1011 &lt;br /&gt;
| adt_thm_chr_10_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| You can change things to your liking here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1012 &lt;br /&gt;
| adt_thm_chr_10_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| (Beep sound, Japanese dub uses 1003 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1013 &lt;br /&gt;
| adt_thm_chr_10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Want to change the settings? &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1014 &lt;br /&gt;
| adt_thm_chr_10_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Customize your settings here. &lt;br /&gt;
| Settings&lt;br /&gt;
|-&lt;br /&gt;
| 1015 &lt;br /&gt;
| adt_thm_chr_11_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Listen to some cool songs! &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1016 &lt;br /&gt;
| adt_thm_chr_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can listen to songs here. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1017 &lt;br /&gt;
| adt_thm_chr_11_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1016 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1018 &lt;br /&gt;
| adt_thm_chr_11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There&#039;s no time to be listening to music! &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1019 &lt;br /&gt;
| adt_thm_chr_11_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Listen to various sounds in the game. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1020 &lt;br /&gt;
| adt_thm_chr_11_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can listen to songs here. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1021 &lt;br /&gt;
| adt_thm_chr_11_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Select a song, if you like. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1022 &lt;br /&gt;
| adt_thm_chr_11_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m not interested. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1023 &lt;br /&gt;
| adt_thm_chr_11_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which music would you like to listen to? &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1024 &lt;br /&gt;
| adt_thm_chr_11_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Which music would you like to listen to, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1025 &lt;br /&gt;
| adt_thm_chr_11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Want to hear something? &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1026 &lt;br /&gt;
| adt_thm_chr_11_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Listen to music, if you want. &lt;br /&gt;
| Sound Test&lt;br /&gt;
|-&lt;br /&gt;
| 1027 &lt;br /&gt;
| adt_thm_chr_12_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1028 &lt;br /&gt;
| adt_thm_chr_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1029 &lt;br /&gt;
| adt_thm_chr_12_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1028 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1030 &lt;br /&gt;
| adt_thm_chr_12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1031 &lt;br /&gt;
| adt_thm_chr_12_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1032 &lt;br /&gt;
| adt_thm_chr_12_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Tell me your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1033 &lt;br /&gt;
| adt_thm_chr_12_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1034 &lt;br /&gt;
| adt_thm_chr_12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1035 &lt;br /&gt;
| adt_thm_chr_12_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1036 &lt;br /&gt;
| adt_thm_chr_12_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please enter your ID and password, Mr. President &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1037 &lt;br /&gt;
| adt_thm_chr_12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1038 &lt;br /&gt;
| adt_thm_chr_12_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Enter your ID and password. &lt;br /&gt;
|-&lt;br /&gt;
| 1039 &lt;br /&gt;
| adt_thm_chr_13_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Which file? &lt;br /&gt;
|-&lt;br /&gt;
| 1040 &lt;br /&gt;
| adt_thm_chr_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Which file? &lt;br /&gt;
|-&lt;br /&gt;
| 1041 &lt;br /&gt;
| adt_thm_chr_13_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1040 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1042 &lt;br /&gt;
| adt_thm_chr_13_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where is the file? &lt;br /&gt;
|-&lt;br /&gt;
| 1043 &lt;br /&gt;
| adt_thm_chr_13_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Choose a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1044 &lt;br /&gt;
| adt_thm_chr_13_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Select a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1045 &lt;br /&gt;
| adt_thm_chr_13_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is your file? &lt;br /&gt;
|-&lt;br /&gt;
| 1046 &lt;br /&gt;
| adt_thm_chr_13_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Find your file. &lt;br /&gt;
|-&lt;br /&gt;
| 1047 &lt;br /&gt;
| adt_thm_chr_13_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1048 &lt;br /&gt;
| adt_thm_chr_13_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please choose a file, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1049 &lt;br /&gt;
| adt_thm_chr_13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select a file. &lt;br /&gt;
|-&lt;br /&gt;
| 1050 &lt;br /&gt;
| adt_thm_chr_13_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Which file do you want? &lt;br /&gt;
|-&lt;br /&gt;
| 1051 &lt;br /&gt;
| adt_thm_chr_14_1_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You should check if you have a memory card or not. &lt;br /&gt;
|-&lt;br /&gt;
| 1052 &lt;br /&gt;
| adt_thm_chr_14_1_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Is there no memory card in your controller? &lt;br /&gt;
|-&lt;br /&gt;
| 1053 &lt;br /&gt;
| adt_thm_chr_14_1_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1052 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1054 &lt;br /&gt;
| adt_thm_chr_14_1_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There is no memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1055 &lt;br /&gt;
| adt_thm_chr_14_1_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Please check if there is a memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1056 &lt;br /&gt;
| adt_thm_chr_14_1_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Check your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 1057 &lt;br /&gt;
| adt_thm_chr_14_1_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where&#039;s your memory card? &lt;br /&gt;
|-&lt;br /&gt;
| 1058 &lt;br /&gt;
| adt_thm_chr_14_1_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There is no memory card in your controller. &lt;br /&gt;
|-&lt;br /&gt;
| 1059 &lt;br /&gt;
| adt_thm_chr_14_1_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is there a memory card in your controller? &lt;br /&gt;
|-&lt;br /&gt;
| 1060 &lt;br /&gt;
| adt_thm_chr_14_1_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is there a memory card in your controller, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1061 &lt;br /&gt;
| adt_thm_chr_14_1_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you insert a memory card? &lt;br /&gt;
|-&lt;br /&gt;
| 1062 &lt;br /&gt;
| adt_thm_chr_14_1_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Check if you have a memory card or not. &lt;br /&gt;
|-&lt;br /&gt;
| 1063 &lt;br /&gt;
| adt_thm_chr_14_2_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You don&#039;t have enough space. &lt;br /&gt;
|-&lt;br /&gt;
| 1064 &lt;br /&gt;
| adt_thm_chr_14_2_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1065 &lt;br /&gt;
| adt_thm_chr_14_2_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1064 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1066 &lt;br /&gt;
| adt_thm_chr_14_2_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1067 &lt;br /&gt;
| adt_thm_chr_14_2_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1068 &lt;br /&gt;
| adt_thm_chr_14_2_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| There is not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1069 &lt;br /&gt;
| adt_thm_chr_14_2_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hey, there&#039;s not enough free space to save! &lt;br /&gt;
|-&lt;br /&gt;
| 1070 &lt;br /&gt;
| adt_thm_chr_14_2_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Looks like there&#039;s not enough free space to save. &lt;br /&gt;
|-&lt;br /&gt;
| 1071 &lt;br /&gt;
| adt_thm_chr_14_2_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s just not enough memory to save your game. &lt;br /&gt;
|-&lt;br /&gt;
| 1072 &lt;br /&gt;
| adt_thm_chr_14_2_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| There&#039;s just not enough memory to save your game, Mr. President. &lt;br /&gt;
|-&lt;br /&gt;
| 1073 &lt;br /&gt;
| adt_thm_chr_14_2_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Need more memory, bud. &lt;br /&gt;
|-&lt;br /&gt;
| 1074 &lt;br /&gt;
| adt_thm_chr_14_2_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| You don&#039;t have enough space. &lt;br /&gt;
|-&lt;br /&gt;
| 1075 &lt;br /&gt;
| adt_thm_chr_15_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Awesome! &lt;br /&gt;
|-&lt;br /&gt;
| 1076 &lt;br /&gt;
| adt_thm_chr_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Great! &lt;br /&gt;
|-&lt;br /&gt;
| 1077 &lt;br /&gt;
| adt_thm_chr_15_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1076 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1078 &lt;br /&gt;
| adt_thm_chr_15_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Genius! &lt;br /&gt;
|-&lt;br /&gt;
| 1079 &lt;br /&gt;
| adt_thm_chr_15_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Great job! &lt;br /&gt;
|-&lt;br /&gt;
| 1080 &lt;br /&gt;
| adt_thm_chr_15_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You&#039;ve done well! &lt;br /&gt;
|-&lt;br /&gt;
| 1081 &lt;br /&gt;
| adt_thm_chr_15_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not bad! &lt;br /&gt;
|-&lt;br /&gt;
| 1082 &lt;br /&gt;
| adt_thm_chr_15_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That will do. &lt;br /&gt;
|-&lt;br /&gt;
| 1083 &lt;br /&gt;
| adt_thm_chr_15_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Well done. &lt;br /&gt;
|-&lt;br /&gt;
| 1084 &lt;br /&gt;
| adt_thm_chr_15_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Well done, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1085 &lt;br /&gt;
| adt_thm_chr_15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Congratulations! &lt;br /&gt;
|-&lt;br /&gt;
| 1086 &lt;br /&gt;
| adt_thm_chr_15_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Way to go! &lt;br /&gt;
|-&lt;br /&gt;
| 1087 &lt;br /&gt;
| adt_thm_chr_16_0_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this okay with you, Mr. President? &lt;br /&gt;
| Unused, voice does not exist in the Japanese dub&lt;br /&gt;
|-&lt;br /&gt;
| 1088 &lt;br /&gt;
| adt_thm_chr_16_am &lt;br /&gt;
| Amy &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1089 &lt;br /&gt;
| adt_thm_chr_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1090 &lt;br /&gt;
| adt_thm_chr_16_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1089 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1091 &lt;br /&gt;
| adt_thm_chr_16_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Are you sure about this? &lt;br /&gt;
|-&lt;br /&gt;
| 1092 &lt;br /&gt;
| adt_thm_chr_16_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1093 &lt;br /&gt;
| adt_thm_chr_16_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1094 &lt;br /&gt;
| adt_thm_chr_16_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1095 &lt;br /&gt;
| adt_thm_chr_16_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1096 &lt;br /&gt;
| adt_thm_chr_16_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Is this okay with you? &lt;br /&gt;
|-&lt;br /&gt;
| 1097 &lt;br /&gt;
| adt_thm_chr_16_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| (Beep sound, Japanese dub uses 1087 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1098 &lt;br /&gt;
| adt_thm_chr_16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Is this okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1099 &lt;br /&gt;
| adt_thm_chr_16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Is this okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1100 &lt;br /&gt;
| adt_thm_chr_17_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1101 &lt;br /&gt;
| adt_thm_chr_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1102 &lt;br /&gt;
| adt_thm_chr_17_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1101 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1103 &lt;br /&gt;
| adt_thm_chr_17_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1104 &lt;br /&gt;
| adt_thm_chr_17_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1105 &lt;br /&gt;
| adt_thm_chr_17_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1106 &lt;br /&gt;
| adt_thm_chr_17_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1107 &lt;br /&gt;
| adt_thm_chr_17_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic Team. &lt;br /&gt;
|-&lt;br /&gt;
| 1108 &lt;br /&gt;
| adt_thm_chr_17_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Sonic Team. &lt;br /&gt;
|-&lt;br /&gt;
| 1109 &lt;br /&gt;
| adt_thm_chr_17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1110 &lt;br /&gt;
| adt_thm_chr_17_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic Team! &lt;br /&gt;
|-&lt;br /&gt;
| 1111 &lt;br /&gt;
| adt_thm_chr_18_am &lt;br /&gt;
| Amy &lt;br /&gt;
| See how you rank with your friends around the world! &lt;br /&gt;
|-&lt;br /&gt;
| 1112 &lt;br /&gt;
| adt_thm_chr_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can compete with people around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1113 &lt;br /&gt;
| adt_thm_chr_18_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| World conquest is your goal! &lt;br /&gt;
|-&lt;br /&gt;
| 1114 &lt;br /&gt;
| adt_thm_chr_18_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Find out how you rank with those around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1115 &lt;br /&gt;
| adt_thm_chr_18_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can see the rankings of people around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1116 &lt;br /&gt;
| adt_thm_chr_18_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There&#039;s only one #1! &lt;br /&gt;
|-&lt;br /&gt;
| 1117 &lt;br /&gt;
| adt_thm_chr_18_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| World Rankings. &lt;br /&gt;
|-&lt;br /&gt;
| 1118 &lt;br /&gt;
| adt_thm_chr_18_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Check how others rank in the world. &lt;br /&gt;
|-&lt;br /&gt;
| 1119 &lt;br /&gt;
| adt_thm_chr_18_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Check how others rank in the world, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1120 &lt;br /&gt;
| adt_thm_chr_18_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out World Rankings. &lt;br /&gt;
|-&lt;br /&gt;
| 1121 &lt;br /&gt;
| adt_thm_chr_18_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Compete with people around the world! &lt;br /&gt;
|-&lt;br /&gt;
| 1122 &lt;br /&gt;
| adt_thm_chr_19_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;ve got just about all of the Emblems, haven&#039;t you? &lt;br /&gt;
|-&lt;br /&gt;
| 1123 &lt;br /&gt;
| adt_thm_chr_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can see all Emblems that you have collected. &lt;br /&gt;
|-&lt;br /&gt;
| 1124 &lt;br /&gt;
| adt_thm_chr_19_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Haven&#039;t you got all the Emblems yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1125 &lt;br /&gt;
| adt_thm_chr_19_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| So how many Emblems do you have so far? &lt;br /&gt;
|-&lt;br /&gt;
| 1126 &lt;br /&gt;
| adt_thm_chr_19_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can see all the Emblems that you have collected. &lt;br /&gt;
|-&lt;br /&gt;
| 1127 &lt;br /&gt;
| adt_thm_chr_19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Why haven&#039;t you collected them all yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1128 &lt;br /&gt;
| adt_thm_chr_19_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Emblem list. &lt;br /&gt;
|-&lt;br /&gt;
| 1129 &lt;br /&gt;
| adt_thm_chr_19_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the result of the Emblems collected so far. &lt;br /&gt;
|-&lt;br /&gt;
| 1130 &lt;br /&gt;
| adt_thm_chr_19_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the result of the Emblems collected so far, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1131 &lt;br /&gt;
| adt_thm_chr_19_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out how many Emblems you have. &lt;br /&gt;
|-&lt;br /&gt;
| 1132 &lt;br /&gt;
| adt_thm_chr_19_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| How many Emblems do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1133 &lt;br /&gt;
| adt_thm_chr_20_am &lt;br /&gt;
| Amy &lt;br /&gt;
| This is the Kart driving game. &lt;br /&gt;
|-&lt;br /&gt;
| 1134 &lt;br /&gt;
| adt_thm_chr_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Kart Racing! &lt;br /&gt;
|-&lt;br /&gt;
| 1135 &lt;br /&gt;
| adt_thm_chr_20_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I hate driving! &lt;br /&gt;
|-&lt;br /&gt;
| 1136 &lt;br /&gt;
| adt_thm_chr_20_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This is a racing game. &lt;br /&gt;
|-&lt;br /&gt;
| 1137 &lt;br /&gt;
| adt_thm_chr_20_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| This is a racing game, you know? &lt;br /&gt;
|-&lt;br /&gt;
| 1138 &lt;br /&gt;
| adt_thm_chr_20_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Try and catch me! &lt;br /&gt;
|-&lt;br /&gt;
| 1139 &lt;br /&gt;
| adt_thm_chr_20_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 1140 &lt;br /&gt;
| adt_thm_chr_20_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the Kart driving game. &lt;br /&gt;
|-&lt;br /&gt;
| 1141 &lt;br /&gt;
| adt_thm_chr_20_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| This is the Kart driving game, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1142 &lt;br /&gt;
| adt_thm_chr_20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Check out Kart Racing. &lt;br /&gt;
|-&lt;br /&gt;
| 1143 &lt;br /&gt;
| adt_thm_chr_20_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Kart Racing. My favorite! &lt;br /&gt;
|-&lt;br /&gt;
| 1144 &lt;br /&gt;
| adt_thm_chr_21_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Hurry and choose an event to download! &lt;br /&gt;
|-&lt;br /&gt;
| 1145 &lt;br /&gt;
| adt_thm_chr_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Choose an event you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1146 &lt;br /&gt;
| adt_thm_chr_21_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Choose your download file. &lt;br /&gt;
|-&lt;br /&gt;
| 1147 &lt;br /&gt;
| adt_thm_chr_21_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Choose an event to download. &lt;br /&gt;
|-&lt;br /&gt;
| 1148 &lt;br /&gt;
| adt_thm_chr_21_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Choose an event you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1149 &lt;br /&gt;
| adt_thm_chr_21_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You can choose a file you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1150 &lt;br /&gt;
| adt_thm_chr_21_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Choose an event file you have downloaded. &lt;br /&gt;
|-&lt;br /&gt;
| 1151 &lt;br /&gt;
| adt_thm_chr_21_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Here are the events downloaded so far. &lt;br /&gt;
|-&lt;br /&gt;
| 1152 &lt;br /&gt;
| adt_thm_chr_21_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Here are the events downloaded so far, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1153 &lt;br /&gt;
| adt_thm_chr_21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Select Download Events. &lt;br /&gt;
|-&lt;br /&gt;
| 1154 &lt;br /&gt;
| adt_thm_chr_21_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Choose an event to download. &lt;br /&gt;
|-&lt;br /&gt;
| 1155 &lt;br /&gt;
| adt_thm_chr_22_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Select a theme for your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1156 &lt;br /&gt;
| adt_thm_chr_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can change the theme on your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1157 &lt;br /&gt;
| adt_thm_chr_22_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? You don&#039;t like me? &lt;br /&gt;
|-&lt;br /&gt;
| 1158 &lt;br /&gt;
| adt_thm_chr_22_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can change various items on your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1159 &lt;br /&gt;
| adt_thm_chr_22_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| You can change the menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1160 &lt;br /&gt;
| adt_thm_chr_22_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? I&#039;m not good enough for you? &lt;br /&gt;
|-&lt;br /&gt;
| 1161 &lt;br /&gt;
| adt_thm_chr_22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Customize your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1162 &lt;br /&gt;
| adt_thm_chr_22_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Would you like to customize the main menu? &lt;br /&gt;
|-&lt;br /&gt;
| 1163 &lt;br /&gt;
| adt_thm_chr_22_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Would you like to customize the main menu, Mr. President? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1164 &lt;br /&gt;
| adt_thm_chr_22_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Customize your menu screen. &lt;br /&gt;
|-&lt;br /&gt;
| 1165 &lt;br /&gt;
| adt_thm_chr_22_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Menu screen customization. Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1166 &lt;br /&gt;
| adt_thm_chr_23_am &lt;br /&gt;
| Amy &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1167 &lt;br /&gt;
| adt_thm_chr_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you know what type of TV you are using? &lt;br /&gt;
|-&lt;br /&gt;
| 1168 &lt;br /&gt;
| adt_thm_chr_23_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You don&#039;t know what kind of TV you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1169 &lt;br /&gt;
| adt_thm_chr_23_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1170 &lt;br /&gt;
| adt_thm_chr_23_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1171 &lt;br /&gt;
| adt_thm_chr_23_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What kind of TV do you have? &lt;br /&gt;
|-&lt;br /&gt;
| 1172 &lt;br /&gt;
| adt_thm_chr_23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Select TV type. &lt;br /&gt;
|-&lt;br /&gt;
| 1173 &lt;br /&gt;
| adt_thm_chr_23_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please make your selection carefully. &lt;br /&gt;
|-&lt;br /&gt;
| 1174 &lt;br /&gt;
| adt_thm_chr_23_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please make your selection carefully, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1175 &lt;br /&gt;
| adt_thm_chr_23_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Set your TV. &lt;br /&gt;
|-&lt;br /&gt;
| 1176 &lt;br /&gt;
| adt_thm_chr_23_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Set your TV. &lt;br /&gt;
|-&lt;br /&gt;
| 1177 &lt;br /&gt;
| adt_thm_chr_24_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Updating the database! &lt;br /&gt;
|-&lt;br /&gt;
| 1178 &lt;br /&gt;
| adt_thm_chr_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1179 &lt;br /&gt;
| adt_thm_chr_24_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1180 &lt;br /&gt;
| adt_thm_chr_24_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Connecting to the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1181 &lt;br /&gt;
| adt_thm_chr_24_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Updating the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1182 &lt;br /&gt;
| adt_thm_chr_24_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Accessing the server. &lt;br /&gt;
|-&lt;br /&gt;
| 1183 &lt;br /&gt;
| adt_thm_chr_24_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Update the database. &lt;br /&gt;
|-&lt;br /&gt;
| 1184 &lt;br /&gt;
| adt_thm_chr_24_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Accessing the central computer. &lt;br /&gt;
|-&lt;br /&gt;
| 1185 &lt;br /&gt;
| adt_thm_chr_24_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Accessing the central computer, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1186 &lt;br /&gt;
| adt_thm_chr_24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Updating database. &lt;br /&gt;
|-&lt;br /&gt;
| 1187 &lt;br /&gt;
| adt_thm_chr_24_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Connecting to the Internet. &lt;br /&gt;
|-&lt;br /&gt;
| 1188 &lt;br /&gt;
| adt_thm_chr_25_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Just wait a minute! &lt;br /&gt;
|-&lt;br /&gt;
| 1189 &lt;br /&gt;
| adt_thm_chr_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Just one moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1190 &lt;br /&gt;
| adt_thm_chr_25_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1191 &lt;br /&gt;
| adt_thm_chr_25_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1192 &lt;br /&gt;
| adt_thm_chr_25_ma &lt;br /&gt;
| Maria &lt;br /&gt;
| Please wait a moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1193 &lt;br /&gt;
| adt_thm_chr_25_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Please wait. &lt;br /&gt;
|-&lt;br /&gt;
| 1194 &lt;br /&gt;
| adt_thm_chr_25_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Better wait for me. &lt;br /&gt;
|-&lt;br /&gt;
| 1195 &lt;br /&gt;
| adt_thm_chr_25_se &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please wait a moment. &lt;br /&gt;
|-&lt;br /&gt;
| 1196 &lt;br /&gt;
| adt_thm_chr_25_se_pr &lt;br /&gt;
| Secretary &lt;br /&gt;
| Please wait a moment, Mr. President. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1197 &lt;br /&gt;
| adt_thm_chr_25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hold on. &lt;br /&gt;
|-&lt;br /&gt;
| 1198 &lt;br /&gt;
| adt_thm_chr_25_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait a second. &lt;br /&gt;
|-&lt;br /&gt;
| 1199 &lt;br /&gt;
| adt_wk_tu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails and Eggman&#039;s games are 3D lock-on shooting games. &lt;br /&gt;
|-&lt;br /&gt;
| 1200 &lt;br /&gt;
| adt_wk_tu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The rules are simple: shoot and destroy as many enemies as possible, then find the Goal Ring to clear the stage. &lt;br /&gt;
|-&lt;br /&gt;
| 1201 &lt;br /&gt;
| adt_wk_tu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Locking on is the key to leveling up. &lt;br /&gt;
|-&lt;br /&gt;
| 1202 &lt;br /&gt;
| adt_wk_tu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get more technique points by locking onto multiple enemies at the same time. &lt;br /&gt;
|-&lt;br /&gt;
| 1203 &lt;br /&gt;
| adt_wk_tu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The other key is maintaining health. &lt;br /&gt;
|-&lt;br /&gt;
| 1204 &lt;br /&gt;
| adt_wk_tu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the health gauge at the bottom of the screen becomes zero, you die! &lt;br /&gt;
|-&lt;br /&gt;
| 1205 &lt;br /&gt;
| adt_wk_tu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| By collecting rings, your health will slowly recover. Get rings! &lt;br /&gt;
|-&lt;br /&gt;
| 1206 &lt;br /&gt;
| adt_wk_tu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the health gauge at the top of the screen becomes zero, you die! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1207 &lt;br /&gt;
| b_act_kr_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button while in midair to glide, but you already knew that. &lt;br /&gt;
|-&lt;br /&gt;
| 1208 &lt;br /&gt;
| b_act_kr_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When scaling the walls, use B button to dig into the side of the wall. &lt;br /&gt;
|-&lt;br /&gt;
| 1209 &lt;br /&gt;
| b_act_kr_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you get the Shovel Claw? In mid-jump, press B button to dig into the ground. &lt;br /&gt;
|-&lt;br /&gt;
| 1210 &lt;br /&gt;
| b_act_kr_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When gliding, press B button to dive into the ground below. &lt;br /&gt;
|-&lt;br /&gt;
| 1211 &lt;br /&gt;
| b_act_kr_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Spiral Upper technique: full circle on the analogue thumbpad plus B button. &lt;br /&gt;
|-&lt;br /&gt;
| 1212 &lt;br /&gt;
| b_act_kr_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To dive underwater, press B button, but remember, you have to come up for a breath sometime. &lt;br /&gt;
|-&lt;br /&gt;
| 1213 &lt;br /&gt;
| b_act_kr_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are three Master Emeralds hidden in this stage. Use your radar and hints to find them all. &lt;br /&gt;
|-&lt;br /&gt;
| 1214 &lt;br /&gt;
| b_act_kr_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine will give you three hints for each hidden emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 1215 &lt;br /&gt;
| b_act_kr_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that if you find the emeralds without hints, you get more points? &lt;br /&gt;
|-&lt;br /&gt;
| 1216 &lt;br /&gt;
| b_act_kr_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you forget your hints, just press the Start button. &lt;br /&gt;
|-&lt;br /&gt;
| 1217 &lt;br /&gt;
| b_act_kr_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When the radar flashes red, that means you&#039;re close. &lt;br /&gt;
|-&lt;br /&gt;
| 1218 &lt;br /&gt;
| b_act_kr_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select &amp;quot;Sunglasses&amp;quot; with Y button, then put them on using B button. Now you can see hidden items! &lt;br /&gt;
|-&lt;br /&gt;
| 1219 &lt;br /&gt;
| b_act_kr_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There may be some treasure here. &lt;br /&gt;
|-&lt;br /&gt;
| 1220 &lt;br /&gt;
| b_act_kr_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the Hammer Gloves and use them to break open the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1221 &lt;br /&gt;
| b_act_kr_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Some places are too tough to dig. &lt;br /&gt;
|-&lt;br /&gt;
| 1222 &lt;br /&gt;
| b_act_kr_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your punch to break it. &lt;br /&gt;
|-&lt;br /&gt;
| 1223 &lt;br /&gt;
| b_act_kr_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Got the Pick Nails yet? While in mid-jump, press B button to dig into the ground below. &lt;br /&gt;
|-&lt;br /&gt;
| 1224 &lt;br /&gt;
| b_act_kr_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Screw Kick technique: full circle on the analogue thumbpad plus B button. &lt;br /&gt;
|-&lt;br /&gt;
| 1225 &lt;br /&gt;
| b_act_kr_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Select the Treasure Scope using Y button, then press B button to see items that are hidden. &lt;br /&gt;
|-&lt;br /&gt;
| 1226 &lt;br /&gt;
| b_act_kr_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the Iron Boots and use them to kick open the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1227 &lt;br /&gt;
| b_act_kr_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your kick to break it. &lt;br /&gt;
|-&lt;br /&gt;
| 1228 &lt;br /&gt;
| b_act_kr_s00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1229 &lt;br /&gt;
| b_act_kr_s00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1230 &lt;br /&gt;
| b_act_kr_s01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1231 &lt;br /&gt;
| b_act_kr_s01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1232 &lt;br /&gt;
| b_act_kr_s02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oops. &lt;br /&gt;
|-&lt;br /&gt;
| 1233 &lt;br /&gt;
| b_act_kr_s02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oops. &lt;br /&gt;
|-&lt;br /&gt;
| 1234 &lt;br /&gt;
| b_act_kr_s03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1235 &lt;br /&gt;
| b_act_kr_s03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1236 &lt;br /&gt;
| b_act_kr_s04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;pick up&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1237 &lt;br /&gt;
| b_act_kr_s04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yusho &#039;&#039;pick up&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1238 &lt;br /&gt;
| b_act_kr_s05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1239 &lt;br /&gt;
| b_act_kr_s05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1240 &lt;br /&gt;
| b_act_kr_s06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1241 &lt;br /&gt;
| b_act_kr_s06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1242 &lt;br /&gt;
| b_act_kr_s07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now there. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1243 &lt;br /&gt;
| b_act_kr_s07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So cute. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1244 &lt;br /&gt;
| b_act_kr_s08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| No time for games! &lt;br /&gt;
| 2P Ability Charge-up&lt;br /&gt;
|-&lt;br /&gt;
| 1245 &lt;br /&gt;
| b_act_kr_s08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! &lt;br /&gt;
| 2P Ability Charge-up&lt;br /&gt;
|-&lt;br /&gt;
| 1246 &lt;br /&gt;
| b_act_kr_s09_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Get down! &lt;br /&gt;
| Hammer Punch&lt;br /&gt;
|-&lt;br /&gt;
| 1247 &lt;br /&gt;
| b_act_kr_s09_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hip Drop! &lt;br /&gt;
| Hip Drop&lt;br /&gt;
|-&lt;br /&gt;
| 1248 &lt;br /&gt;
| b_act_kr_s10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Take this! &lt;br /&gt;
| Thunder Arrow&lt;br /&gt;
|-&lt;br /&gt;
| 1249 &lt;br /&gt;
| b_act_kr_s10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Black Wave! &lt;br /&gt;
| 2P Black Wave Ability&lt;br /&gt;
|-&lt;br /&gt;
| 1250 &lt;br /&gt;
| b_act_kr_s11_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Take that! &lt;br /&gt;
|-&lt;br /&gt;
| 1251 &lt;br /&gt;
| b_act_kr_s11_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Charm Ray! &lt;br /&gt;
|-&lt;br /&gt;
| 1252 &lt;br /&gt;
| b_act_kr_s12_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I am one with the Master Emerald. &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1253 &lt;br /&gt;
| b_act_kr_s12_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I won&#039;t lose to the likes of you! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1254 &lt;br /&gt;
| b_act_kr_s13_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hm, not as strong as you thought you were! &lt;br /&gt;
| 2P Victory&lt;br /&gt;
|-&lt;br /&gt;
| 1255 &lt;br /&gt;
| b_act_kr_s13_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| All the world&#039;s jewels will be mine! &lt;br /&gt;
| 2P Victory&lt;br /&gt;
|-&lt;br /&gt;
| 1256 &lt;br /&gt;
| b_act_kr_s14_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You need more practice. &lt;br /&gt;
| 2P Victory (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1257 &lt;br /&gt;
| b_act_kr_s14_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Haha, I&#039;m better than you are! &lt;br /&gt;
| 2P Victory (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1258 &lt;br /&gt;
| b_act_kr_s15_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You have no chance against me! &lt;br /&gt;
| 2P Intro (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1259 &lt;br /&gt;
| b_act_kr_s15_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I won&#039;t give you a chance! &lt;br /&gt;
| 2P Intro (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1260 &lt;br /&gt;
| b_act_kr_s16_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You won&#039;t be so lucky this time. &lt;br /&gt;
| 2P Intro (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1261 &lt;br /&gt;
| b_act_kr_s16_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This time, I&#039;m serious! &lt;br /&gt;
| 2P Intro (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1262 &lt;br /&gt;
| b_act_kr_s17_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| My emerald, my destiny. &lt;br /&gt;
| 2P Get 1st Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 1263 &lt;br /&gt;
| b_act_kr_s17_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like I&#039;m winning, as usual. &lt;br /&gt;
| 2P Get 1st Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 1264 &lt;br /&gt;
| b_act_kr_s18_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| We&#039;re tied now. &lt;br /&gt;
| 2P tied&lt;br /&gt;
|-&lt;br /&gt;
| 1265 &lt;br /&gt;
| b_act_kr_s18_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ll get the last piece, too! &lt;br /&gt;
| 2P tied&lt;br /&gt;
|-&lt;br /&gt;
| 1266 &lt;br /&gt;
| b_act_kr_s19_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Two more left. &lt;br /&gt;
| Collected the first treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1267 &lt;br /&gt;
| b_act_kr_s19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Only two more! &lt;br /&gt;
| Collected the first treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1268 &lt;br /&gt;
| b_act_kr_s20_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| One more left! &lt;br /&gt;
| Collected two treasure items&lt;br /&gt;
|-&lt;br /&gt;
| 1269 &lt;br /&gt;
| b_act_kr_s20_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Only one more left. &lt;br /&gt;
| Collected two treasure items&lt;br /&gt;
|-&lt;br /&gt;
| 1270 &lt;br /&gt;
| b_act_kr_s21_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ORAORAORA &lt;br /&gt;
| &#039;&#039;digging&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1271 &lt;br /&gt;
| b_act_kr_s21_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Egh &lt;br /&gt;
| &#039;&#039;digging&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1272 &lt;br /&gt;
| b_act_kr_s22_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I can&#039;t! &lt;br /&gt;
| Can&#039;t dig&lt;br /&gt;
|-&lt;br /&gt;
| 1273 &lt;br /&gt;
| b_act_kr_s22_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t. &lt;br /&gt;
| Can&#039;t dig&lt;br /&gt;
|-&lt;br /&gt;
| 1274 &lt;br /&gt;
| b_act_kr_s23_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Rats. &lt;br /&gt;
| Get nothing when digging&lt;br /&gt;
|-&lt;br /&gt;
| 1275 &lt;br /&gt;
| b_act_kr_s23_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Shoot! &lt;br /&gt;
| Get nothing when digging&lt;br /&gt;
|-&lt;br /&gt;
| 1276 &lt;br /&gt;
| b_act_kr_s24_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hm! &lt;br /&gt;
| Dig up item&lt;br /&gt;
|-&lt;br /&gt;
| 1277 &lt;br /&gt;
| b_act_kr_s24_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| All right. &lt;br /&gt;
| Dig up item&lt;br /&gt;
|-&lt;br /&gt;
| 1278 &lt;br /&gt;
| b_act_kr_s25_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right. &lt;br /&gt;
| Acquire barrier item&lt;br /&gt;
|-&lt;br /&gt;
| 1279 &lt;br /&gt;
| b_act_kr_s25_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Lucky! &lt;br /&gt;
| Acquire barrier item&lt;br /&gt;
|-&lt;br /&gt;
| 1280 &lt;br /&gt;
| b_act_kr_s26_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ORA &lt;br /&gt;
|-&lt;br /&gt;
| 1281 &lt;br /&gt;
| b_act_kr_s26_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;third kick&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1282 &lt;br /&gt;
| b_act_kr_s27_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Spiral Upper&lt;br /&gt;
|-&lt;br /&gt;
| 1283 &lt;br /&gt;
| b_act_kr_s27_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Screw Kick&lt;br /&gt;
|-&lt;br /&gt;
| 1284 &lt;br /&gt;
| b_act_kr_s28_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Coming up for air&lt;br /&gt;
|-&lt;br /&gt;
| 1285 &lt;br /&gt;
| b_act_kr_s28_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Coming up for air&lt;br /&gt;
|-&lt;br /&gt;
| 1286 &lt;br /&gt;
| b_act_kr_s29_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s closer! &lt;br /&gt;
| Approaching a detected treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1287 &lt;br /&gt;
| b_act_kr_s29_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s got to be close! &lt;br /&gt;
| Approaching a detected treasure item&lt;br /&gt;
|-&lt;br /&gt;
| 1288 &lt;br /&gt;
| b_act_kr_s30_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here I come. &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1289 &lt;br /&gt;
| b_act_kr_s30_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1290 &lt;br /&gt;
| b_act_kr_s31_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ooo &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1291 &lt;br /&gt;
| b_act_kr_s31_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ow! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1292 &lt;br /&gt;
| b_act_kr_s32_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oof &lt;br /&gt;
| Unused scared clip?&lt;br /&gt;
|-&lt;br /&gt;
| 1293 &lt;br /&gt;
| b_act_kr_s32_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Aaaah &lt;br /&gt;
| Unused scared clip?&lt;br /&gt;
|-&lt;br /&gt;
| 1294 &lt;br /&gt;
| b_act_kr_s33_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Shoot! &lt;br /&gt;
| Knocked down&lt;br /&gt;
|-&lt;br /&gt;
| 1295 &lt;br /&gt;
| b_act_kr_s33_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Knocked down&lt;br /&gt;
|-&lt;br /&gt;
| 1296 &lt;br /&gt;
| b_act_kr_s34_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| ...drats! &lt;br /&gt;
| Captured/stunned from 2P Level 1 Special Attack&lt;br /&gt;
|-&lt;br /&gt;
| 1297 &lt;br /&gt;
| b_act_kr_s34_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Quit it! &lt;br /&gt;
| Captured/stunned from 2P Level 1 Special Attack&lt;br /&gt;
|-&lt;br /&gt;
| 1298 &lt;br /&gt;
| b_act_kr_s35_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey, get off me! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1299 &lt;br /&gt;
| b_act_kr_s35_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hands off me! &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1300 &lt;br /&gt;
| b_act_kr_s36_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s over... &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1301 &lt;br /&gt;
| b_act_kr_s36_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I thought I could do it... &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1302 &lt;br /&gt;
| b_act_kr_s37_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;muffled&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1303 &lt;br /&gt;
| b_act_kr_s37_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;muffled&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1304 &lt;br /&gt;
| b_act_kr_s38_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ugh! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1305 &lt;br /&gt;
| b_act_kr_s38_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1306 &lt;br /&gt;
| b_act_kr_s39_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1307 &lt;br /&gt;
| b_act_kr_s39_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| AAAH &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1308 &lt;br /&gt;
| b_act_kr_s40_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey! &lt;br /&gt;
|-&lt;br /&gt;
| 1309 &lt;br /&gt;
| b_act_kr_s40_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1310 &lt;br /&gt;
| b_act_kr_s41_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Kart Race Boost/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1311 &lt;br /&gt;
| b_act_kr_s41_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Let&#039;s go! &lt;br /&gt;
| Kart Race Boost&lt;br /&gt;
|-&lt;br /&gt;
| 1312 &lt;br /&gt;
| b_act_kr_s42_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah! &lt;br /&gt;
|-&lt;br /&gt;
| 1313 &lt;br /&gt;
| b_act_kr_s42_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1314 &lt;br /&gt;
| b_act_kr_s43_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| See you later! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1315 &lt;br /&gt;
| b_act_kr_s43_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1316 &lt;br /&gt;
| b_act_kr_s44_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hey! &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1317 &lt;br /&gt;
| b_act_kr_s44_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wait a minute! &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1318 &lt;br /&gt;
| b_act_kr_s45_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1319 &lt;br /&gt;
| b_act_kr_s45_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1320 &lt;br /&gt;
| b_act_kr_s46_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ah, shoot! &lt;br /&gt;
| Spinning out on Kart&lt;br /&gt;
|-&lt;br /&gt;
| 1321 &lt;br /&gt;
| b_act_kr_s46_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oww! &lt;br /&gt;
| Spinning out on Kart&lt;br /&gt;
|-&lt;br /&gt;
| 1322 &lt;br /&gt;
| b_act_kr_s47_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I will protect the Master Emerald! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1323 &lt;br /&gt;
| b_act_kr_s47_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve never failed my mission! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1324 &lt;br /&gt;
| b_act_kr_s48_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now it&#039;s time to get serious. &lt;br /&gt;
|-&lt;br /&gt;
| 1325 &lt;br /&gt;
| b_act_kr_s48_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This time for sure. Leave it to me! &lt;br /&gt;
|-&lt;br /&gt;
| 1326 &lt;br /&gt;
| b_act_kr_s49_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s not much time left. &lt;br /&gt;
|-&lt;br /&gt;
| 1327 &lt;br /&gt;
| b_act_kr_s49_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| No! Almost no time left! &lt;br /&gt;
|-&lt;br /&gt;
| 1328 &lt;br /&gt;
| b_act_kr_s50_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s only a few left. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1329 &lt;br /&gt;
| b_act_kr_s50_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where are the rest of those rings? &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1330 &lt;br /&gt;
| b_act_kr_s51_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I found them! &lt;br /&gt;
| Clear Stage&lt;br /&gt;
|-&lt;br /&gt;
| 1331 &lt;br /&gt;
| b_act_kr_s51_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve got it! &lt;br /&gt;
| Clear Stage&lt;br /&gt;
|-&lt;br /&gt;
| 1332 &lt;br /&gt;
| b_act_kr_s52_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, this is perfect! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1333 &lt;br /&gt;
| b_act_kr_s52_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| How was that? Perfect, like me? &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1334 &lt;br /&gt;
| b_act_kr_s53_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Yeah, I feel good! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1335 &lt;br /&gt;
| b_act_kr_s53_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It&#039;s all too easy for me! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1336 &lt;br /&gt;
| b_act_kr_s54_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Not too bad. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1337 &lt;br /&gt;
| b_act_kr_s54_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not too bad, I guess. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1338 &lt;br /&gt;
| b_act_kr_s55_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Phew! That was tough. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1339 &lt;br /&gt;
| b_act_kr_s55_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I guess I took a little too much time. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1340 &lt;br /&gt;
| b_act_kr_s56_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to try harder. &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1341 &lt;br /&gt;
| b_act_kr_s56_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m ashamed to call myself a hunter! &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1342 &lt;br /&gt;
| b_act_kr_s57_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Huh. What a hassle! &lt;br /&gt;
| Defeat King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| 1343 &lt;br /&gt;
| b_act_kr_s57_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Not bad, huh? I&#039;m pretty strong, all right! &lt;br /&gt;
| Defeat Flying Dog&lt;br /&gt;
|-&lt;br /&gt;
| 1344 &lt;br /&gt;
| b_act_kr_s58_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Get away from my emerald! &lt;br /&gt;
| Defeat Rouge&lt;br /&gt;
|-&lt;br /&gt;
| 1345 &lt;br /&gt;
| b_act_kr_s58_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now give me back those jewels! &lt;br /&gt;
| Defeat Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 1346 &lt;br /&gt;
| b_act_kr_s59_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Here I come! &lt;br /&gt;
|-&lt;br /&gt;
| 1347 &lt;br /&gt;
| b_act_kr_s59_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Get ready for this! &lt;br /&gt;
|-&lt;br /&gt;
| 1348 &lt;br /&gt;
| b_act_kr_s60_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This is it! &lt;br /&gt;
|-&lt;br /&gt;
| 1349 &lt;br /&gt;
| b_act_msg_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! &lt;br /&gt;
|-&lt;br /&gt;
| 1350 &lt;br /&gt;
| b_act_msg_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Oh! &lt;br /&gt;
|-&lt;br /&gt;
| 1351 &lt;br /&gt;
| b_act_msg_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey! &lt;br /&gt;
|-&lt;br /&gt;
| 1352 &lt;br /&gt;
| b_act_msg_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ugh! &lt;br /&gt;
|-&lt;br /&gt;
| 1353 &lt;br /&gt;
| b_act_msg_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! Why are you being such a bully? I didn&#039;t do anything wrong. I&#039;m leaving! &lt;br /&gt;
|-&lt;br /&gt;
| 1354 &lt;br /&gt;
| b_act_msg_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ow! That hurts! I&#039;m mad at you. I&#039;m not going to help you anymore. Hm! &lt;br /&gt;
|-&lt;br /&gt;
| 1355 &lt;br /&gt;
| b_act_msg_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Owie! I can&#039;t believe you did that to me! Why would you do something like that? &lt;br /&gt;
|-&lt;br /&gt;
| 1356 &lt;br /&gt;
| b_act_msg_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| W-what? What happened? Who am I? Where am I? &lt;br /&gt;
|-&lt;br /&gt;
| 1357 &lt;br /&gt;
| b_act_msg_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Agh! Stop it! Let me go! &lt;br /&gt;
|-&lt;br /&gt;
| 1358 &lt;br /&gt;
| b_act_msg_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, stop it! &lt;br /&gt;
|-&lt;br /&gt;
| 1359 &lt;br /&gt;
| b_act_msg_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Please, let go of me. &lt;br /&gt;
|-&lt;br /&gt;
| 1360 &lt;br /&gt;
| b_act_msg_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What are you doing? Why don&#039;t you get yourself a teddy bear? &lt;br /&gt;
|-&lt;br /&gt;
| 1361 &lt;br /&gt;
| b_act_msg_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ah, ah! Help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1362 &lt;br /&gt;
| b_act_msg_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, I&#039;m on your side, you know. I can give you hints to help you! &lt;br /&gt;
|-&lt;br /&gt;
| 1363 &lt;br /&gt;
| b_act_msg_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m sorry. I understand. I will eat all my carrots. &lt;br /&gt;
|-&lt;br /&gt;
| 1364 &lt;br /&gt;
| b_act_msg_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m not a weapon to throw at enemies, you know! &lt;br /&gt;
|-&lt;br /&gt;
| 1365 &lt;br /&gt;
| b_act_msg_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Somebody help me! It&#039;s getting worse! &lt;br /&gt;
|-&lt;br /&gt;
| 1366 &lt;br /&gt;
| b_act_msg_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you don&#039;t stop it, I&#039;ll get mad. I&#039;m going to tell my mom on you! &lt;br /&gt;
|-&lt;br /&gt;
| 1367 &lt;br /&gt;
| b_act_msg_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Thanks for saving me. I was scared! &lt;br /&gt;
|-&lt;br /&gt;
| 1368 &lt;br /&gt;
| b_act_msg_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stop it! What are you doing? You&#039;re making me mad! &lt;br /&gt;
|-&lt;br /&gt;
| 1369 &lt;br /&gt;
| b_act_msg_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I was so scared... what hint? &lt;br /&gt;
|-&lt;br /&gt;
| 1370 &lt;br /&gt;
| b_act_msg_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Thank you for holding me, but you were kind of rough. &lt;br /&gt;
|-&lt;br /&gt;
| 1371 &lt;br /&gt;
| b_act_msg_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stop it! &lt;br /&gt;
|-&lt;br /&gt;
| 1372 &lt;br /&gt;
| b_act_msg_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| WAAA &lt;br /&gt;
|-&lt;br /&gt;
| 1373 &lt;br /&gt;
| b_act_msg_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1374 &lt;br /&gt;
| b_act_msg_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
|-&lt;br /&gt;
| 1375 &lt;br /&gt;
| b_act_mst_00_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Looks like some old ruins... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1376 &lt;br /&gt;
| b_act_mst_00_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There may be a secret spot around here... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1377 &lt;br /&gt;
| b_act_mst_00_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place looks familiar... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1378 &lt;br /&gt;
| b_act_mst_00_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It&#039;s just a piece of junk! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1379 &lt;br /&gt;
| b_act_mst_00_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Heh, no thanks! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1380 &lt;br /&gt;
| b_act_mst_00_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| It looks like there&#039;s no treasure here... &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine without the upgrade&lt;br /&gt;
|-&lt;br /&gt;
| 1381 &lt;br /&gt;
| b_act_mst_01_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nothing&#039;s happening. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1382 &lt;br /&gt;
| b_act_mst_01_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There&#039;s nothing more to do here. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1383 &lt;br /&gt;
| b_act_mst_01_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I think it&#039;s finished. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1384 &lt;br /&gt;
| b_act_mst_01_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| It may be finished. &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1385 &lt;br /&gt;
| b_act_mst_01_05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I think it&#039;s a waste of time! &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1386 &lt;br /&gt;
| b_act_mst_01_06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What? Is that all? &lt;br /&gt;
| Attempting to activate a Mystic Melody shrine again after it has been activated&lt;br /&gt;
|-&lt;br /&gt;
| 1387 &lt;br /&gt;
| b_act_msu_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey there... what are you doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1388 &lt;br /&gt;
| b_act_msu_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m not bad. You got the wrong idea! &lt;br /&gt;
|-&lt;br /&gt;
| 1389 &lt;br /&gt;
| b_act_msu_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too high here. I&#039;m scared of heights! &lt;br /&gt;
|-&lt;br /&gt;
| 1390 &lt;br /&gt;
| b_act_msu_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;shudder&#039;&#039; I was a little scared. &lt;br /&gt;
|-&lt;br /&gt;
| 1391 &lt;br /&gt;
| b_act_msu_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow! I&#039;m flying! &lt;br /&gt;
|-&lt;br /&gt;
| 1392 &lt;br /&gt;
| b_act_msu_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Woohoo! It&#039;s like a trampoline! &lt;br /&gt;
|-&lt;br /&gt;
| 1393 &lt;br /&gt;
| b_act_msu_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey you! Where are you taking me? &lt;br /&gt;
|-&lt;br /&gt;
| 1394 &lt;br /&gt;
| b_act_msu_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Shoot. Where am I? &lt;br /&gt;
|-&lt;br /&gt;
| 1395 &lt;br /&gt;
| b_act_msu_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to go home... &lt;br /&gt;
|-&lt;br /&gt;
| 1396 &lt;br /&gt;
| b_act_msu_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I can&#039;t believe you cleared the stage holding me. &lt;br /&gt;
|-&lt;br /&gt;
| 1397 &lt;br /&gt;
| b_act_msu_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ow! Hey, that hurts! &lt;br /&gt;
|-&lt;br /&gt;
| 1398 &lt;br /&gt;
| b_act_msu_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Owie! Why do I have to go through this? &lt;br /&gt;
|-&lt;br /&gt;
| 1399 &lt;br /&gt;
| b_act_msu_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| They&#039;re not after me, are they? You&#039;re terrible! &lt;br /&gt;
|-&lt;br /&gt;
| 1400 &lt;br /&gt;
| b_act_msu_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ouch! Chao Doctor, help me! &lt;br /&gt;
|-&lt;br /&gt;
| 1401 &lt;br /&gt;
| b_act_msu_clr_00_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Phew! That big truck scared me. &lt;br /&gt;
| Clear City Escape while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1402 &lt;br /&gt;
| b_act_msu_clr_00_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What are you thinking, trying to finish this stage with me? &lt;br /&gt;
| Clear Wild Canyon while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1403 &lt;br /&gt;
| b_act_msu_clr_00_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All I can see is water. Where is my home? &lt;br /&gt;
| Clear Metal Harbor while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1404 &lt;br /&gt;
| b_act_msu_clr_00_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I got to get out of here, before the island blows up! &lt;br /&gt;
| Clear Green Forest while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1405 &lt;br /&gt;
| b_act_msu_clr_00_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A pumpkin ghost! I&#039;m afraid... &lt;br /&gt;
| Clear Pumpkin Hill while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1406 &lt;br /&gt;
| b_act_msu_clr_00_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Maybe it rusted because of the water. &lt;br /&gt;
| Clear Aquatic Mine while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1407 &lt;br /&gt;
| b_act_msu_clr_00_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow, that was scary! I&#039;m going home to watch TV. &lt;br /&gt;
| Clear Pyramid Cave while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1408 &lt;br /&gt;
| b_act_msu_clr_00_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Where am I? Somebody help me! &lt;br /&gt;
| Clear Death Chamber while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1409 &lt;br /&gt;
| b_act_msu_clr_00_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How&#039;d I get into outer space? Oh well! &lt;br /&gt;
| Clear Meteor Herd while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1410 &lt;br /&gt;
| b_act_msu_clr_00_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hm, this looks like a game I&#039;ve seen before. &lt;br /&gt;
| Clear Crazy Gadget while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1411 &lt;br /&gt;
| b_act_msu_clr_00_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll find my own way home. Bye-bye! &lt;br /&gt;
| Clear Final Rush while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1412 &lt;br /&gt;
| b_act_msu_clr_01_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m going to play with the turtle now. &lt;br /&gt;
| Clear Dry Lagoon while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1413 &lt;br /&gt;
| b_act_msu_clr_01_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I feel dizzy. &lt;br /&gt;
| Clear Radical Highway while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1414 &lt;br /&gt;
| b_act_msu_clr_01_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m out of here before the robot gets me! &lt;br /&gt;
| Clear Egg Quarters while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1415 &lt;br /&gt;
| b_act_msu_clr_01_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let me out of this safe! &lt;br /&gt;
| Clear Security Hall while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1416 &lt;br /&gt;
| b_act_msu_clr_01_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This fog reminds me of San Francisco. &lt;br /&gt;
| Clear White Jungle while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1417 &lt;br /&gt;
| b_act_msu_clr_01_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Wow, it&#039;s getting late. I got to go to kindergarten. &lt;br /&gt;
| Clear Sky Rail while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1418 &lt;br /&gt;
| b_act_msu_clr_01_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You should always tell the truth. &lt;br /&gt;
| Clear Mad Space while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1419 &lt;br /&gt;
| b_act_msu_clr_01_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll use my propeller to fly in space. Why is that? &lt;br /&gt;
| Clear Final Chase while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1420 &lt;br /&gt;
| b_act_msu_clr_02_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ve never been here before. I&#039;m going sightseeing! &lt;br /&gt;
| Clear Cannon&#039;s Core while holding Omochao&lt;br /&gt;
|-&lt;br /&gt;
| 1421 &lt;br /&gt;
| b_act_msu_z_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m almost out of energy. I need to be wound back up. &lt;br /&gt;
|-&lt;br /&gt;
| 1422 &lt;br /&gt;
| b_act_msu_z_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All right. Whatever! &lt;br /&gt;
|-&lt;br /&gt;
| 1423 &lt;br /&gt;
| b_act_msu_z_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you don&#039;t stop that, I will tell the principal on you! &lt;br /&gt;
|-&lt;br /&gt;
| 1424 &lt;br /&gt;
| b_act_msu_z_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you let me go, I&#039;ll tell you how many Omochao there are! &lt;br /&gt;
|-&lt;br /&gt;
| 1425 &lt;br /&gt;
| b_act_msu_z_03_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1424 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1426 &lt;br /&gt;
| b_act_obj_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Break it with a missile! There should be a missile around here. &lt;br /&gt;
|-&lt;br /&gt;
| 1427 &lt;br /&gt;
| b_act_obj_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bombs also work for breaking things. Get a bomb from the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 1428 &lt;br /&gt;
| b_act_obj_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a missile. Use it to break items. &lt;br /&gt;
|-&lt;br /&gt;
| 1429 &lt;br /&gt;
| b_act_obj_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the switch to fire the rocket. Find the switch! &lt;br /&gt;
|-&lt;br /&gt;
| 1430 &lt;br /&gt;
| b_act_obj_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above! Don&#039;t land on the shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 1431 &lt;br /&gt;
| b_act_obj_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1432 &lt;br /&gt;
| b_act_obj_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is a trap above. Find a switch to deactivate it. &lt;br /&gt;
|-&lt;br /&gt;
| 1433 &lt;br /&gt;
| b_act_obj_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can pick this up. &lt;br /&gt;
|-&lt;br /&gt;
| 1434 &lt;br /&gt;
| b_act_obj_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can push this. &lt;br /&gt;
|-&lt;br /&gt;
| 1435 &lt;br /&gt;
| b_act_obj_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can pull this. &lt;br /&gt;
|-&lt;br /&gt;
| 1436 &lt;br /&gt;
| b_act_obj_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is an animal in the pipe. Try whistling! &lt;br /&gt;
|-&lt;br /&gt;
| 1437 &lt;br /&gt;
| b_act_obj_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using lock-on to break it! &lt;br /&gt;
|-&lt;br /&gt;
| 1438 &lt;br /&gt;
| b_act_obj_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use B button to grab it, then use the analogue thumbpad to swing. &lt;br /&gt;
|-&lt;br /&gt;
| 1439 &lt;br /&gt;
| b_act_obj_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bring the animals into Chao Garden, and all Chao will be happy! &lt;br /&gt;
|-&lt;br /&gt;
| 1440 &lt;br /&gt;
| b_act_obj_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try whistling here. There must be someone here! &lt;br /&gt;
|-&lt;br /&gt;
| 1441 &lt;br /&gt;
| b_act_obj_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Key is in this container. If you keep it, you can go to the Chao Garden when you finish the stage! &lt;br /&gt;
|-&lt;br /&gt;
| 1442 &lt;br /&gt;
| b_act_obj_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are three Chao Containers per stage. You should open all three containers to find out what&#039;s inside! &lt;br /&gt;
|-&lt;br /&gt;
| 1443 &lt;br /&gt;
| b_act_obj_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use L and R triggers to look around, but you knew this already. &lt;br /&gt;
|-&lt;br /&gt;
| 1444 &lt;br /&gt;
| b_act_obj_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to change your action. &lt;br /&gt;
|-&lt;br /&gt;
| 1445 &lt;br /&gt;
| b_act_obj_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| As long as you have one ring, you&#039;ll be okay. You knew that, right? &lt;br /&gt;
|-&lt;br /&gt;
| 1446 &lt;br /&gt;
| b_act_obj_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use B button to grab it, then use the analogue thumbpad to swing. &lt;br /&gt;
| Alternate take of 1438&lt;br /&gt;
|-&lt;br /&gt;
| 1447 &lt;br /&gt;
| b_act_obj_h21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| After picking up an item, hold B button to shake it. &lt;br /&gt;
|-&lt;br /&gt;
| 1448 &lt;br /&gt;
| b_act_obj_h22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried whistling? Use Y button to select &amp;quot;Whistle&amp;quot;. &lt;br /&gt;
|-&lt;br /&gt;
| 1449 &lt;br /&gt;
| b_act_obj_h23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you pet your Chao today? Use Y button to select &amp;quot;Pet&amp;quot; and make your Chao happy! &lt;br /&gt;
|-&lt;br /&gt;
| 1450 &lt;br /&gt;
| b_act_obj_h24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collect 20 rings to get the special attack. Collect 40 or 60 rings to upgrade the special attack. &lt;br /&gt;
|-&lt;br /&gt;
| 1451 &lt;br /&gt;
| b_act_obj_h25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can use parts that come from the robots to raise Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 1452 &lt;br /&gt;
| b_act_obj_h26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you find all of the animals? Did you know that there are 20 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1453 &lt;br /&gt;
| b_act_obj_h26_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1452 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1454 &lt;br /&gt;
| b_act_obj_h27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that there are 15 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1455 &lt;br /&gt;
| b_act_obj_h27_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1454 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1456 &lt;br /&gt;
| b_act_obj_h28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that there are 10 animals hidden in this stage? &lt;br /&gt;
|-&lt;br /&gt;
| 1457 &lt;br /&gt;
| b_act_obj_h28_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1456 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1458 &lt;br /&gt;
| b_act_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;grumble&#039;&#039; How irritating. Nothing but wimps! &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1459 &lt;br /&gt;
| b_act_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hu, hu, hu! (Punching in place) &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1460 &lt;br /&gt;
| b_act_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; Shall we get going? &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1461 &lt;br /&gt;
| b_act_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| So who&#039;s next? &lt;br /&gt;
| Neutral Idle Quote 1/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1462 &lt;br /&gt;
| b_act_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Well, better get going. &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1463 &lt;br /&gt;
| b_act_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hm, which way should I go? &lt;br /&gt;
| Neutral Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1464 &lt;br /&gt;
| b_act_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;sigh&#039;&#039; I&#039;m really getting tired of operating this machine. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1465 &lt;br /&gt;
| b_act_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| All right, let&#039;s find the next emerald! &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1466 &lt;br /&gt;
| b_act_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where can my emerald be? &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1467 &lt;br /&gt;
| b_act_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I feel danger all around me. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1468 &lt;br /&gt;
| b_act_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Anytime now. &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1469 &lt;br /&gt;
| b_act_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;sleeping&#039;&#039; &lt;br /&gt;
| Neutral Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1470 &lt;br /&gt;
| b_stg_aqm_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you throw the switch, the water level might change. Try it! &lt;br /&gt;
|-&lt;br /&gt;
| 1471 &lt;br /&gt;
| b_stg_aqm_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, wood floats on water. Use the water levels wisely! &lt;br /&gt;
|-&lt;br /&gt;
| 1472 &lt;br /&gt;
| b_stg_aqm_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Punch to break the overturned minecarts! &lt;br /&gt;
|-&lt;br /&gt;
| 1473 &lt;br /&gt;
| b_stg_aqm_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Different areas are accessible depending on the water levels. &lt;br /&gt;
|-&lt;br /&gt;
| 1474 &lt;br /&gt;
| b_stg_aqm_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Water-powered lift is located in the middle. Its vertical position varies on the water level. &lt;br /&gt;
|-&lt;br /&gt;
| 1475 &lt;br /&gt;
| b_stg_aqm_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Lantern Room. Aren&#039;t the blue flames pretty? &lt;br /&gt;
|-&lt;br /&gt;
| 1476 &lt;br /&gt;
| b_stg_aqm_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Through the tunnel below, there is the Brick Shaft. &lt;br /&gt;
|-&lt;br /&gt;
| 1477 &lt;br /&gt;
| b_stg_aqm_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Ghost Room. There are a lot of spirits here! &lt;br /&gt;
|-&lt;br /&gt;
| 1478 &lt;br /&gt;
| b_stg_aqm_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1477 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1479 &lt;br /&gt;
| b_stg_aqm_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Bottomless Shaft is over there. It&#039;s deep and there&#039;s no air in there! &lt;br /&gt;
|-&lt;br /&gt;
| 1480 &lt;br /&gt;
| b_stg_aqm_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What is a piece of the Master Emerald doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 1481 &lt;br /&gt;
| b_stg_aqm_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ll use the water level to my advantage! &lt;br /&gt;
|-&lt;br /&gt;
| 1482 &lt;br /&gt;
| b_stg_cch_ss_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried using the Light Dash to collect all the rings suspended in the air? &lt;br /&gt;
|-&lt;br /&gt;
| 1483 &lt;br /&gt;
| b_stg_cch_ss_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button down when you approach the rings to collect them. &lt;br /&gt;
|-&lt;br /&gt;
| 1484 &lt;br /&gt;
| b_stg_cch_ss_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to do a Somersault. This comes in handy when you want to break the wooden containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1485 &lt;br /&gt;
| b_stg_cch_ss_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to do a Somersault. Somersaults are important to get you through those tight spaces. &lt;br /&gt;
|-&lt;br /&gt;
| 1486 &lt;br /&gt;
| b_stg_cch_ss_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using Somersaults to get through tight spaces! &lt;br /&gt;
|-&lt;br /&gt;
| 1487 &lt;br /&gt;
| b_stg_cch_ss_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies can also be destroyed using your Somersaults! &lt;br /&gt;
|-&lt;br /&gt;
| 1488 &lt;br /&gt;
| b_stg_cch_ss_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Perform the Fire Somersault to break the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1489 &lt;br /&gt;
| b_stg_cch_ss_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using the Light Attack allows you to destroy multiple enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1490 &lt;br /&gt;
| b_stg_cch_ss_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Simultaneously destroy multiple enemies using the Light Attack. Just hold down B button until fully charged, then release. &lt;br /&gt;
|-&lt;br /&gt;
| 1491 &lt;br /&gt;
| b_stg_cch_ss_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using the Light Attack allows you to destroy electrified enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1492 &lt;br /&gt;
| b_stg_cch_ss_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To use Bounce Attack, jump and then press B button. Try it! You can use it to defeat enemies as well as getting to high places. &lt;br /&gt;
|-&lt;br /&gt;
| 1493 &lt;br /&gt;
| b_stg_cch_ss_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Bounce Attack to break containers that are below you. &lt;br /&gt;
|-&lt;br /&gt;
| 1494 &lt;br /&gt;
| b_stg_cch_ss_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In the middle of a jump, press A button to perform the Homing Attack. Remember to aim toward the enemy! &lt;br /&gt;
|-&lt;br /&gt;
| 1495 &lt;br /&gt;
| b_stg_cch_ss_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| In the middle of a jump, press A button to perform the Homing Attack. You can use it to get over there! &lt;br /&gt;
|-&lt;br /&gt;
| 1496 &lt;br /&gt;
| b_stg_cch_ss_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump on the rail and get ready to grind your way down! &lt;br /&gt;
|-&lt;br /&gt;
| 1497 &lt;br /&gt;
| b_stg_cch_ss_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, balance is important to maintain your speed while grinding. &lt;br /&gt;
|-&lt;br /&gt;
| 1498 &lt;br /&gt;
| b_stg_cch_ss_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To bust a trick on the rail, press A button at the right time to perform cool tricks! &lt;br /&gt;
|-&lt;br /&gt;
| 1499 &lt;br /&gt;
| b_stg_cch_ss_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try the Magic Hand technique. It turns enemies into balls! Use these balls to defeat other enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 1500 &lt;br /&gt;
| b_stg_cch_ss_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to use Y button to access the Magic Hand technique. &lt;br /&gt;
|-&lt;br /&gt;
| 1501 &lt;br /&gt;
| b_stg_cch_ss_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump on the rail and you&#039;ll be grinding your way down! &lt;br /&gt;
|-&lt;br /&gt;
| 1502 &lt;br /&gt;
| b_stg_cch_ss_s00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for starting a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1503 &lt;br /&gt;
| b_stg_cch_ss_s00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for starting a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1504 &lt;br /&gt;
| b_stg_cch_ss_s01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1505 &lt;br /&gt;
| b_stg_cch_ss_s01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1506 &lt;br /&gt;
| b_stg_cch_ss_s02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oops. &lt;br /&gt;
| Unused. While this is the sound used for ledge balancing, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1507 &lt;br /&gt;
| b_stg_cch_ss_s02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops. &lt;br /&gt;
| Unused. While this is the sound used for ledge balancing, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1508 &lt;br /&gt;
| b_stg_cch_ss_s03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1509 &lt;br /&gt;
| b_stg_cch_ss_s03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1510 &lt;br /&gt;
| b_stg_cch_ss_s04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for picking up objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1511 &lt;br /&gt;
| b_stg_cch_ss_s04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for picking up objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1512 &lt;br /&gt;
| b_stg_cch_ss_s05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for throwing objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1513 &lt;br /&gt;
| b_stg_cch_ss_s05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for throwing objects, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1514 &lt;br /&gt;
| b_stg_cch_ss_s06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1515 &lt;br /&gt;
| b_stg_cch_ss_s06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1516 &lt;br /&gt;
| b_stg_cch_ss_s07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1517 &lt;br /&gt;
| b_stg_cch_ss_s07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Don&#039;t worry, buddy. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1518 &lt;br /&gt;
| b_stg_cch_ss_s08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Playtime is over! &lt;br /&gt;
| 2P Powerup Charged&lt;br /&gt;
|-&lt;br /&gt;
| 1519 &lt;br /&gt;
| b_stg_cch_ss_s08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Here I go! &lt;br /&gt;
| 2P Powerup Charged&lt;br /&gt;
|-&lt;br /&gt;
| 1520 &lt;br /&gt;
| b_stg_cch_ss_s09_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here I come! &lt;br /&gt;
| 2P Use Speedup Powerup&lt;br /&gt;
|-&lt;br /&gt;
| 1521 &lt;br /&gt;
| b_stg_cch_ss_s09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Speed Up! &lt;br /&gt;
| 2P Use Speedup Powerup&lt;br /&gt;
|-&lt;br /&gt;
| 1522 &lt;br /&gt;
| b_stg_cch_ss_s10_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Disappear! &lt;br /&gt;
| Use Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
| 1523 &lt;br /&gt;
| b_stg_cch_ss_s10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Sonic Wind! &lt;br /&gt;
| 2P Use Sonic Wind&lt;br /&gt;
|-&lt;br /&gt;
| 1524 &lt;br /&gt;
| b_stg_cch_ss_s11_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Chaos Control! &lt;br /&gt;
| 2P Freeze Time&lt;br /&gt;
|-&lt;br /&gt;
| 1525 &lt;br /&gt;
| b_stg_cch_ss_s11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Time Stop! &lt;br /&gt;
| 2P Freeze Time&lt;br /&gt;
|-&lt;br /&gt;
| 1526 &lt;br /&gt;
| b_stg_cch_ss_s12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Let me show you my real power! &lt;br /&gt;
| 2P Intro 1&lt;br /&gt;
|-&lt;br /&gt;
| 1527 &lt;br /&gt;
| b_stg_cch_ss_s12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s do this! &lt;br /&gt;
| 2P Intro 1&lt;br /&gt;
|-&lt;br /&gt;
| 1528 &lt;br /&gt;
| b_stg_cch_ss_s13_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Faker! No chance to win against me! &lt;br /&gt;
| 2P Win Against Sonic&lt;br /&gt;
|-&lt;br /&gt;
| 1529 &lt;br /&gt;
| b_stg_cch_ss_s13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey guy, let&#039;s play again! &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1530 &lt;br /&gt;
| b_stg_cch_ss_s14_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. You disappoint me. &lt;br /&gt;
| 2P Win (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1531 &lt;br /&gt;
| b_stg_cch_ss_s14_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up, faker? Give up? &lt;br /&gt;
| 2P Win Against Shadow (Best of 3)&lt;br /&gt;
|-&lt;br /&gt;
| 1532 &lt;br /&gt;
| b_stg_cch_ss_s15_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No matter what, you&#039;ll still lose. &lt;br /&gt;
| 2P Intro Round 2 (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1533 &lt;br /&gt;
| b_stg_cch_ss_s15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Okay, c&#039;mon! &lt;br /&gt;
| 2P Intro Round 2 (Winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1534 &lt;br /&gt;
| b_stg_cch_ss_s16_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Soon enough, I&#039;ll show you my true power. &lt;br /&gt;
| 2P Intro Round 2 (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1535 &lt;br /&gt;
| b_stg_cch_ss_s16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This time, I won&#039;t lose! &lt;br /&gt;
| 2P Intro Round 2 (Losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1536 &lt;br /&gt;
| b_stg_cch_ss_s17_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to play games! &lt;br /&gt;
| Unused. While this is the sound used for charging up the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1537 &lt;br /&gt;
| b_stg_cch_ss_s17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ready! &lt;br /&gt;
| Unused. While this is the sound used for charging up the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1538 &lt;br /&gt;
| b_stg_cch_ss_s18_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Vanish! &lt;br /&gt;
| Unused. While this is the sound used for the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1539 &lt;br /&gt;
| b_stg_cch_ss_s18_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Go! &lt;br /&gt;
| Unused. While this is the sound used for the Light Attack, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1540 &lt;br /&gt;
| b_stg_cch_ss_s19_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Nice! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1541 &lt;br /&gt;
| b_stg_cch_ss_s19_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Nice! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1542 &lt;br /&gt;
| b_stg_cch_ss_s20_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Cool! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1543 &lt;br /&gt;
| b_stg_cch_ss_s20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Cool! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1544 &lt;br /&gt;
| b_stg_cch_ss_s21_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Awesome! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1545 &lt;br /&gt;
| b_stg_cch_ss_s21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yahoo! &lt;br /&gt;
| Awesome! trick&lt;br /&gt;
|-&lt;br /&gt;
| 1546 &lt;br /&gt;
| b_stg_cch_ss_s22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1547 &lt;br /&gt;
| b_stg_cch_ss_s22_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1548 &lt;br /&gt;
| b_stg_cch_ss_s23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Unused. While this is the sound used for finishing a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1549 &lt;br /&gt;
| b_stg_cch_ss_s23_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ha! &lt;br /&gt;
| Unused. While this is the sound used for finishing a somersault, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1550 &lt;br /&gt;
| b_stg_cch_ss_s24_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. &lt;br /&gt;
|-&lt;br /&gt;
| 1551 &lt;br /&gt;
| b_stg_cch_ss_s24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| C&#039;mon! &lt;br /&gt;
|-&lt;br /&gt;
| 1552 &lt;br /&gt;
| b_stg_cch_ss_s25_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Round Clear, Speed Shoes &amp;amp; Invincible&lt;br /&gt;
|-&lt;br /&gt;
| 1553 &lt;br /&gt;
| b_stg_cch_ss_s25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Round Clear&lt;br /&gt;
|-&lt;br /&gt;
| 1554 &lt;br /&gt;
| b_stg_cch_ss_s26_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oh! &lt;br /&gt;
| Unused. While this is the sound used for taking damage, the game uses the version stored in the sound effect packs&lt;br /&gt;
|-&lt;br /&gt;
| 1555 &lt;br /&gt;
| b_stg_cch_ss_s26_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Here we go! &lt;br /&gt;
| Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1556 &lt;br /&gt;
| b_stg_cch_ss_s27_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ooo &lt;br /&gt;
|-&lt;br /&gt;
| 1557 &lt;br /&gt;
| b_stg_cch_ss_s27_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Unused. While this is the sound used for taking damage, the game uses the version stored in the sound effect packs&lt;br /&gt;
|-&lt;br /&gt;
| 1558 &lt;br /&gt;
| b_stg_cch_ss_s28_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Tch! &lt;br /&gt;
| Unused. While this is the sound used for hitting a wall, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1559 &lt;br /&gt;
| b_stg_cch_ss_s28_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1560 &lt;br /&gt;
| b_stg_cch_ss_s29_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You think you can hold me?! &lt;br /&gt;
| Captured by ghost/slime&lt;br /&gt;
|-&lt;br /&gt;
| 1561 &lt;br /&gt;
| b_stg_cch_ss_s29_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops! &lt;br /&gt;
| Unused. While this is the sound used for hitting a wall, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1562 &lt;br /&gt;
| b_stg_cch_ss_s30_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Get off me! &lt;br /&gt;
|-&lt;br /&gt;
| 1563 &lt;br /&gt;
| b_stg_cch_ss_s30_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;struggle&#039;&#039; &lt;br /&gt;
| Captured by ghost/slime&lt;br /&gt;
|-&lt;br /&gt;
| 1564 &lt;br /&gt;
| b_stg_cch_ss_s31_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Maria... &lt;br /&gt;
| Death by damage&lt;br /&gt;
|-&lt;br /&gt;
| 1565 &lt;br /&gt;
| b_stg_cch_ss_s31_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1566 &lt;br /&gt;
| b_stg_cch_ss_s32_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Not like this...! &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1567 &lt;br /&gt;
| b_stg_cch_ss_s32_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| No...! &lt;br /&gt;
| Death Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1568 &lt;br /&gt;
| b_stg_cch_ss_s33_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ugh! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1569 &lt;br /&gt;
| b_stg_cch_ss_s33_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; &lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
| 1570 &lt;br /&gt;
| b_stg_cch_ss_s34_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What? &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1571 &lt;br /&gt;
| b_stg_cch_ss_s34_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1572 &lt;br /&gt;
| b_stg_cch_ss_s35_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Just a rookie! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1573 &lt;br /&gt;
| b_stg_cch_ss_s35_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Whoa! &lt;br /&gt;
| Unused. While this is the sound used for being scared, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1574 &lt;br /&gt;
| b_stg_cch_ss_s36_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s it! &lt;br /&gt;
|-&lt;br /&gt;
| 1575 &lt;br /&gt;
| b_stg_cch_ss_s36_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Unused. While this is the sound used for Kart jumps/boost panels, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1576 &lt;br /&gt;
| b_stg_cch_ss_s37_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I promise you... revenge! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1577 &lt;br /&gt;
| b_stg_cch_ss_s37_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s go! &lt;br /&gt;
| Unused. While this is the sound used for Kart boosts, the game uses the version stored in the sound effect packs.&lt;br /&gt;
|-&lt;br /&gt;
| 1578 &lt;br /&gt;
| b_stg_cch_ss_s38_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Wait for me, Maria! &lt;br /&gt;
|-&lt;br /&gt;
| 1579 &lt;br /&gt;
| b_stg_cch_ss_s38_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Later! &lt;br /&gt;
| Reaching 1st in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1580 &lt;br /&gt;
| b_stg_cch_ss_s39_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m out of time! &lt;br /&gt;
|-&lt;br /&gt;
| 1581 &lt;br /&gt;
| b_stg_cch_ss_s39_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oops. &lt;br /&gt;
| Overtaken to last in Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1582 &lt;br /&gt;
| b_stg_cch_ss_s40_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Just a few more! &lt;br /&gt;
|-&lt;br /&gt;
| 1583 &lt;br /&gt;
| b_stg_cch_ss_s40_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What do you think you&#039;re doing? &lt;br /&gt;
|-&lt;br /&gt;
| 1584 &lt;br /&gt;
| b_stg_cch_ss_s41_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Ultimate victory! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1585 &lt;br /&gt;
| b_stg_cch_ss_s41_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let&#039;s rock! &lt;br /&gt;
| 2P Select&lt;br /&gt;
|-&lt;br /&gt;
| 1586 &lt;br /&gt;
| b_stg_cch_ss_s42_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Too easy for me! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1587 &lt;br /&gt;
| b_stg_cch_ss_s42_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Bring it on! &lt;br /&gt;
| 2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1588 &lt;br /&gt;
| b_stg_cch_ss_s43_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That wasn&#039;t so hard. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1589 &lt;br /&gt;
| b_stg_cch_ss_s43_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I don&#039;t have much time! &lt;br /&gt;
|-&lt;br /&gt;
| 1590 &lt;br /&gt;
| b_stg_cch_ss_s44_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maybe I didn&#039;t try hard enough. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1591 &lt;br /&gt;
| b_stg_cch_ss_s44_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just a few more! &lt;br /&gt;
|-&lt;br /&gt;
| 1592 &lt;br /&gt;
| b_stg_cch_ss_s45_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I guess I&#039;m not at full power here... &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1593 &lt;br /&gt;
| b_stg_cch_ss_s45_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yes! &lt;br /&gt;
| Stage clear&lt;br /&gt;
|-&lt;br /&gt;
| 1594 &lt;br /&gt;
| b_stg_cch_ss_s46_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Pathetic humans! &lt;br /&gt;
| Defeat Hot Shot&lt;br /&gt;
|-&lt;br /&gt;
| 1595 &lt;br /&gt;
| b_stg_cch_ss_s46_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;whistle&#039;&#039; That was cool! &lt;br /&gt;
| Rank A&lt;br /&gt;
|-&lt;br /&gt;
| 1596 &lt;br /&gt;
| b_stg_cch_ss_s47_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| No time to hang out with the likes of you! &lt;br /&gt;
| Defeat Sonic 1&lt;br /&gt;
|-&lt;br /&gt;
| 1597 &lt;br /&gt;
| b_stg_cch_ss_s47_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Too easy! Piece of cake! &lt;br /&gt;
| Rank B&lt;br /&gt;
|-&lt;br /&gt;
| 1598 &lt;br /&gt;
| b_stg_cch_ss_s48_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I told you, I&#039;m the ultimate! &lt;br /&gt;
| Defeat Sonic 2&lt;br /&gt;
|-&lt;br /&gt;
| 1599 &lt;br /&gt;
| b_stg_cch_ss_s48_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Just made it. &lt;br /&gt;
| Rank C&lt;br /&gt;
|-&lt;br /&gt;
| 1600 &lt;br /&gt;
| b_stg_cch_ss_s49_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Get out, you ugly prototype! &lt;br /&gt;
| Defeat Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| 1601 &lt;br /&gt;
| b_stg_cch_ss_s49_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Huh. No problem. &lt;br /&gt;
| Rank D&lt;br /&gt;
|-&lt;br /&gt;
| 1602 &lt;br /&gt;
| b_stg_cch_ss_s50_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I must destroy all the evil the professor has created! &lt;br /&gt;
| Defeat FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 1603 &lt;br /&gt;
| b_stg_cch_ss_s50_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Barely made it. &lt;br /&gt;
| Rank E&lt;br /&gt;
|-&lt;br /&gt;
| 1604 &lt;br /&gt;
| b_stg_cch_ss_s51_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| You&#039;re not as strong as I thought. &lt;br /&gt;
| 2P Win (Default)&lt;br /&gt;
|-&lt;br /&gt;
| 1605 &lt;br /&gt;
| b_stg_cch_ss_s51_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey guy, take care! &lt;br /&gt;
| Defeat Big Foot&lt;br /&gt;
|-&lt;br /&gt;
| 1606 &lt;br /&gt;
| b_stg_cch_ss_s52_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Do you know who I am? &lt;br /&gt;
| Defeat Shadow (1)&lt;br /&gt;
|-&lt;br /&gt;
| 1607 &lt;br /&gt;
| b_stg_cch_ss_s53_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nice try, rocky! &lt;br /&gt;
| Defeat the Egg Golem&lt;br /&gt;
|-&lt;br /&gt;
| 1608 &lt;br /&gt;
| b_stg_cch_ss_s54_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Game over, Shadow! &lt;br /&gt;
| Defeat Shadow (2)&lt;br /&gt;
|-&lt;br /&gt;
| 1609 &lt;br /&gt;
| b_stg_cch_ss_s54_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1608 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1610 &lt;br /&gt;
| b_stg_cch_ss_s55_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Did you really think you had a chance? &lt;br /&gt;
| Defeat FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 1611 &lt;br /&gt;
| b_stg_cch_ss_s55_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1610 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1612 &lt;br /&gt;
| b_stg_cch_ss_s56_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| How&#039;s this? &lt;br /&gt;
|-&lt;br /&gt;
| 1613 &lt;br /&gt;
| b_stg_cch_ss_s57_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Nobody&#039;s faster than me! &lt;br /&gt;
|-&lt;br /&gt;
| 1614 &lt;br /&gt;
| b_stg_cch_wk_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold B button down to lock-on. Release it to fire a homing missile. &lt;br /&gt;
|-&lt;br /&gt;
| 1615 &lt;br /&gt;
| b_stg_cch_wk_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| More enemies that are locked on at one time means more bonus points! &lt;br /&gt;
|-&lt;br /&gt;
| 1616 &lt;br /&gt;
| b_stg_cch_wk_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep your health meter above zero. Collecting rings will slowly help you recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 1617 &lt;br /&gt;
| b_stg_cch_wk_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies are defeated by lock-on. Use the Vulcan Cannon to destroy containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1618 &lt;br /&gt;
| b_stg_cch_wk_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Vulcan Cannon to destroy wooden containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1619 &lt;br /&gt;
| b_stg_cch_wk_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Large Cannon to destroy steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1620 &lt;br /&gt;
| b_stg_cch_wk_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too far to jump across. Did you find the Jet Engine yet? Without it, you&#039;re stuck! &lt;br /&gt;
|-&lt;br /&gt;
| 1621 &lt;br /&gt;
| b_stg_cch_wk_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold A button down to hover. Use it to fly distances. &lt;br /&gt;
|-&lt;br /&gt;
| 1622 &lt;br /&gt;
| b_stg_cch_wk_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Have you tried slow descents using hovering? &lt;br /&gt;
|-&lt;br /&gt;
| 1623 &lt;br /&gt;
| b_stg_cch_wk_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collecting rings will slowly help you recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 1624 &lt;br /&gt;
| b_stg_cch_wk_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Large Bazooka to destroy steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 1625 &lt;br /&gt;
| b_stg_cch_wk_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s too far to jump across. Did you find the Booster yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1626 &lt;br /&gt;
| b_stg_cch_wk_s00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yo! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1627 &lt;br /&gt;
| b_stg_cch_wk_s00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hu! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1628 &lt;br /&gt;
| b_stg_cch_wk_s01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ho! &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1629 &lt;br /&gt;
| b_stg_cch_wk_s01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hu. &lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| 1630 &lt;br /&gt;
| b_stg_cch_wk_s02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;gasp&#039;&#039; That was a close one! &lt;br /&gt;
| Balancing on edge&lt;br /&gt;
|-&lt;br /&gt;
| 1631 &lt;br /&gt;
| b_stg_cch_wk_s02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oops. &lt;br /&gt;
| Balancing on edge&lt;br /&gt;
|-&lt;br /&gt;
| 1632 &lt;br /&gt;
| b_stg_cch_wk_s03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| On guard, Tails! &lt;br /&gt;
| 2P Special Attack ready, Tails is the opponent&lt;br /&gt;
|-&lt;br /&gt;
| 1633 &lt;br /&gt;
| b_stg_cch_wk_s03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Recharged! &lt;br /&gt;
| 2P Special Attack ready&lt;br /&gt;
|-&lt;br /&gt;
| 1634 &lt;br /&gt;
| b_stg_cch_wk_s04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
| 2P Fire Laser Missle&lt;br /&gt;
|-&lt;br /&gt;
| 1635 &lt;br /&gt;
| b_stg_cch_wk_s04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire laser! &lt;br /&gt;
|-&lt;br /&gt;
| 1636 &lt;br /&gt;
| b_stg_cch_wk_s05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| How&#039;s this?! &lt;br /&gt;
| 2P Fire Rocket Missles&lt;br /&gt;
|-&lt;br /&gt;
| 1637 &lt;br /&gt;
| b_stg_cch_wk_s05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire Rocket Launcher! &lt;br /&gt;
|-&lt;br /&gt;
| 1638 &lt;br /&gt;
| b_stg_cch_wk_s06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re no match for me! &lt;br /&gt;
|-&lt;br /&gt;
| 1639 &lt;br /&gt;
| b_stg_cch_wk_s06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire Power Laser! &lt;br /&gt;
|-&lt;br /&gt;
| 1640 &lt;br /&gt;
| b_stg_cch_wk_s07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Do you think you can beat me? &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1641 &lt;br /&gt;
| b_stg_cch_wk_s07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll beat you! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 1642 &lt;br /&gt;
| b_stg_cch_wk_s08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Better luck next time, fox boy! &lt;br /&gt;
| 2P Win against Tails/Clear Tails vs. Eggman 1&lt;br /&gt;
|-&lt;br /&gt;
| 1643 &lt;br /&gt;
| b_stg_cch_wk_s08_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! I won! &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1644 &lt;br /&gt;
| b_stg_cch_wk_s09_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! How&#039;s that? &lt;br /&gt;
| 2P Win&lt;br /&gt;
|-&lt;br /&gt;
| 1645 &lt;br /&gt;
| b_stg_cch_wk_s09_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman, you&#039;re no challenge! &lt;br /&gt;
| 2P Win against Eggman&lt;br /&gt;
|-&lt;br /&gt;
| 1646 &lt;br /&gt;
| b_stg_cch_wk_s10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| At least make it challenging! &lt;br /&gt;
| 2P Intro (Best of 3, winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1647 &lt;br /&gt;
| b_stg_cch_wk_s10_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Let&#039;s do it one more time! &lt;br /&gt;
| 2P Intro (Best of 3, winning)&lt;br /&gt;
|-&lt;br /&gt;
| 1648 &lt;br /&gt;
| b_stg_cch_wk_s11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I will show you my power! &lt;br /&gt;
| 2P Intro (Best of 3, losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1649 &lt;br /&gt;
| b_stg_cch_wk_s11_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll win this time! &lt;br /&gt;
| 2P Intro (Best of 3, losing)&lt;br /&gt;
|-&lt;br /&gt;
| 1650 &lt;br /&gt;
| b_stg_cch_wk_s12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh! &lt;br /&gt;
| Good!-Jammin&#039;! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1651 &lt;br /&gt;
| b_stg_cch_wk_s12_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay! &lt;br /&gt;
| Good!-Jammin&#039;! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1652 &lt;br /&gt;
| b_stg_cch_wk_s13_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;chuckle&#039;&#039; &lt;br /&gt;
| Cool!-Awesome! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1653 &lt;br /&gt;
| b_stg_cch_wk_s13_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Cool!-Awesome! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1654 &lt;br /&gt;
| b_stg_cch_wk_s14_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now you know my real power! &lt;br /&gt;
| Extreme!/Perfect! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1655 &lt;br /&gt;
| b_stg_cch_wk_s14_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| All right! &lt;br /&gt;
| Extreme!/Perfect! combo&lt;br /&gt;
|-&lt;br /&gt;
| 1656 &lt;br /&gt;
| b_stg_cch_wk_s15_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurehurehure! &lt;br /&gt;
|-&lt;br /&gt;
| 1657 &lt;br /&gt;
| b_stg_cch_wk_s15_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go go! &lt;br /&gt;
|-&lt;br /&gt;
| 1658 &lt;br /&gt;
| b_stg_cch_wk_s16_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| HORAY &lt;br /&gt;
| Boxing Glove&lt;br /&gt;
|-&lt;br /&gt;
| 1659 &lt;br /&gt;
| b_stg_cch_wk_s16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go! &lt;br /&gt;
| Propeller Punch&lt;br /&gt;
|-&lt;br /&gt;
| 1660 &lt;br /&gt;
| b_stg_cch_wk_s17_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You! I&#039;ll make you pay for this! &lt;br /&gt;
| Major damage&lt;br /&gt;
|-&lt;br /&gt;
| 1661 &lt;br /&gt;
| b_stg_cch_wk_s17_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My power&#039;s failing! &lt;br /&gt;
| Major damage&lt;br /&gt;
|-&lt;br /&gt;
| 1662 &lt;br /&gt;
| b_stg_cch_wk_s18_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oh no! My power is going down! &lt;br /&gt;
| Critical damage&lt;br /&gt;
|-&lt;br /&gt;
| 1663 &lt;br /&gt;
| b_stg_cch_wk_s18_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My machine has reached its limit...! &lt;br /&gt;
| Critical damage&lt;br /&gt;
|-&lt;br /&gt;
| 1664 &lt;br /&gt;
| b_stg_cch_wk_s19_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I got it! &lt;br /&gt;
| Acquired shield&lt;br /&gt;
|-&lt;br /&gt;
| 1665 &lt;br /&gt;
| b_stg_cch_wk_s19_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it! &lt;br /&gt;
| Acquired shield&lt;br /&gt;
|-&lt;br /&gt;
| 1666 &lt;br /&gt;
| b_stg_cch_wk_s20_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Power-up! &lt;br /&gt;
| Acquired Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1667 &lt;br /&gt;
| b_stg_cch_wk_s20_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here I come! &lt;br /&gt;
| Acquired Speed Shoes/Invincibility&lt;br /&gt;
|-&lt;br /&gt;
| 1668 &lt;br /&gt;
| b_stg_cch_wk_s21_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Full power! &lt;br /&gt;
|-&lt;br /&gt;
| 1669 &lt;br /&gt;
| b_stg_cch_wk_s21_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Lucky me! &lt;br /&gt;
|-&lt;br /&gt;
| 1670 &lt;br /&gt;
| b_stg_cch_wk_s22_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ouch! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1671 &lt;br /&gt;
| b_stg_cch_wk_s22_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 1672 &lt;br /&gt;
| b_stg_cch_wk_s23_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 1673 &lt;br /&gt;
| b_stg_cch_wk_s23_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Whoa! &lt;br /&gt;
|-&lt;br /&gt;
| 1674 &lt;br /&gt;
| b_stg_cch_wk_s24_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re better than I expected. &lt;br /&gt;
|-&lt;br /&gt;
| 1675 &lt;br /&gt;
| b_stg_cch_wk_s24_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ouch. &lt;br /&gt;
|-&lt;br /&gt;
| 1676 &lt;br /&gt;
| b_stg_cch_wk_s25_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Is this it...? &lt;br /&gt;
| Death by enemy&lt;br /&gt;
|-&lt;br /&gt;
| 1677 &lt;br /&gt;
| b_stg_cch_wk_s25_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic... &lt;br /&gt;
| Death by enemy&lt;br /&gt;
|-&lt;br /&gt;
| 1678 &lt;br /&gt;
| b_stg_cch_wk_s26_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No...! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1679 &lt;br /&gt;
| b_stg_cch_wk_s26_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic...! &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 1680 &lt;br /&gt;
| b_stg_cch_wk_s27_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1681 &lt;br /&gt;
| b_stg_cch_wk_s27_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ah! &lt;br /&gt;
| Scared&lt;br /&gt;
|-&lt;br /&gt;
| 1682 &lt;br /&gt;
| b_stg_cch_wk_s28_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1683 &lt;br /&gt;
| b_stg_cch_wk_s28_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yahoo! &lt;br /&gt;
|-&lt;br /&gt;
| 1684 &lt;br /&gt;
| b_stg_cch_wk_s29_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hohohoho! &lt;br /&gt;
| Win Kart Race&lt;br /&gt;
|-&lt;br /&gt;
| 1685 &lt;br /&gt;
| b_stg_cch_wk_s29_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Power boost! &lt;br /&gt;
|-&lt;br /&gt;
| 1686 &lt;br /&gt;
| b_stg_cch_wk_s30_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Farewell! &lt;br /&gt;
| 1st place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1687 &lt;br /&gt;
| b_stg_cch_wk_s30_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| You can&#039;t catch me! &lt;br /&gt;
| 1st Place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1688 &lt;br /&gt;
| b_stg_cch_wk_s31_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hey! &lt;br /&gt;
| Last place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1689 &lt;br /&gt;
| b_stg_cch_wk_s31_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Wait up! &lt;br /&gt;
| Last place in Kart Racing&lt;br /&gt;
|-&lt;br /&gt;
| 1690 &lt;br /&gt;
| b_stg_cch_wk_s32_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Doh! &lt;br /&gt;
|-&lt;br /&gt;
| 1691 &lt;br /&gt;
| b_stg_cch_wk_s32_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Not fair! &lt;br /&gt;
|-&lt;br /&gt;
| 1692 &lt;br /&gt;
| b_stg_cch_wk_s33_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The world is mine! &lt;br /&gt;
| 2P Battle screen selection&lt;br /&gt;
|-&lt;br /&gt;
| 1693 &lt;br /&gt;
| b_stg_cch_wk_s33_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oh no! &lt;br /&gt;
|-&lt;br /&gt;
| 1694 &lt;br /&gt;
| b_stg_cch_wk_s34_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| This time, I&#039;ll make you pay for this! &lt;br /&gt;
|-&lt;br /&gt;
| 1695 &lt;br /&gt;
| b_stg_cch_wk_s34_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Cyclone engage! &lt;br /&gt;
| 2P Battle screen selection&lt;br /&gt;
|-&lt;br /&gt;
| 1696 &lt;br /&gt;
| b_stg_cch_wk_s35_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I got to go! &lt;br /&gt;
|-&lt;br /&gt;
| 1697 &lt;br /&gt;
| b_stg_cch_wk_s35_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here we go again! &lt;br /&gt;
|-&lt;br /&gt;
| 1698 &lt;br /&gt;
| b_stg_cch_wk_s36_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Where are the rest of the rings? &lt;br /&gt;
|-&lt;br /&gt;
| 1699 &lt;br /&gt;
| b_stg_cch_wk_s36_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to hurry up! &lt;br /&gt;
|-&lt;br /&gt;
| 1700 &lt;br /&gt;
| b_stg_cch_wk_s37_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh! &lt;br /&gt;
| Stage clear&lt;br /&gt;
|-&lt;br /&gt;
| 1701 &lt;br /&gt;
| b_stg_cch_wk_s37_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m almost there! &lt;br /&gt;
|-&lt;br /&gt;
| 1702 &lt;br /&gt;
| b_stg_cch_wk_s38_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now you know why I am the best! &lt;br /&gt;
| A Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1703 &lt;br /&gt;
| b_stg_cch_wk_s38_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it! &lt;br /&gt;
| Stage Clear&lt;br /&gt;
|-&lt;br /&gt;
| 1704 &lt;br /&gt;
| b_stg_cch_wk_s39_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Piece of cake. &lt;br /&gt;
| B Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1705 &lt;br /&gt;
| b_stg_cch_wk_s39_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I did it, Sonic! &lt;br /&gt;
| A Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1706 &lt;br /&gt;
| b_stg_cch_wk_s40_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hmm, that wasn&#039;t so difficult. &lt;br /&gt;
| C Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1707 &lt;br /&gt;
| b_stg_cch_wk_s40_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Very good! &lt;br /&gt;
| B Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1708 &lt;br /&gt;
| b_stg_cch_wk_s41_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I should have tried a little harder. &lt;br /&gt;
| D Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1709 &lt;br /&gt;
| b_stg_cch_wk_s41_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| That was easy! &lt;br /&gt;
| C Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1710 &lt;br /&gt;
| b_stg_cch_wk_s42_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| That was too close. &lt;br /&gt;
| E Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1711 &lt;br /&gt;
| b_stg_cch_wk_s42_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| That was a little tough. &lt;br /&gt;
| D Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1712 &lt;br /&gt;
| b_stg_cch_wk_s43_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now no one stands in my way! &lt;br /&gt;
|-&lt;br /&gt;
| 1713 &lt;br /&gt;
| b_stg_cch_wk_s43_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I got to do better next time. &lt;br /&gt;
| E Rank&lt;br /&gt;
|-&lt;br /&gt;
| 1714 &lt;br /&gt;
| b_stg_cch_wk_s44_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Anytime you&#039;re ready to battle! &lt;br /&gt;
|-&lt;br /&gt;
| 1715 &lt;br /&gt;
| b_stg_cch_wk_s44_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, how&#039;s that?! &lt;br /&gt;
| Clear Tails vs. Eggman 1&lt;br /&gt;
|-&lt;br /&gt;
| 1716 &lt;br /&gt;
| b_stg_cch_wk_s45_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Oto! &lt;br /&gt;
| Ledge grab, which is normally impossible&lt;br /&gt;
|-&lt;br /&gt;
| 1717 &lt;br /&gt;
| b_stg_cch_wk_s45_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Like Sonic, I won&#039;t give up! &lt;br /&gt;
|-&lt;br /&gt;
| 1718 &lt;br /&gt;
| b_stg_cch_wk_s46_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| YUSHO &lt;br /&gt;
| Pick up item&lt;br /&gt;
|-&lt;br /&gt;
| 1719 &lt;br /&gt;
| b_stg_cch_wk_s46_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yo. &lt;br /&gt;
| Ledge grab&lt;br /&gt;
|-&lt;br /&gt;
| 1720 &lt;br /&gt;
| b_stg_cch_wk_s47_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horey. &lt;br /&gt;
| Putting object down&lt;br /&gt;
|-&lt;br /&gt;
| 1721 &lt;br /&gt;
| b_stg_cch_wk_s47_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Isho &lt;br /&gt;
| Picking up object&lt;br /&gt;
|-&lt;br /&gt;
| 1722 &lt;br /&gt;
| b_stg_cch_wk_s48_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horey. &lt;br /&gt;
| Throwing object in midair&lt;br /&gt;
|-&lt;br /&gt;
| 1723 &lt;br /&gt;
| b_stg_cch_wk_s48_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Here. &lt;br /&gt;
| Putting object down&lt;br /&gt;
|-&lt;br /&gt;
| 1724 &lt;br /&gt;
| b_stg_cch_wk_s49_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1725 &lt;br /&gt;
| b_stg_cch_wk_s49_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Throwing object in midair&lt;br /&gt;
|-&lt;br /&gt;
| 1726 &lt;br /&gt;
| b_stg_cch_wk_s50_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yosh... &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1727 &lt;br /&gt;
| b_stg_cch_wk_s50_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1728 &lt;br /&gt;
| b_stg_cch_wk_s51_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Horeyhorey &lt;br /&gt;
| Shaking object&lt;br /&gt;
|-&lt;br /&gt;
| 1729 &lt;br /&gt;
| b_stg_cch_wk_s51_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Everything will be okay. &lt;br /&gt;
| Petting Chao&lt;br /&gt;
|-&lt;br /&gt;
| 1730 &lt;br /&gt;
| b_stg_cch_wk_s52_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| YU &lt;br /&gt;
| Slap/kick&lt;br /&gt;
|-&lt;br /&gt;
| 1731 &lt;br /&gt;
| b_stg_cch_wk_s52_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yusho. &lt;br /&gt;
| Shaking object&lt;br /&gt;
|-&lt;br /&gt;
| 1732 &lt;br /&gt;
| b_stg_cch_wk_s53_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Yes! Recharged! &lt;br /&gt;
| 2P Special Attack ready&lt;br /&gt;
|-&lt;br /&gt;
| 1733 &lt;br /&gt;
| b_stg_cch_wk_s53_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Tail attack&lt;br /&gt;
|-&lt;br /&gt;
| 1734 &lt;br /&gt;
| b_stg_cch_wk_s54_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Go! &lt;br /&gt;
|-&lt;br /&gt;
| 1735 &lt;br /&gt;
| b_stg_cga_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Sonic! Come here if you want to save her life! &lt;br /&gt;
| Crazy Gadget intro (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1736 &lt;br /&gt;
| b_stg_cga_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you doing?! Sonic! There&#039;s no time for games! &lt;br /&gt;
| Plays 2 minutes into Crazy Gadget if the player hasn&#039;t reached the gravity maze (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1737 &lt;br /&gt;
| b_stg_cga_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re too slow! Sonic, if you don&#039;t come here, she will die! &lt;br /&gt;
| Plays 4 minutes into Crazy Gadget and every 2 minutes afterwards until the player reaches the gravity maze (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1738 &lt;br /&gt;
| b_stg_cga_e03_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Emergency! Emergency! &lt;br /&gt;
| Reaching the hallway before the gravity maze in Crazy Gadget (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1739 &lt;br /&gt;
| b_stg_cga_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Well done, Sonic, but you&#039;ll never leave this room alive! Haha! &lt;br /&gt;
| Entering the gravity maze in Crazy Gadget (Story Mode)&lt;br /&gt;
|-&lt;br /&gt;
| 1740 &lt;br /&gt;
| b_stg_cga_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails and Amy are in danger! Hurry, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 1741 &lt;br /&gt;
| b_stg_cga_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The gravity control switch has messed up the forces of gravity! Use the switch to get out. &lt;br /&gt;
|-&lt;br /&gt;
| 1742 &lt;br /&gt;
| b_stg_cga_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can change the gravitational force using the gravity control switch. &lt;br /&gt;
|-&lt;br /&gt;
| 1743 &lt;br /&gt;
| b_stg_cga_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When stuck, use the switch to reverse the force of gravity. &lt;br /&gt;
|-&lt;br /&gt;
| 1744 &lt;br /&gt;
| b_stg_cga_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Homing Attack when the electrical shield is off. &lt;br /&gt;
|-&lt;br /&gt;
| 1745 &lt;br /&gt;
| b_stg_cga_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the high-speed warp tube. Break the glass and jump in! &lt;br /&gt;
|-&lt;br /&gt;
| 1746 &lt;br /&gt;
| b_stg_cga_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grinding is easier using Light Dash. &lt;br /&gt;
|-&lt;br /&gt;
| 1747 &lt;br /&gt;
| b_stg_cga_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Homing Attack to get to the next block. &lt;br /&gt;
|-&lt;br /&gt;
| 1748 &lt;br /&gt;
| b_stg_cga_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| See the item box over there? Jump and get it. Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1749 &lt;br /&gt;
| b_stg_cga_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to throw the switch to activate the missile. If the missile is not there, you have to go back using the spring. &lt;br /&gt;
|-&lt;br /&gt;
| 1750 &lt;br /&gt;
| b_stg_cga_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Amy, Tails, I&#039;m on my way! &lt;br /&gt;
| Crazy Gadget Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1751 &lt;br /&gt;
| b_stg_cga_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This place is a real pain in the butt. &lt;br /&gt;
| Crazy Gadget Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1752 &lt;br /&gt;
| b_stg_cor_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right, Tails! Now, destroy the security door leading to the Cannon&#039;s Core! &lt;br /&gt;
| Reaching the first turn in Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
| 1753 &lt;br /&gt;
| b_stg_cor_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right! Now it&#039;s my turn! &lt;br /&gt;
| Cannon&#039;s Core (Eggman) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1754 &lt;br /&gt;
| b_stg_cor_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! There should be an emergency switch in the dome to drain the liquid out of the core. See if you can find it! &lt;br /&gt;
| Cannon&#039;s Core (Rouge) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1755 &lt;br /&gt;
| b_stg_cor_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Knuckles, can you hear me? The last security door to the core should be in front of you. Find the switch that opens the door. &lt;br /&gt;
| Cannon&#039;s Core (Knuckles) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1756 &lt;br /&gt;
| b_stg_cor_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! Get past the energy field to get to the core! You&#039;re our last chance. We&#039;re depending on you! &lt;br /&gt;
| Cannon&#039;s Core (Sonic) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1757 &lt;br /&gt;
| b_stg_cor_e05_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. The intruder has breached the system area. Initiate debug program. &lt;br /&gt;
| Cannon&#039;s Core (Tails) intro&lt;br /&gt;
|-&lt;br /&gt;
| 1758 &lt;br /&gt;
| b_stg_cor_e06_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. Energy core safe program terminated. Self-repair program initializing. &lt;br /&gt;
| Pressing the emergency switch in Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 1759 &lt;br /&gt;
| b_stg_cor_e07_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| System alert. System alert. Primary security lock system terminated. Initiate final defense systems. &lt;br /&gt;
| Opening the main security door in Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
| 1760 &lt;br /&gt;
| b_stg_cor_e08_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Okay, Tails. There should be a security door somewhere in the room. You need to destroy it! &lt;br /&gt;
| Entering the final room in Cannon&#039;s Core (Tails)&lt;br /&gt;
|-&lt;br /&gt;
| 1761 &lt;br /&gt;
| b_stg_cor_e09_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Great, Eggman! There should be a security door somewhere in this room. &lt;br /&gt;
| Entering the final room in Cannon&#039;s Core (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
| 1762 &lt;br /&gt;
| b_stg_cor_e10_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Good job, Rouge! Hurry! Throw the switch and drain the liquid! &lt;br /&gt;
| Opening the capsule containing the emergency switch in Cannon&#039;s Core (Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 1763 &lt;br /&gt;
| b_stg_cor_e11_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Knuckles, I found the switch on radar. The security door control switch is accessible from the waterway... over there! &lt;br /&gt;
| Passing through the first underwater current in Cannon&#039;s Core (Knuckles)&lt;br /&gt;
|-&lt;br /&gt;
| 1764 &lt;br /&gt;
| b_stg_cor_e12_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic! You should have cleared the electrical disturbance. It&#039;s all up to you now! &lt;br /&gt;
| Approaching the fluid slide in Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
| 1765 &lt;br /&gt;
| b_stg_cor_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine suspends time. Use the switch to stop time for a while. &lt;br /&gt;
|-&lt;br /&gt;
| 1766 &lt;br /&gt;
| b_stg_cor_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You should be able to stop the laser using that switch. &lt;br /&gt;
|-&lt;br /&gt;
| 1767 &lt;br /&gt;
| b_stg_cor_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Activate the time control switch by using the lock-on. &lt;br /&gt;
|-&lt;br /&gt;
| 1768 &lt;br /&gt;
| b_stg_cor_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Break through the floor here! &lt;br /&gt;
|-&lt;br /&gt;
| 1769 &lt;br /&gt;
| b_stg_cor_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There must be a secret passage somewhere in this room. &lt;br /&gt;
|-&lt;br /&gt;
| 1770 &lt;br /&gt;
| b_stg_cor_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You&#039;re running out of air! Did you find the Air Necklace yet? &lt;br /&gt;
|-&lt;br /&gt;
| 1771 &lt;br /&gt;
| b_stg_cor_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If those blocks were not there, you could get through. &lt;br /&gt;
|-&lt;br /&gt;
| 1772 &lt;br /&gt;
| b_stg_cor_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stopping time might stop the water flow. &lt;br /&gt;
|-&lt;br /&gt;
| 1773 &lt;br /&gt;
| b_stg_cor_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The switch to the security lock is located somewhere down there. &lt;br /&gt;
|-&lt;br /&gt;
| 1774 &lt;br /&gt;
| b_stg_cor_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t get through because of the rushing water. &lt;br /&gt;
|-&lt;br /&gt;
| 1775 &lt;br /&gt;
| b_stg_cor_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This switch suspends time. You will be able to stop time for a while. &lt;br /&gt;
|-&lt;br /&gt;
| 1776 &lt;br /&gt;
| b_stg_cor_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can get to the other side if you use the blocks wisely. &lt;br /&gt;
|-&lt;br /&gt;
| 1777 &lt;br /&gt;
| b_stg_cor_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for the laser as you go through here. &lt;br /&gt;
|-&lt;br /&gt;
| 1778 &lt;br /&gt;
| b_stg_cor_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This must be the switch to drain the water, but first, you have to open this capsule. &lt;br /&gt;
|-&lt;br /&gt;
| 1779 &lt;br /&gt;
| b_stg_cor_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The walls in the storage area are too slippery to scale. &lt;br /&gt;
|-&lt;br /&gt;
| 1780 &lt;br /&gt;
| b_stg_cor_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the Sunglasses and use them to find hidden items. &lt;br /&gt;
|-&lt;br /&gt;
| 1781 &lt;br /&gt;
| b_stg_cor_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The area below the enemies has no floor. Be careful not to fall! &lt;br /&gt;
|-&lt;br /&gt;
| 1782 &lt;br /&gt;
| b_stg_cor_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Once you get out of here, it will be up to them! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1783 &lt;br /&gt;
| b_stg_cor_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| There&#039;s no way I can leave without that emerald over there... &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1784 &lt;br /&gt;
| b_stg_cor_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Are we cutting it kind of close? No time! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1785 &lt;br /&gt;
| b_stg_cor_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m unstoppable now! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1786 &lt;br /&gt;
| b_stg_cor_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll give it my best shot! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1787 &lt;br /&gt;
| b_stg_cor_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The central dome must be over there. &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1788 &lt;br /&gt;
| b_stg_cor_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Where is that switch Eggman was talking about? &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1789 &lt;br /&gt;
| b_stg_cor_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Where is that switch? &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1790 &lt;br /&gt;
| b_stg_cor_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The Cannon&#039;s Core is over there. &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1791 &lt;br /&gt;
| b_stg_cor_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I should get over there, now! &lt;br /&gt;
| Cannon&#039;s Core Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1792 &lt;br /&gt;
| b_stg_cs_101_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| The President must be over there! Let&#039;s go! &lt;br /&gt;
| Route 101 intro&lt;br /&gt;
|-&lt;br /&gt;
| 1793 &lt;br /&gt;
| b_stg_cs_101_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Yeah, I found the President! &lt;br /&gt;
| Clear Route 101&lt;br /&gt;
|-&lt;br /&gt;
| 1794 &lt;br /&gt;
| b_stg_cs_101_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m getting closer! &lt;br /&gt;
| Route 101 Checkpoint 1&lt;br /&gt;
|-&lt;br /&gt;
| 1795 &lt;br /&gt;
| b_stg_cs_101_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails! Did you find the President? &lt;br /&gt;
| Route 101 half-way&lt;br /&gt;
|-&lt;br /&gt;
| 1796 &lt;br /&gt;
| b_stg_cs_101_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Almost, Sonic! Just a few more minutes. &lt;br /&gt;
| Route 101 half-way&lt;br /&gt;
|-&lt;br /&gt;
| 1797 &lt;br /&gt;
| b_stg_cs_101_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Something&#039;s on the radar. We are very close! &lt;br /&gt;
| Route 101 (unused)&lt;br /&gt;
|-&lt;br /&gt;
| 1798 &lt;br /&gt;
| b_stg_cs_101_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oh no! I lost him! &lt;br /&gt;
| Route 101 failure by time out&lt;br /&gt;
|-&lt;br /&gt;
| 1799 &lt;br /&gt;
| b_stg_cs_280_e00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m picking up the signal from the emerald. Fox boy, wait for me! &lt;br /&gt;
| Route 280 intro&lt;br /&gt;
|-&lt;br /&gt;
| 1800 &lt;br /&gt;
| b_stg_cs_280_e01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I found it, fox boy! &lt;br /&gt;
| Clear Route 280&lt;br /&gt;
|-&lt;br /&gt;
| 1801 &lt;br /&gt;
| b_stg_cs_280_e02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I must be getting closer! &lt;br /&gt;
| Route 280 first checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1802 &lt;br /&gt;
| b_stg_cs_280_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! Did you find Tails? &lt;br /&gt;
| Route 280 second checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1803 &lt;br /&gt;
| b_stg_cs_280_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Wait a minute. Be quiet! Just leave it to me! &lt;br /&gt;
| Route 280 second checkpoint&lt;br /&gt;
|-&lt;br /&gt;
| 1804 &lt;br /&gt;
| b_stg_cs_280_e05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The signal is strong; the emerald&#039;s close. Yes, I&#039;ve got it! &lt;br /&gt;
|-&lt;br /&gt;
| 1805 &lt;br /&gt;
| b_stg_cs_280_e06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| What a time to run out of gas... &lt;br /&gt;
| Route 280 failure by time out&lt;br /&gt;
|-&lt;br /&gt;
| 1806 &lt;br /&gt;
| b_stg_cty_e00_ot &lt;br /&gt;
| Radio &lt;br /&gt;
| Attention all units! Suspect seen heading south. Block all major roads and capture the suspect. &lt;br /&gt;
| City Escape intro&lt;br /&gt;
|-&lt;br /&gt;
| 1807 &lt;br /&gt;
| b_stg_cty_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao! I&#039;m here to help you! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1808 &lt;br /&gt;
| b_stg_cty_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of military robots around here. Be careful! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1809 &lt;br /&gt;
| b_stg_cty_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button on the ramp and you&#039;ll be able to do a trick! &lt;br /&gt;
| City Escape Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1810 &lt;br /&gt;
| b_stg_cty_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What did I do? &lt;br /&gt;
| City Escape Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1811 &lt;br /&gt;
| b_stg_cty_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| This city sure has some steep hills. &lt;br /&gt;
| City Escape Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1812 &lt;br /&gt;
| b_stg_cyn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the three pieces of the Master Emerald hidden somewhere around here. Use the radar at the bottom of the screen and hints to help you find them all. &lt;br /&gt;
|-&lt;br /&gt;
| 1813 &lt;br /&gt;
| b_stg_cyn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There may be something useful in that box the statue is holding. Find the digging tool in another stage, and then come back. &lt;br /&gt;
|-&lt;br /&gt;
| 1814 &lt;br /&gt;
| b_stg_cyn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This car is very tough! You can&#039;t destroy it, but you can move it with a punch attack. &lt;br /&gt;
|-&lt;br /&gt;
| 1815 &lt;br /&gt;
| b_stg_cyn_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press and hold A button while jumping and you&#039;ll be able to fly short distances. This is called gliding, but you knew that already, right? &lt;br /&gt;
|-&lt;br /&gt;
| 1816 &lt;br /&gt;
| b_stg_cyn_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Super strong wind! Riding the wind is the easiest way to get to high places. &lt;br /&gt;
|-&lt;br /&gt;
| 1817 &lt;br /&gt;
| b_stg_cyn_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Lonely Statue area. He looks lonely! &lt;br /&gt;
|-&lt;br /&gt;
| 1818 &lt;br /&gt;
| b_stg_cyn_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Sphynx Head is buried here. &lt;br /&gt;
|-&lt;br /&gt;
| 1819 &lt;br /&gt;
| b_stg_cyn_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Stone Dance Hall. The wind is very strong in here! &lt;br /&gt;
|-&lt;br /&gt;
| 1820 &lt;br /&gt;
| b_stg_cyn_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Chamber of Wind. Do you see the Wind Altar? &lt;br /&gt;
|-&lt;br /&gt;
| 1821 &lt;br /&gt;
| b_stg_cyn_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this passage to get to the Chamber of Wind. &lt;br /&gt;
|-&lt;br /&gt;
| 1822 &lt;br /&gt;
| b_stg_cyn_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| If I don&#039;t hurry it up, that bat girl will find it first! &lt;br /&gt;
| Wild Canyon Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1823 &lt;br /&gt;
| b_stg_cyn_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That&#039;s some serious wind. &lt;br /&gt;
| Wild Canyon Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1824 &lt;br /&gt;
| b_stg_dlg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Oasis Prison. There are no air pockets! &lt;br /&gt;
|-&lt;br /&gt;
| 1825 &lt;br /&gt;
| b_stg_dlg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to the desert. It&#039;s hot! I saw something in the oasis. Do you want to go there? &lt;br /&gt;
|-&lt;br /&gt;
| 1826 &lt;br /&gt;
| b_stg_dlg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Three pieces of the emerald are hidden somewhere around here. Watch the radar at the bottom of the screen and use hints. It&#039;s the best way to find them all! &lt;br /&gt;
|-&lt;br /&gt;
| 1827 &lt;br /&gt;
| b_stg_dlg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button while jumping to fly, or should I say glide! Isn&#039;t this cool? &lt;br /&gt;
|-&lt;br /&gt;
| 1828 &lt;br /&gt;
| b_stg_dlg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stand on the floating turtle to travel from this oasis to the other. &lt;br /&gt;
|-&lt;br /&gt;
| 1829 &lt;br /&gt;
| b_stg_dlg_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hold onto the swimming turtle to travel through the underwater passage. &lt;br /&gt;
|-&lt;br /&gt;
| 1830 &lt;br /&gt;
| b_stg_dlg_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Oasis. &lt;br /&gt;
|-&lt;br /&gt;
| 1831 &lt;br /&gt;
| b_stg_dlg_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Small Oasis. &lt;br /&gt;
|-&lt;br /&gt;
| 1832 &lt;br /&gt;
| b_stg_dlg_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Three Head Wall. &lt;br /&gt;
|-&lt;br /&gt;
| 1833 &lt;br /&gt;
| b_stg_dlg_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Statue&#039;s Pool. &lt;br /&gt;
|-&lt;br /&gt;
| 1834 &lt;br /&gt;
| b_stg_dlg_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Even if I collect all the pieces, can he really put it back together? &lt;br /&gt;
| Dry Lagoon Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 1835 &lt;br /&gt;
| b_stg_dlg_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I hate places like this! &lt;br /&gt;
|-&lt;br /&gt;
| 1836 &lt;br /&gt;
| b_stg_dtc_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can&#039;t break the steel containers? Find a special pair of gloves, then you can break them and get on your way. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1837 &lt;br /&gt;
| b_stg_dtc_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try digging through parts of walls to get to the other side. Try it on odd-looking walls. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1838 &lt;br /&gt;
| b_stg_dtc_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Red Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1839 &lt;br /&gt;
| b_stg_dtc_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Blue Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1840 &lt;br /&gt;
| b_stg_dtc_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Green Room. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1841 &lt;br /&gt;
| b_stg_dtc_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Pyramid Core. A huge, complex machine is working! &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1842 &lt;br /&gt;
| b_stg_dtc_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find the hourglass to open the door. There must be one somewhere. &lt;br /&gt;
| Death Chamber Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1843 &lt;br /&gt;
| b_stg_dtc_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Where is the key hidden? Think! &lt;br /&gt;
| Death Chamber Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1844 &lt;br /&gt;
| b_stg_dtc_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sheesh! It&#039;s like a maze. &lt;br /&gt;
| Death Chamber Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1845 &lt;br /&gt;
| b_stg_egq_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The key may be buried. Did you find a digging tool? &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1846 &lt;br /&gt;
| b_stg_egq_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try digging into walls that look odd. You might find a secret passageway! &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1847 &lt;br /&gt;
| b_stg_egq_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the beetle robots! Take cover in the shadows, or else it will shoot a laser at you! &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1848 &lt;br /&gt;
| b_stg_egq_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch the enemy detector which is next to the emerald radar. If the detector lights up, be careful. &lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1849 &lt;br /&gt;
| b_stg_egq_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Scorpion Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1850 &lt;br /&gt;
| b_stg_egq_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Fish Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1851 &lt;br /&gt;
| b_stg_egq_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Egg Snake Chamber. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1852 &lt;br /&gt;
| b_stg_egq_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Snake Altar. &lt;br /&gt;
| Egg Quarters Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1853 &lt;br /&gt;
| b_stg_egq_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The key&#039;s got to be somewhere around here. &lt;br /&gt;
| Egg Quarters Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1854 &lt;br /&gt;
| b_stg_egq_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There sure are a lot of weird robots around here. &lt;br /&gt;
| Egg Quarters Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1855 &lt;br /&gt;
| b_stg_enm_e00_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a creepy laugh here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1856 &lt;br /&gt;
| b_stg_enm_e01_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a creepy laugh here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1857 &lt;br /&gt;
| b_stg_enm_e02_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a yell here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1858 &lt;br /&gt;
| b_stg_enm_e03_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a growl here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1859 &lt;br /&gt;
| b_stg_enm_e04_ot &lt;br /&gt;
| Unknown &lt;br /&gt;
| (Beep sound, Japanese dub uses a cackle similar to King Boom Boo here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1860 &lt;br /&gt;
| b_stg_enm_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of Eggman&#039;s robots around here! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1861 &lt;br /&gt;
| b_stg_enm_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of electric shields. They hurt! Attack once the shield is down. &lt;br /&gt;
| Spark Beetle GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1862 &lt;br /&gt;
| b_stg_enm_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use enemies to get to higher places. &lt;br /&gt;
|-&lt;br /&gt;
| 1863 &lt;br /&gt;
| b_stg_enm_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Move the analogue thumbpad back and forth to escape the enemy ball trap. &lt;br /&gt;
|-&lt;br /&gt;
| 1864 &lt;br /&gt;
| b_stg_enm_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your punch attack to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1865 &lt;br /&gt;
| b_stg_enm_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your kick attack to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1866 &lt;br /&gt;
| b_stg_enm_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the Somersault to defeat the spiked cars. &lt;br /&gt;
|-&lt;br /&gt;
| 1867 &lt;br /&gt;
| b_stg_enm_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Square cars are invincible! Knock them off their tracks. &lt;br /&gt;
| Rhino Metal GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1868 &lt;br /&gt;
| b_stg_enm_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the shield robots, attack their feet. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1869 &lt;br /&gt;
| b_stg_enm_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the shield robots, use your punch attack. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1870 &lt;br /&gt;
| b_stg_enm_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using your kick attack to defeat the shield robots. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1871 &lt;br /&gt;
| b_stg_enm_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Homing Attacks are useless against the shield robots. Try punching them when they get close. &lt;br /&gt;
| Shield Hunter GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1872 &lt;br /&gt;
| b_stg_enm_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing bullets from the robots. They will follow you! &lt;br /&gt;
|-&lt;br /&gt;
| 1873 &lt;br /&gt;
| b_stg_enm_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To defeat the bomb robots, try locking on to the bombs and robots. &lt;br /&gt;
| Hornet-type GUN robot hint&lt;br /&gt;
|-&lt;br /&gt;
| 1874 &lt;br /&gt;
| b_stg_enm_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| These ghosts sure like teasing you! Kind of scary, though. &lt;br /&gt;
|-&lt;br /&gt;
| 1875 &lt;br /&gt;
| b_stg_enm_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If a ghost grabs you, move the analogue thumbpad back and forth to escape. &lt;br /&gt;
|-&lt;br /&gt;
| 1876 &lt;br /&gt;
| b_stg_enm_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack the big ghost and make him shrink. &lt;br /&gt;
|-&lt;br /&gt;
| 1877 &lt;br /&gt;
| b_stg_enm_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are some robots that look like research projects. &lt;br /&gt;
| Artificial Chaos hint&lt;br /&gt;
|-&lt;br /&gt;
| 1878 &lt;br /&gt;
| b_stg_enm_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful of the Artificial Chaos&#039; sting! It hurts! &lt;br /&gt;
|-&lt;br /&gt;
| 1879 &lt;br /&gt;
| b_stg_enm_h19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aim for its head! That&#039;s its weak point. &lt;br /&gt;
| Artificial Chaos hint&lt;br /&gt;
|-&lt;br /&gt;
| 1880 &lt;br /&gt;
| b_stg_enm_h20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know that you can pick up the bombs and throw them? &lt;br /&gt;
|-&lt;br /&gt;
| 1881 &lt;br /&gt;
| b_stg_enm_h21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the Vulcan Fighter! Its cannon is very powerful. If you see it, run! &lt;br /&gt;
|-&lt;br /&gt;
| 1882 &lt;br /&gt;
| b_stg_ete_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m scared of high places! Use hovering to slow down. &lt;br /&gt;
|-&lt;br /&gt;
| 1883 &lt;br /&gt;
| b_stg_ete_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If the dynamite packs explode, the colony will be damaged. You will be sucked out into space! Remember, explosives are very bad! &lt;br /&gt;
|-&lt;br /&gt;
| 1884 &lt;br /&gt;
| b_stg_ete_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lots of dynamite packs around here! Be very careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1885 &lt;br /&gt;
| b_stg_ete_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Dynamite packs on the floor, too! Be careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1886 &lt;br /&gt;
| b_stg_ete_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, to release the lock-on, hold B button down. &lt;br /&gt;
|-&lt;br /&gt;
| 1887 &lt;br /&gt;
| b_stg_ete_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s the colony&#039;s power generator. You have to destroy it! &lt;br /&gt;
|-&lt;br /&gt;
| 1888 &lt;br /&gt;
| b_stg_ete_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The landing area is down there. Try landing over there! Are you okay? &lt;br /&gt;
|-&lt;br /&gt;
| 1889 &lt;br /&gt;
| b_stg_ete_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This door is locked! The switch to unlock the door should be around here somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 1890 &lt;br /&gt;
| b_stg_ete_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To break the steel container, you need a stronger weapon. &lt;br /&gt;
|-&lt;br /&gt;
| 1891 &lt;br /&gt;
| b_stg_ete_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Over there is the main tower where the power generator is located. Let&#039;s go! Don&#039;t be afraid. &lt;br /&gt;
|-&lt;br /&gt;
| 1892 &lt;br /&gt;
| b_stg_ete_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to find the power supply and destroy it! &lt;br /&gt;
| Eternal Engine Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1893 &lt;br /&gt;
| b_stg_ete_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s getting hard to breathe in here. &lt;br /&gt;
| Eternal Engine Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1894 &lt;br /&gt;
| b_stg_fal_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful not to fall! &lt;br /&gt;
|-&lt;br /&gt;
| 1895 &lt;br /&gt;
| b_stg_fal_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember, there is no air from this point on. Careful! &lt;br /&gt;
|-&lt;br /&gt;
| 1896 &lt;br /&gt;
| b_stg_fal_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go up! &lt;br /&gt;
|-&lt;br /&gt;
| 1897 &lt;br /&gt;
| b_stg_fch_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Stay away from the spinning drum or you will be sucked in. Try running! &lt;br /&gt;
|-&lt;br /&gt;
| 1898 &lt;br /&gt;
| b_stg_fch_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I don&#039;t know who you are, but I will destroy you. &lt;br /&gt;
| Final Chase Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1899 &lt;br /&gt;
| b_stg_fch_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| This place hasn&#039;t changed a bit. &lt;br /&gt;
| Final Chase Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1900 &lt;br /&gt;
| b_stg_for_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left. This island is about to explode! &lt;br /&gt;
| Green Forest Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1901 &lt;br /&gt;
| b_stg_for_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There are even military robots here, too. &lt;br /&gt;
| Green Forest Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1902 &lt;br /&gt;
| b_stg_fru_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Artificial Chaos! They are different than the ones you&#039;ve seen before. &lt;br /&gt;
|-&lt;br /&gt;
| 1903 &lt;br /&gt;
| b_stg_fru_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try jumping on the rail. Try grinding from here! &lt;br /&gt;
|-&lt;br /&gt;
| 1904 &lt;br /&gt;
| b_stg_fru_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get more speed using Jump Dash! Try grinding up the steep incline. It&#039;s fun! &lt;br /&gt;
|-&lt;br /&gt;
| 1905 &lt;br /&gt;
| b_stg_fru_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The pipes are like a maze! Use the light-colored pipes to find your way out. &lt;br /&gt;
|-&lt;br /&gt;
| 1906 &lt;br /&gt;
| b_stg_fru_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time to waste. It&#039;s about to fire! &lt;br /&gt;
| Final Rush Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1907 &lt;br /&gt;
| b_stg_fru_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1908 &lt;br /&gt;
| b_stg_fru_w02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s nothing that can stop me, even when I&#039;m in outer space. &lt;br /&gt;
| Final Rush Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1909 &lt;br /&gt;
| b_stg_gat_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Intruder alert! Assume Level 1 defense formation. &lt;br /&gt;
| Iron Gate intro&lt;br /&gt;
|-&lt;br /&gt;
| 1910 &lt;br /&gt;
| b_stg_gat_e01_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 1 security door breach. Emergency formation. Intercept intruder! &lt;br /&gt;
| Destroying the first security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1911 &lt;br /&gt;
| b_stg_gat_e02_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 2 security door breach! Level 2 security door breach! &lt;br /&gt;
| Destroying the first Level 2 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1912 &lt;br /&gt;
| b_stg_gat_e03_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 3 security door breach! Intruder has breached section 3-8. Get him! &lt;br /&gt;
| Destroying the first Level 3 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1913 &lt;br /&gt;
| b_stg_gat_e04_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 4 security door breach! &lt;br /&gt;
| Destroying the first Level 4 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1914 &lt;br /&gt;
| b_stg_gat_e05_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Level 5 security door breach! Switch to emergency defense mode! Lock down final security door! &lt;br /&gt;
| Destroying the first Level 5 security door in Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 1915 &lt;br /&gt;
| b_stg_gat_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Eggman&#039;s weapon the destroy the security door. &lt;br /&gt;
|-&lt;br /&gt;
| 1916 &lt;br /&gt;
| b_stg_gat_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The door is locked in four places! Lock-on to all four to destroy it. &lt;br /&gt;
|-&lt;br /&gt;
| 1917 &lt;br /&gt;
| b_stg_gat_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This security door cannot be destroyed with your weapon. Look for the missile! &lt;br /&gt;
|-&lt;br /&gt;
| 1918 &lt;br /&gt;
| b_stg_gat_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No matter what you do, it&#039;s mine! &lt;br /&gt;
| Iron Gate Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1919 &lt;br /&gt;
| b_stg_gat_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Do you think that pile of junk is going to stop me? &lt;br /&gt;
| Iron Gate Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1920 &lt;br /&gt;
| b_stg_har_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Missile launch in 15 seconds. &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1921 &lt;br /&gt;
| b_stg_har_e01_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| 10, 9, 8, 7, 6, 5, 4, 3, 2, 1... &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1922 &lt;br /&gt;
| b_stg_har_e02_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| Fire. &lt;br /&gt;
| Metal Harbour Missile Section&lt;br /&gt;
|-&lt;br /&gt;
| 1923 &lt;br /&gt;
| b_stg_har_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The missile is about to be fired! Grab hold of the handle and you should be able to make it. Hurry! There&#039;s no time left! &lt;br /&gt;
| Metal Harbour Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1924 &lt;br /&gt;
| b_stg_har_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press B button to use the Light Shoes. Use them when you get near a path of rings. &lt;br /&gt;
| Metal Harbour Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1925 &lt;br /&gt;
| b_stg_har_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t let go of the analogue thumbpad while doing the loop-de-loop! &lt;br /&gt;
|-&lt;br /&gt;
| 1926 &lt;br /&gt;
| b_stg_har_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m out of here! &lt;br /&gt;
| Metal Harbour Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1927 &lt;br /&gt;
| b_stg_har_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m impressed. &lt;br /&gt;
| Metal Harbour Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1928 &lt;br /&gt;
| b_stg_hbs_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| That&#039;s quicksand and very dangerous! Avoid falling into the sand. &lt;br /&gt;
|-&lt;br /&gt;
| 1929 &lt;br /&gt;
| b_stg_hbs_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try shooting strange-looking walls. You can find your way out. &lt;br /&gt;
|-&lt;br /&gt;
| 1930 &lt;br /&gt;
| b_stg_hbs_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Blow up the dynamite packs on the pillars and the platforms will collapse. &lt;br /&gt;
|-&lt;br /&gt;
| 1931 &lt;br /&gt;
| b_stg_hbs_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| There must be a way to get in there. &lt;br /&gt;
| Hidden Base Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1932 &lt;br /&gt;
| b_stg_hbs_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Can I break this? &lt;br /&gt;
| Hidden Base Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1933 &lt;br /&gt;
| b_stg_hwy_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Slide across the suspension cable on the bridge. &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1934 &lt;br /&gt;
| b_stg_hwy_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Slide across the suspension cable on the bridge. Press A button at the end and jump even farther! &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1935 &lt;br /&gt;
| b_stg_hwy_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button at the right time when swinging on the bar and see what happens! &lt;br /&gt;
| Radical Highway hint&lt;br /&gt;
|-&lt;br /&gt;
| 1936 &lt;br /&gt;
| b_stg_hwy_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Let&#039;s ditch these guys and blow this city. &lt;br /&gt;
| Radical Highway Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1937 &lt;br /&gt;
| b_stg_hwy_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Foolish humans... &lt;br /&gt;
| Radical Highway Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1938 &lt;br /&gt;
| b_stg_jng_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lots of vines around here. Grab on and take it for a ride! If you find one, give it a try! &lt;br /&gt;
|-&lt;br /&gt;
| 1939 &lt;br /&gt;
| b_stg_jng_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try Somersaulting to get through really tight spaces! &lt;br /&gt;
|-&lt;br /&gt;
| 1940 &lt;br /&gt;
| b_stg_jng_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to waste. It&#039;s about to explode! &lt;br /&gt;
| White Jungle Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1941 &lt;br /&gt;
| b_stg_jng_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Fog... it doesn&#039;t bother me. &lt;br /&gt;
| White Jungle Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1942 &lt;br /&gt;
| b_stg_lco_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The colony was shut down 50 years ago. The only thing left are the guard robots! &lt;br /&gt;
| Lost Colony information&lt;br /&gt;
|-&lt;br /&gt;
| 1943 &lt;br /&gt;
| b_stg_lco_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Enemies may be hiding in the dark, so be careful as you proceed. &lt;br /&gt;
|-&lt;br /&gt;
| 1944 &lt;br /&gt;
| b_stg_lco_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are many holes in the floor. Be careful not to fall in! &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1945 &lt;br /&gt;
| b_stg_lco_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you fall into the hole, that&#039;s the end. Try hovering over them. &lt;br /&gt;
|-&lt;br /&gt;
| 1946 &lt;br /&gt;
| b_stg_lco_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Defeating the enemies brightens the room, so you can see better. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1947 &lt;br /&gt;
| b_stg_lco_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s useless to run around in circles! Find a way out of the maze. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1948 &lt;br /&gt;
| b_stg_lco_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Are you stuck? Try going up and down. I know you will find a way out! &lt;br /&gt;
|-&lt;br /&gt;
| 1949 &lt;br /&gt;
| b_stg_lco_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try hovering to fly over it. &lt;br /&gt;
| Lost Colony hint&lt;br /&gt;
|-&lt;br /&gt;
| 1950 &lt;br /&gt;
| b_stg_lco_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can you see the step below you? Try hovering to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 1951 &lt;br /&gt;
| b_stg_lco_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I thought the central control room was this way! &lt;br /&gt;
| Lost Colony Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1952 &lt;br /&gt;
| b_stg_lco_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Could this be the place my grandfather wrote of? &lt;br /&gt;
| Lost Colony Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1953 &lt;br /&gt;
| b_stg_mds_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It feels good floating! Bet jumping higher would be a breeze here. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1954 &lt;br /&gt;
| b_stg_mds_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I sense an electrical disturbance here. The detector is not working right! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1955 &lt;br /&gt;
| b_stg_mds_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The electrical disturbance is affecting all the machines! Don&#039;t trust them. Don&#039;t be fooled by the hints from them! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1956 &lt;br /&gt;
| b_stg_mds_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Detector readings are reversed! Be very careful. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1957 &lt;br /&gt;
| b_stg_mds_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are planets here that affect the gravity. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1958 &lt;br /&gt;
| b_stg_mds_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try finding something that will get you to the other planets. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1959 &lt;br /&gt;
| b_stg_mds_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Bumpy Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1960 &lt;br /&gt;
| b_stg_mds_h06_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1959 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1961 &lt;br /&gt;
| b_stg_mds_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Capsule Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1962 &lt;br /&gt;
| b_stg_mds_h07_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1961 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1963 &lt;br /&gt;
| b_stg_mds_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Holy Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1964 &lt;br /&gt;
| b_stg_mds_h08_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1963 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1965 &lt;br /&gt;
| b_stg_mds_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Spherical Planet. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1966 &lt;br /&gt;
| b_stg_mds_h09_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1965 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1967 &lt;br /&gt;
| b_stg_mds_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Looks like we&#039;ll have all the pieces shortly. &lt;br /&gt;
| Mad Space Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1968 &lt;br /&gt;
| b_stg_mds_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm... these hints make no sense. &lt;br /&gt;
| Mad Space Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1969 &lt;br /&gt;
| b_stg_meh_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There&#039;s nowhere to land in space. Don&#039;t go too far away, and be careful! &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1970 &lt;br /&gt;
| b_stg_meh_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Gravity is very weak here. You can jump higher and move huge boulders with ease. &lt;br /&gt;
| Mad Space Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1971 &lt;br /&gt;
| b_stg_meh_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Meteorites can be broken and you may find items buried deep inside! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1972 &lt;br /&gt;
| b_stg_meh_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful! Falling meteorites! If you get hit, it&#039;ll hurt! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1973 &lt;br /&gt;
| b_stg_meh_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Dimpled Meteorite. Looks like you can&#039;t go up! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1974 &lt;br /&gt;
| b_stg_meh_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Meteorite. Beware of falling meteorites! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1975 &lt;br /&gt;
| b_stg_meh_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Small Meteorite. Watch for dangerous traps! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1976 &lt;br /&gt;
| b_stg_meh_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Holy Meteorite. If you fall in, you die! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1977 &lt;br /&gt;
| b_stg_meh_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Cracked Meteorite. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1978 &lt;br /&gt;
| b_stg_meh_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Huge Meteorite. Beware of falling meteorites! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1979 &lt;br /&gt;
| b_stg_meh_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the meteorite with a huge wall. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1980 &lt;br /&gt;
| b_stg_meh_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Tunnel Meteorite. &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1981 &lt;br /&gt;
| b_stg_meh_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This just doesn&#039;t make any sense. What are the emeralds doing in space? &lt;br /&gt;
| Meteor Herd Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1982 &lt;br /&gt;
| b_stg_meh_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Something&#039;s affecting the gravity here. &lt;br /&gt;
| Meteor Herd Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1983 &lt;br /&gt;
| b_stg_meh_w02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;copy of 1982&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 1984 &lt;br /&gt;
| b_stg_mis_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The earth shakes a lot here. Be careful! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1985 &lt;br /&gt;
| b_stg_mis_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Earthquake! Earthquake! Hurry and run! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1986 &lt;br /&gt;
| b_stg_mis_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of falling objects! Be very careful! &lt;br /&gt;
| Meteor Herd Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1987 &lt;br /&gt;
| b_stg_mis_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When a robot is hiding behind something, it&#039;s easier to aim from far away, and then lock-on. &lt;br /&gt;
|-&lt;br /&gt;
| 1988 &lt;br /&gt;
| b_stg_mis_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lock-on to as many dynamite packs as possible. It&#039;s a chance to get more points! &lt;br /&gt;
|-&lt;br /&gt;
| 1989 &lt;br /&gt;
| b_stg_mis_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to lose &#039;em. There must be a place to hide! &lt;br /&gt;
| Mission Street Idle 1&lt;br /&gt;
|-&lt;br /&gt;
| 1990 &lt;br /&gt;
| b_stg_mis_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I hate earthquakes! &lt;br /&gt;
| Mission Street Idle 2&lt;br /&gt;
|-&lt;br /&gt;
| 1991 &lt;br /&gt;
| b_stg_mis_w01_tl_1 &lt;br /&gt;
| Tails &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 1990 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 1992 &lt;br /&gt;
| b_stg_pca_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Flip the hourglass to open the door. Watch the hourglass; doors close when time is up. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1993 &lt;br /&gt;
| b_stg_pca_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Can&#039;t get through the door before it closes? Try a Somersault! &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1994 &lt;br /&gt;
| b_stg_pca_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Throw the switch. There might be a surprise waiting! &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1995 &lt;br /&gt;
| b_stg_pca_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This door looks different from others. It may open if you put something here. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1996 &lt;br /&gt;
| b_stg_pca_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I found the key to the door at the dead-end over there. Bring it here to open the door. &lt;br /&gt;
| Pyramid Cave Hint&lt;br /&gt;
|-&lt;br /&gt;
| 1997 &lt;br /&gt;
| b_stg_pca_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s got to be a way I can get out of this place. &lt;br /&gt;
| Pyramid Cave Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 1998 &lt;br /&gt;
| b_stg_pca_w01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| So this is what the inside of a pyramid looks like. &lt;br /&gt;
| Pyramid Cave Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 1999 &lt;br /&gt;
| b_stg_phl_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the ghost train turntable. Look for a switch that changes the train&#039;s direction. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2000 &lt;br /&gt;
| b_stg_phl_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The emerald may be buried underground. Did you find a digging tool? &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2001 &lt;br /&gt;
| b_stg_phl_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Ghost Train Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2002 &lt;br /&gt;
| b_stg_phl_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Church Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2003 &lt;br /&gt;
| b_stg_phl_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This rocket will take you to Pumpkin Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2004 &lt;br /&gt;
| b_stg_phl_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Ghost Train Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2005 &lt;br /&gt;
| b_stg_phl_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Church Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2006 &lt;br /&gt;
| b_stg_phl_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Pumpkin Mountain. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2007 &lt;br /&gt;
| b_stg_phl_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is Pumpkin Field. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2008 &lt;br /&gt;
| b_stg_phl_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the ghost train turntable. Move the switch in the direction you want the train to go. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2009 &lt;br /&gt;
| b_stg_phl_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use this rocket to get to the top of the mountain fast. &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2010 &lt;br /&gt;
| b_stg_phl_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Using this rocket makes scaling mountains a breeze! &lt;br /&gt;
| Pumpkin Hill Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2011 &lt;br /&gt;
| b_stg_phl_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I can sense a piece of the emerald is nearby. &lt;br /&gt;
| Pumpkin Hill Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2012 &lt;br /&gt;
| b_stg_phl_w01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What a weird place. &lt;br /&gt;
| Pumpkin Hill Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2013 &lt;br /&gt;
| b_stg_prl_e00_ot &lt;br /&gt;
| Announcer &lt;br /&gt;
| (Beep sound, Japanese dub uses dialogue here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2014 &lt;br /&gt;
| b_stg_prl_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If the prison doors are shut, don&#039;t worry. Defeat all enemies around here and the doors open automatically. &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2015 &lt;br /&gt;
| b_stg_prl_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the mini-lift. Jump on it to go up. &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2016 &lt;br /&gt;
| b_stg_prl_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The prison door is shut because there are some enemies to defeat. Find them all! &lt;br /&gt;
| Prison Lane Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2017 &lt;br /&gt;
| b_stg_prl_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ve got to find Sonic. He&#039;s in jail! &lt;br /&gt;
| Prison Lane Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2018 &lt;br /&gt;
| b_stg_prl_w01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| This place is huge. &lt;br /&gt;
| Prison Lane Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2019 &lt;br /&gt;
| b_stg_sch_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! Get the Chaos Emeralds before the military finds you! &lt;br /&gt;
| Security Hall intro (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2020 &lt;br /&gt;
| b_stg_sch_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hurry up, Rouge! The island is set to blow up! &lt;br /&gt;
| One minute into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2021 &lt;br /&gt;
| b_stg_sch_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you doing? Get going! Bring me the Chaos Emeralds NOW. &lt;br /&gt;
| Two minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2022 &lt;br /&gt;
| b_stg_sch_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What in the world are you doing? You took longer than you were supposed to! &lt;br /&gt;
| Three minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2023 &lt;br /&gt;
| b_stg_sch_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Rouge! It&#039;s going to explode! Hurry up! Get going! &lt;br /&gt;
| Four minutes into Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2024 &lt;br /&gt;
| b_stg_sch_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No! That&#039;s no good! You&#039;ve spoiled my plans! &lt;br /&gt;
| Five seconds from failing Security Hall (Mission 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2025 &lt;br /&gt;
| b_stg_sch_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look out for the red laser! It&#039;s really hot, so don&#039;t touch it! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2026 &lt;br /&gt;
| b_stg_sch_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To open the safe, grab hold of the wall and dig into the center. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2027 &lt;br /&gt;
| b_stg_sch_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| All safes are locked! There may be a switch to unlock them in the room upstairs. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2028 &lt;br /&gt;
| b_stg_sch_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Check every floor to unlock each safe. Each floor has a color-coded switch that matches the safe you want to unlock. Find them all! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2029 &lt;br /&gt;
| b_stg_sch_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you remember which floor the safes are on that you want to open? &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2030 &lt;br /&gt;
| b_stg_sch_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| First floor is red, second floor is yellow, and the third floor is blue. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2031 &lt;br /&gt;
| b_stg_sch_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is A Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2032 &lt;br /&gt;
| b_stg_sch_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is B Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2033 &lt;br /&gt;
| b_stg_sch_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is C Block. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2034 &lt;br /&gt;
| b_stg_sch_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get to the upstairs room from here. &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2035 &lt;br /&gt;
| b_stg_sch_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch the laser patterns. It&#039;s hot, so don&#039;t let it hit you! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2036 &lt;br /&gt;
| b_stg_sch_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t dig through the floor or walls because they are too strong! &lt;br /&gt;
| Security Hall Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2037 &lt;br /&gt;
| b_stg_sch_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ll check on that data on Shadow later. &lt;br /&gt;
| Security Hall Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2038 &lt;br /&gt;
| b_stg_sch_w01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| You must be kidding. The security here is a joke! &lt;br /&gt;
| Security Hall Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2039 &lt;br /&gt;
| b_stg_sky_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The more you jump on this gizmo, the higher it will take you. Keep jumping until you reach the top! &lt;br /&gt;
| Sky Rail Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2040 &lt;br /&gt;
| b_stg_sky_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Press A button and use the analogue thumbpad while grinding to jump from rail to rail. &lt;br /&gt;
| Sky Rail Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2041 &lt;br /&gt;
| b_stg_sky_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The last Chaos Emerald will be within my reach soon. &lt;br /&gt;
| Sky Rail Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2042 &lt;br /&gt;
| b_stg_sky_w01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That rail sure came in handy. &lt;br /&gt;
| Sky Rail Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2043 &lt;br /&gt;
| b_stg_soc_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for the quicksand below! If you fall in, there&#039;s no way out! &lt;br /&gt;
| Hidden Base Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2044 &lt;br /&gt;
| b_stg_soc_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can knock over the pillar by using the dynamite packs below. Be careful not to get squashed! &lt;br /&gt;
| Hidden Base Hint&lt;br /&gt;
|-&lt;br /&gt;
| 2045 &lt;br /&gt;
| b_stg_soc_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Now I&#039;ve got to start over from the base! &lt;br /&gt;
| Sand Ocean Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2046 &lt;br /&gt;
| b_stg_soc_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| My machines hate the sand! I&#039;ve got to get out of here. &lt;br /&gt;
| Sand Ocean Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2047 &lt;br /&gt;
| b_stg_sog_sn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The weak point is the head. Find a way to the top! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2048 &lt;br /&gt;
| b_stg_sog_sn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try to stay behind it. That&#039;s the way to get on top! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2049 &lt;br /&gt;
| b_stg_sog_sn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try using your Bounce Attack. It&#039;s the easiest way up! &lt;br /&gt;
| Egg Golem (Sonic) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2050 &lt;br /&gt;
| b_stg_sog_wk_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| His weak point is in his body! First, break the outside. &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2051 &lt;br /&gt;
| b_stg_sog_wk_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep shooting the cannon! His weak point will appear. &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2052 &lt;br /&gt;
| b_stg_sog_wk_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack his weak point. It&#039;s underneath his exterior! &lt;br /&gt;
| Egg Golem (Eggman) hint&lt;br /&gt;
|-&lt;br /&gt;
| 2053 &lt;br /&gt;
| b_stg_stn_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1114 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2054 &lt;br /&gt;
| b_stg_stn_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1125 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2055 &lt;br /&gt;
| b_stg_stn_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1136 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2056 &lt;br /&gt;
| b_stg_stn_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1147 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2057 &lt;br /&gt;
| b_stg_stn_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1158 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2058 &lt;br /&gt;
| b_stg_stn_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1169 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2059 &lt;br /&gt;
| b_stg_stn_06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1180 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2060 &lt;br /&gt;
| b_stg_stn_07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| (Beep sound, Japanese dub uses 1191 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2061 &lt;br /&gt;
| b_stg_wal_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The gravity is very weak, so try to go up by hovering. Get to high places with ease! &lt;br /&gt;
|-&lt;br /&gt;
| 2062 &lt;br /&gt;
| b_stg_wal_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic, this time I can&#039;t lose! &lt;br /&gt;
| Cosmic Wall Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2063 &lt;br /&gt;
| b_stg_wal_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Boy! This walker design is perfectly suited for space. &lt;br /&gt;
| Cosmic Wall Idle Quote 2&lt;br /&gt;
|-&lt;br /&gt;
| 2064 &lt;br /&gt;
| b_stg_wpb_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you find the cannon? Use it on the steel containers. &lt;br /&gt;
|-&lt;br /&gt;
| 2065 &lt;br /&gt;
| b_stg_wpb_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Let&#039;s see if I can have some fun now! &lt;br /&gt;
| Weapons Bed Idle Quote 1&lt;br /&gt;
|-&lt;br /&gt;
| 2066 &lt;br /&gt;
| b_stg_wpb_w01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Those fools are no match for me! &lt;br /&gt;
| Weapons Bed Idle Quote 2/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2067 &lt;br /&gt;
| bos_eg1_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! You&#039;re just a kid! You couldn&#039;t beat me in a hundred years! Stupid little fox. &lt;br /&gt;
| vs Tails 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2068 &lt;br /&gt;
| bos_eg1_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What? &lt;br /&gt;
| vs Tails 1 Hurt 1&lt;br /&gt;
|-&lt;br /&gt;
| 2069 &lt;br /&gt;
| bos_eg1_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ouch! That&#039;s it! I&#039;m going to destroy you! &lt;br /&gt;
| vs Tails 1 Hurt 2&lt;br /&gt;
|-&lt;br /&gt;
| 2070 &lt;br /&gt;
| bos_eg1_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2071 &lt;br /&gt;
| bos_eg1_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You won&#039;t escape me this time! &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2072 &lt;br /&gt;
| bos_eg1_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! Now you&#039;ve made me mad. &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2073 &lt;br /&gt;
| bos_eg1_e06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Darn! I let my guard down... &lt;br /&gt;
| vs Tails 1 Defeated&lt;br /&gt;
|-&lt;br /&gt;
| 2074 &lt;br /&gt;
| bos_eg1_e07_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! What&#039;s wrong? Ready to surrender? &lt;br /&gt;
| vs Tails 1&lt;br /&gt;
|-&lt;br /&gt;
| 2075 &lt;br /&gt;
| bos_eg1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s Vulcan Cannon. Lock-on to defeat him! &lt;br /&gt;
|-&lt;br /&gt;
| 2076 &lt;br /&gt;
| bos_eg1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Lock-on to Eggman when you get next to him or behind him. &lt;br /&gt;
|-&lt;br /&gt;
| 2077 &lt;br /&gt;
| bos_eg1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You will slowly recover your health by collecting rings. &lt;br /&gt;
|-&lt;br /&gt;
| 2078 &lt;br /&gt;
| bos_eg1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t just run around! Stay alert and keep shooting. &lt;br /&gt;
|-&lt;br /&gt;
| 2079 &lt;br /&gt;
| bos_eg2_e00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You&#039;re no match for me, you weak little fox! &lt;br /&gt;
| Tails vs. Eggman 2 boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2080 &lt;br /&gt;
| bos_eg2_e01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Ah! Don&#039;t think you&#039;ve won yet! &lt;br /&gt;
|-&lt;br /&gt;
| 2081 &lt;br /&gt;
| bos_eg2_e02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Whoa! Now you&#039;ve done it, Tails! &lt;br /&gt;
| Reduced to critical health (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2082 &lt;br /&gt;
| bos_eg2_e03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| No! I can&#039;t lose to Tails...! &lt;br /&gt;
| Defeated (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2083 &lt;br /&gt;
| bos_eg2_e04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| All right! No more games, Tails! &lt;br /&gt;
| Preparing special attack (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2084 &lt;br /&gt;
| bos_eg2_e05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Take this! &lt;br /&gt;
|-&lt;br /&gt;
| 2085 &lt;br /&gt;
| bos_eg2_e06_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! Now, give me the emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2086 &lt;br /&gt;
| bos_eg2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! Take cover behind the wall or use lock-on to destroy it. &lt;br /&gt;
|-&lt;br /&gt;
| 2087 &lt;br /&gt;
| bos_eg2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s special attack! It&#039;s strong and inflicts lots of damage. Learn his moves, then dodge him! &lt;br /&gt;
|-&lt;br /&gt;
| 2088 &lt;br /&gt;
| bos_eg2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! Hide behind the wall to avoid damage. &lt;br /&gt;
|-&lt;br /&gt;
| 2089 &lt;br /&gt;
| bos_eg2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of the homing missile! When it gets close, use something to smash it. &lt;br /&gt;
|-&lt;br /&gt;
| 2090 &lt;br /&gt;
| bos_eg2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch out for Eggman&#039;s special attack! It&#039;s very painful. Move quickly to avoid it! &lt;br /&gt;
|-&lt;br /&gt;
| 2091 &lt;br /&gt;
| bos_grb_bf_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| Spider Troop Big Foot reporting to headquarters. Intruder has been located. &lt;br /&gt;
| City Escape Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2092 &lt;br /&gt;
| bos_grb_bf_e01_ot &lt;br /&gt;
| Radio &lt;br /&gt;
| Copy that. &lt;br /&gt;
| City Escape Boss 1 Responder&lt;br /&gt;
|-&lt;br /&gt;
| 2093 &lt;br /&gt;
| bos_grb_bf_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Spider Troop Big Foot. Big Foot to headquarters, over! We&#039;ve engaged the enemy and request backup! &lt;br /&gt;
| City Escape Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2094 &lt;br /&gt;
| bos_grb_bf_e03_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| What?! For just one hedgehog?! &lt;br /&gt;
| City Escape Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2095 &lt;br /&gt;
| bos_grb_bf_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aim for the cockpit! That&#039;s its weak point. &lt;br /&gt;
|-&lt;br /&gt;
| 2096 &lt;br /&gt;
| bos_grb_bf_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You won&#039;t be able to attack it while it&#039;s airborne. Wait until it lands, then attack the fighter&#039;s cockpit. &lt;br /&gt;
|-&lt;br /&gt;
| 2097 &lt;br /&gt;
| bos_grb_bf_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your rings wisely. Pick up one at a time as needed. &lt;br /&gt;
|-&lt;br /&gt;
| 2098 &lt;br /&gt;
| bos_grb_fd_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Flying Dog to headquarters. Intruder found entering Security Hall. Preparing to attack. &lt;br /&gt;
| Security Hall Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2099 &lt;br /&gt;
| bos_grb_fd_e01_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Flying Dog to headquarters. We&#039;re taking heavy damage! Close the Security Hall. &lt;br /&gt;
| Security Hall Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2100 &lt;br /&gt;
| bos_grb_fd_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| It&#039;s just not possible! This Flying Dog can&#039;t be destroyed...! &lt;br /&gt;
| Security Hall Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2101 &lt;br /&gt;
| bos_grb_fd_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This fighter never lands! Climb to the top and then use your glide attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2102 &lt;br /&gt;
| bos_grb_fd_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack when it stops! You can also attack it when it&#039;s charging up or firing a missile. &lt;br /&gt;
|-&lt;br /&gt;
| 2103 &lt;br /&gt;
| bos_grb_g0_e00_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Scorpion Troop&#039;s Hot Shot. Enemy movement has been detected. En route to intercept and destroy. &lt;br /&gt;
| Iron Gate Shadow Boss 1&lt;br /&gt;
|-&lt;br /&gt;
| 2104 &lt;br /&gt;
| bos_grb_g0_e01_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| This is Scorpion Troop&#039;s Hot Shot. The enemy is stronger than expected. Request additional support! &lt;br /&gt;
| Iron Gate Shadow Boss 2&lt;br /&gt;
|-&lt;br /&gt;
| 2105 &lt;br /&gt;
| bos_grb_g0_e02_mt &lt;br /&gt;
| Soldier &lt;br /&gt;
| He is too strong! &lt;br /&gt;
| Iron Gate Shadow Boss 3&lt;br /&gt;
|-&lt;br /&gt;
| 2106 &lt;br /&gt;
| bos_grb_g0_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try to attack using a wooden container while flying. &lt;br /&gt;
|-&lt;br /&gt;
| 2107 &lt;br /&gt;
| bos_kn_e00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hand over those Master Emeralds. Give them to me! &lt;br /&gt;
| Knuckles vs. Rouge boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2108 &lt;br /&gt;
| bos_kn_e01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Oo &lt;br /&gt;
| Taking damage (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2109 &lt;br /&gt;
| bos_kn_e02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I have no choice but to fight now! &lt;br /&gt;
| Reduced to two units of health (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2110 &lt;br /&gt;
| bos_kn_e03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; You&#039;re no ordinary thief. &lt;br /&gt;
| Reduced to last unit of health (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2111 &lt;br /&gt;
| bos_kn_e04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I must... protect... the Master Emerald... &lt;br /&gt;
| Defeated (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2112 &lt;br /&gt;
| bos_kn_e05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Don&#039;t make me do this! &lt;br /&gt;
|-&lt;br /&gt;
| 2113 &lt;br /&gt;
| bos_kn_e06_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now witness my powers! &lt;br /&gt;
| Preparing special attack (Knuckles vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2114 &lt;br /&gt;
| bos_kn_e07_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2115 &lt;br /&gt;
| bos_kn_e08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Wha? &lt;br /&gt;
|-&lt;br /&gt;
| 2116 &lt;br /&gt;
| bos_kn_e09_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Ow! &lt;br /&gt;
|-&lt;br /&gt;
| 2117 &lt;br /&gt;
| bos_kn_e10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Hand &#039;em over now! &lt;br /&gt;
|-&lt;br /&gt;
| 2118 &lt;br /&gt;
| bos_kn_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Knock Knuckles off by hitting the pillar. When he&#039;s on the ground, attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2119 &lt;br /&gt;
| bos_kn_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Knuckles&#039; special attack! Make sure you&#039;re in midair when he lands after throwing the Hammer Punch. &lt;br /&gt;
|-&lt;br /&gt;
| 2120 &lt;br /&gt;
| bos_kn_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Knuckles&#039; special attack! Be sure to get out of the way when he uses his Thunder Arrow attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2121 &lt;br /&gt;
| bos_kn_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Memorize Knuckles&#039; patterns. When he stops, that&#039;s the time to attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2122 &lt;br /&gt;
| bos_lb1_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll show you the power of the real Ultimate Life Form! &lt;br /&gt;
|-&lt;br /&gt;
| 2123 &lt;br /&gt;
| bos_lb1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The surfaces are designed to absorb attacks. It&#039;s invincible! As long as he&#039;s equipped with that red life-support system, he&#039;s invincible! &lt;br /&gt;
|-&lt;br /&gt;
| 2124 &lt;br /&gt;
| bos_lb1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chain Homing Attack. Use his attack to ascend! &lt;br /&gt;
|-&lt;br /&gt;
| 2125 &lt;br /&gt;
| bos_lb1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You may be able to grind on that pipe coming out of his mouth. &lt;br /&gt;
|-&lt;br /&gt;
| 2126 &lt;br /&gt;
| bos_lb1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To avoid his energy attack, use the Somersault or jump. &lt;br /&gt;
|-&lt;br /&gt;
| 2127 &lt;br /&gt;
| bos_lb1_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Remember to use the Jump Dash when approaching the pipe coming out of his mouth. &lt;br /&gt;
|-&lt;br /&gt;
| 2128 &lt;br /&gt;
| bos_lb1_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you see the egg-like attack? You might want to ascend! &lt;br /&gt;
|-&lt;br /&gt;
| 2129 &lt;br /&gt;
| bos_lb1_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack when you get blown upwards. Attack when you land. &lt;br /&gt;
|-&lt;br /&gt;
| 2130 &lt;br /&gt;
| bos_lb2_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| He&#039;s still very powerful. What kind of monster is this? How are you doing, Sonic? &lt;br /&gt;
| 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2131 &lt;br /&gt;
| bos_lb2_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Where does he get all that power? Is this the power of the Chaos Emeralds? Shadow, are you okay? &lt;br /&gt;
| 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2132 &lt;br /&gt;
| bos_lb2_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The red swelling may be a weak spot. Sonic, aim for it! &lt;br /&gt;
| 1 minute 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2133 &lt;br /&gt;
| bos_lb2_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, how&#039;s your ring energy? Before you&#039;re depleted, make sure to change places with me to collect more rings! &lt;br /&gt;
| 1 minute 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2134 &lt;br /&gt;
| bos_lb2_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Can you hear me? Sonic, Shadow? Everyone here is rooting for you. Good luck, and give him trouble! &lt;br /&gt;
| Two minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2135 &lt;br /&gt;
| bos_lb2_e04_rg_1 &lt;br /&gt;
| Rouge &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2134 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2136 &lt;br /&gt;
| bos_lb2_e05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Can you both hear me? The ARK is close to the Earth! Please hurry up! &lt;br /&gt;
| Two minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2137 &lt;br /&gt;
| bos_lb2_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I don&#039;t have enough energy to change into my super form! &lt;br /&gt;
| 2 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2138 &lt;br /&gt;
| bos_lb2_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, your power is getting weaker! Hey, are you okay? &lt;br /&gt;
| 2 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2139 &lt;br /&gt;
| bos_lb2_e08_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Maria, watch me! I will fulfill your wish! &lt;br /&gt;
| Three minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2140 &lt;br /&gt;
| bos_lb2_e09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, at this rate, your super form won&#039;t last! Get back to the colony! &lt;br /&gt;
| Three minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2141 &lt;br /&gt;
| bos_lb2_e10_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic, we&#039;re in danger! The colony will enter the atmosphere in about 4 minutes! &lt;br /&gt;
| One minute into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2142 &lt;br /&gt;
| bos_lb2_e11_en &lt;br /&gt;
| Eggman &lt;br /&gt;
| Can both of you hear me? Atmosphere entry in about 4 minutes! Hurry! &lt;br /&gt;
| One minute into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2143 &lt;br /&gt;
| bos_lb2_e12_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sonic... I can&#039;t keep this up... hurry! &lt;br /&gt;
| 3 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2144 &lt;br /&gt;
| bos_lb2_e13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow! Continuous use of your super form will cause you to disappear. Get back to the colony! &lt;br /&gt;
| 3 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2145 &lt;br /&gt;
| bos_lb2_e14_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;panting&#039;&#039; Sonic, I think I&#039;ve discovered what the Ultimate Life Form is. It might be you! &lt;br /&gt;
| Four minutes into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2146 &lt;br /&gt;
| bos_lb2_e15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, I understand. You&#039;re unstoppable! Let&#039;s destroy this creature now! Everyone is waiting for us back on Earth! &lt;br /&gt;
| Four minutes into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2147 &lt;br /&gt;
| bos_lb2_e16_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic, watch out! The colony is entering the atmosphere! Get out of there!! &lt;br /&gt;
| 4 minutes 30 seconds into FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2148 &lt;br /&gt;
| bos_lb2_e17_am &lt;br /&gt;
| Amy &lt;br /&gt;
| There&#039;s no way to stop it now! You&#039;re out of time! Get out of there!! &lt;br /&gt;
| 4 minutes 30 seconds into FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2149 &lt;br /&gt;
| bos_lb2_e18_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re out of time! Get out of there! &lt;br /&gt;
| 10 seconds from failing FinalHazard (Sonic active)&lt;br /&gt;
|-&lt;br /&gt;
| 2150 &lt;br /&gt;
| bos_lb2_e19_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| There&#039;s no time left! Get out! &lt;br /&gt;
| 10 seconds from failing FinalHazard (Shadow active)&lt;br /&gt;
|-&lt;br /&gt;
| 2151 &lt;br /&gt;
| bos_lb2_e20_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, switch places with me. You&#039;re out of rings! &lt;br /&gt;
| 15 rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2152 &lt;br /&gt;
| bos_lb2_e21_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, you&#039;re almost out of rings! You&#039;ll lose your super form! &lt;br /&gt;
| 4 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2153 &lt;br /&gt;
| bos_lb2_e22_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, what are you doing? You&#039;re almost out of rings. Switch places with me! &lt;br /&gt;
| 15 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2154 &lt;br /&gt;
| bos_lb2_e23_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, you&#039;re out of rings! You will lose your super form! &lt;br /&gt;
| 4 Rings left&lt;br /&gt;
|-&lt;br /&gt;
| 2155 &lt;br /&gt;
| bos_lb2_e24_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, let me collect rings. Keep him busy for a while! &lt;br /&gt;
| Switching to Shadow for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2156 &lt;br /&gt;
| bos_lb2_e25_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s up to you, Shadow. &lt;br /&gt;
| Manually switching to Shadow, plays if the player has previously switched to Shadow&lt;br /&gt;
|-&lt;br /&gt;
| 2157 &lt;br /&gt;
| bos_lb2_e26_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Yeah, take that, you creep! Shadow, are you okay? &lt;br /&gt;
| Switching to Shadow after damaging FinalHazard, plays if the player previously switched to Shadow in any way&lt;br /&gt;
|-&lt;br /&gt;
| 2158 &lt;br /&gt;
| bos_lb2_e27_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll collect the rings. Now it&#039;s up to you, Sonic! &lt;br /&gt;
| Switching to Sonic for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2159 &lt;br /&gt;
| bos_lb2_e28_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s up to you, Sonic. &lt;br /&gt;
| Manually switching to Sonic, plays if the player has previously switched to Sonic&lt;br /&gt;
|-&lt;br /&gt;
| 2160 &lt;br /&gt;
| bos_lb2_e29_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| All right. This is working! Sonic, how are you doing? &lt;br /&gt;
| Switching to Sonic after damaging FinalHazard, plays if the player previously switched to Sonic in any way&lt;br /&gt;
|-&lt;br /&gt;
| 2161 &lt;br /&gt;
| bos_lb2_e30_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shadow, you need rest. Let me give it a try! &lt;br /&gt;
| Super Sonic intro, player switches to Sonic for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2162 &lt;br /&gt;
| bos_lb2_e31_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We&#039;ve almost got him! &lt;br /&gt;
| Super Sonic intro, all subsequent instances&lt;br /&gt;
|-&lt;br /&gt;
| 2163 &lt;br /&gt;
| bos_lb2_e32_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Sonic, leave it to me. I&#039;ll destroy him! &lt;br /&gt;
| Super Shadow intro, player switches to Shadow for the first time&lt;br /&gt;
|-&lt;br /&gt;
| 2164 &lt;br /&gt;
| bos_lb2_e33_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Here I come, you creep! &lt;br /&gt;
| Super Shadow intro, all subsequent instances&lt;br /&gt;
|-&lt;br /&gt;
| 2165 &lt;br /&gt;
| bos_lb2_h00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Can you hear me, Sonic? Shadow? He&#039;s very weak without his life-support system. Aim for the red swelling area to damage him. You&#039;re our last hope! &lt;br /&gt;
| FinalHazard starting hint&lt;br /&gt;
|-&lt;br /&gt;
| 2166 &lt;br /&gt;
| bos_lb2_h01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic, Shadow? Can you hear me? You need rings to stay supercharged. Before your rings are depleted, remember to change places with each other. &lt;br /&gt;
| FinalHazard starting hint (Second attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2167 &lt;br /&gt;
| bos_lb2_h02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| When you change places, make sure to fly in front of him to get to the other side. Good luck to both of you! &lt;br /&gt;
|-&lt;br /&gt;
| 2168 &lt;br /&gt;
| bos_lb2_h03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sonic, can you hear me? When you take a hit, you won&#039;t be able to move. When you don&#039;t have many rings left, make sure to change places with Shadow as soon as you can. &lt;br /&gt;
| FinalHazard starting hint (Third attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2169 &lt;br /&gt;
| bos_lb2_h04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hang in there, the both of you! &lt;br /&gt;
|-&lt;br /&gt;
| 2170 &lt;br /&gt;
| bos_lb2_h05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic, Shadow! You two are the only ones who can stop him now! &lt;br /&gt;
| FinalHazard start (Fourth+ attempt)&lt;br /&gt;
|-&lt;br /&gt;
| 2171 &lt;br /&gt;
| bos_lb2_h06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Give it your best shot! &lt;br /&gt;
|-&lt;br /&gt;
| 2172 &lt;br /&gt;
| bos_lb2_h07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic, Shadow! &lt;br /&gt;
|-&lt;br /&gt;
| 2173 &lt;br /&gt;
| bos_lb2_h08_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| You can do it! &lt;br /&gt;
|-&lt;br /&gt;
| 2174 &lt;br /&gt;
| bos_lb2_h09_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Please! &lt;br /&gt;
|-&lt;br /&gt;
| 2175 &lt;br /&gt;
| bos_oba_e00_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Receding into the ground&lt;br /&gt;
|-&lt;br /&gt;
| 2176 &lt;br /&gt;
| bos_oba_e01_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Throwing a fireball&lt;br /&gt;
|-&lt;br /&gt;
| 2177 &lt;br /&gt;
| bos_oba_e02_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2178 &lt;br /&gt;
| bos_oba_e03_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Emerging from the ground&lt;br /&gt;
|-&lt;br /&gt;
| 2179 &lt;br /&gt;
| bos_oba_e04_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Giving chase&lt;br /&gt;
|-&lt;br /&gt;
| 2180 &lt;br /&gt;
| bos_oba_e05_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Forced out of the shadow&lt;br /&gt;
|-&lt;br /&gt;
| 2181 &lt;br /&gt;
| bos_oba_e06_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Taking damage&lt;br /&gt;
|-&lt;br /&gt;
| 2182 &lt;br /&gt;
| bos_oba_e07_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Defeated&lt;br /&gt;
|-&lt;br /&gt;
| 2183 &lt;br /&gt;
| bos_oba_e08_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Turning around&lt;br /&gt;
|-&lt;br /&gt;
| 2184 &lt;br /&gt;
| bos_oba_e09_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar, cackle&#039;&#039; &lt;br /&gt;
| Turning around&lt;br /&gt;
|-&lt;br /&gt;
| 2185 &lt;br /&gt;
| bos_oba_e10_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Turning around when hourglass is flipped&lt;br /&gt;
|-&lt;br /&gt;
| 2186 &lt;br /&gt;
| bos_oba_e11_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Giving chase after touch damage is dealt to Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 2187 &lt;br /&gt;
| bos_oba_e12_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;cackle&#039;&#039; &lt;br /&gt;
| Touch damage is dealt to Knuckles&lt;br /&gt;
|-&lt;br /&gt;
| 2188 &lt;br /&gt;
| bos_oba_e13_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;inhale&#039;&#039; &lt;br /&gt;
| Preparing flame breath&lt;br /&gt;
|-&lt;br /&gt;
| 2189 &lt;br /&gt;
| bos_oba_e14_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| BWAAAAA &lt;br /&gt;
| Flame breath&lt;br /&gt;
|-&lt;br /&gt;
| 2190 &lt;br /&gt;
| bos_oba_e15_kb &lt;br /&gt;
| King Boom Boo &lt;br /&gt;
| &#039;&#039;roar&#039;&#039; &lt;br /&gt;
| Intro roar&lt;br /&gt;
|-&lt;br /&gt;
| 2191 &lt;br /&gt;
| bos_oba_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The ghosts hate the sunlight! There must be a way to get some sunlight in here.&lt;br /&gt;
|-&lt;br /&gt;
| 2192 &lt;br /&gt;
| bos_oba_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look! It&#039;s an hourglass. You&#039;ve got to use the hourglass that the baby ghost is holding. &lt;br /&gt;
|-&lt;br /&gt;
| 2193 &lt;br /&gt;
| bos_oba_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The ghost has become a shadow! Try digging to pull him out. Keep trying! &lt;br /&gt;
|-&lt;br /&gt;
| 2194 &lt;br /&gt;
| bos_rg_e00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Very well. If that&#039;s how you want to play, I will take it from you!&lt;br /&gt;
| Rouge boss intro&lt;br /&gt;
|-&lt;br /&gt;
| 2195 &lt;br /&gt;
| bos_rg_e01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Ack!&lt;br /&gt;
| Taking damage (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2196 &lt;br /&gt;
| bos_rg_e02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Now you&#039;ve made me mad! &lt;br /&gt;
| Reduced to two units of health (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2197 &lt;br /&gt;
| bos_rg_e03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; Now I mean business!&lt;br /&gt;
| Reduced to last unit of health (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2198 &lt;br /&gt;
| bos_rg_e04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This can&#039;t be true... I never lose...&lt;br /&gt;
| Defeated (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2199 &lt;br /&gt;
| bos_rg_e05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! Just watch me! &lt;br /&gt;
|-&lt;br /&gt;
| 2200 &lt;br /&gt;
| bos_rg_e06_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Here I come! Get ready!&lt;br /&gt;
| Preparing Black Wave (Vs. Rouge 2) &lt;br /&gt;
|-&lt;br /&gt;
| 2201 &lt;br /&gt;
| bos_rg_e07_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2202 &lt;br /&gt;
| bos_rg_e08_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| WAH&lt;br /&gt;
| Launched upward by magma generator (Vs. Rouge)&lt;br /&gt;
|-&lt;br /&gt;
| 2203 &lt;br /&gt;
| bos_rg_e09_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2204 &lt;br /&gt;
| bos_rg_e10_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now it&#039;s my turn to take what&#039;s mine! &lt;br /&gt;
|-&lt;br /&gt;
| 2205 &lt;br /&gt;
| bos_rg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Try knocking Rouge off the pillar. Once she&#039;s on the ground, attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2206 &lt;br /&gt;
| bos_rg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Rouge&#039;s special attack! Be ready to be in midair when she does her Hip Drop attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2207 &lt;br /&gt;
| bos_rg_h01_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2206 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2208 &lt;br /&gt;
| bos_rg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Rouge&#039;s special attack! Be sure to get out of the way when she does her Black Wing attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2209 &lt;br /&gt;
| bos_rg_h02_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2208 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2210 &lt;br /&gt;
| bos_rg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Memorize Rouge&#039;s attack patterns. When she stops, that&#039;s the time to attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2211 &lt;br /&gt;
| bos_rg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use your rings wisely. Pick up one ring at a time or else! &lt;br /&gt;
|-&lt;br /&gt;
| 2212 &lt;br /&gt;
| bos_sd1_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time to play games. You won&#039;t even get the chance!&lt;br /&gt;
| Vs. Shadow 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2213 &lt;br /&gt;
| bos_sd1_e01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| What?&lt;br /&gt;
| Shadow taking damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2214 &lt;br /&gt;
| bos_sd1_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; I&#039;m the coolest!&lt;br /&gt;
| Shadow taking damage (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2215 &lt;br /&gt;
| bos_sd1_e03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Oh. I see. So you&#039;re not just a hedgehog.&lt;br /&gt;
| Shadow taking critical damage (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2216 &lt;br /&gt;
| bos_sd1_e04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Time to put this to rest!&lt;br /&gt;
| Preparing Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
| 2217 &lt;br /&gt;
| bos_sd1_e05_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That&#039;s no good! &lt;br /&gt;
|-&lt;br /&gt;
| 2218 &lt;br /&gt;
| bos_sd1_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Darn... not bad for an imposter...&lt;br /&gt;
| Defeated (Vs. Shadow 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2219 &lt;br /&gt;
| bos_sd1_e07_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Not even close! &lt;br /&gt;
|-&lt;br /&gt;
| 2220 &lt;br /&gt;
| bos_sd1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump to avoid Shadow&#039;s spin attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2221 &lt;br /&gt;
| bos_sd1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack him from the front. Try maneuvering and attack from the rear. &lt;br /&gt;
|-&lt;br /&gt;
| 2222 &lt;br /&gt;
| bos_sd1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When Shadow stops, that&#039;s your chance to attack him! &lt;br /&gt;
|-&lt;br /&gt;
| 2223 &lt;br /&gt;
| bos_sd1_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You won&#039;t be able to just attack him. Try something to lower his defenses! &lt;br /&gt;
|-&lt;br /&gt;
| 2224 &lt;br /&gt;
| bos_sd2_e00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Before this is over, I&#039;ll show you the true power of Chaos Control!&lt;br /&gt;
| Vs. Shadow 2 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2225 &lt;br /&gt;
| bos_sd2_e01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; Hm, that hurt. &lt;br /&gt;
| Shadow taking major damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2226 &lt;br /&gt;
| bos_sd2_e02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; You&#039;re better than I thought.&lt;br /&gt;
| Shadow taking critical damage (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2227 &lt;br /&gt;
| bos_sd2_e03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Impossible... I am the Ultimate Life...&lt;br /&gt;
| Defeated (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2228 &lt;br /&gt;
| bos_sd2_e04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hm. Is that all you got? &lt;br /&gt;
|-&lt;br /&gt;
| 2229 &lt;br /&gt;
| bos_sd2_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ah, my emerald! Give it back! &lt;br /&gt;
|-&lt;br /&gt;
| 2230 &lt;br /&gt;
| bos_sd2_e06_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| This is the ultimate power!&lt;br /&gt;
| Activating Chaos Control (Vs. Shadow 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2231 &lt;br /&gt;
| bos_sd2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When he tries to use Chaos Control, then attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2232 &lt;br /&gt;
| bos_sd2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be aware of your surroundings while trying to avoid him. &lt;br /&gt;
|-&lt;br /&gt;
| 2233 &lt;br /&gt;
| bos_sd2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Shadow&#039;s special attack! Use the Somersault to avoid the Chaos Spear. &lt;br /&gt;
|-&lt;br /&gt;
| 2234 &lt;br /&gt;
| bos_sd2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack Shadow when he reappears using Chaos Control. &lt;br /&gt;
|-&lt;br /&gt;
| 2235 &lt;br /&gt;
| bos_sd2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Repeatedly attack Shadow to drop his defenses, then attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2236 &lt;br /&gt;
| bos_sn1_e00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| You can&#039;t get away this time! There&#039;s only one real Sonic! &lt;br /&gt;
| vs Sonic 1 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2237 &lt;br /&gt;
| bos_sn1_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Oo&lt;br /&gt;
| Sonic taking damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2238 &lt;br /&gt;
| bos_sn1_e02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Bring it on! &lt;br /&gt;
| Hurt 1 (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2239 &lt;br /&gt;
| bos_sn1_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;groan&#039;&#039; Who are you? &lt;br /&gt;
| Hurt 2 (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2240 &lt;br /&gt;
| bos_sn1_e04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Let me see your true power! &lt;br /&gt;
|-&lt;br /&gt;
| 2241 &lt;br /&gt;
| bos_sn1_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| It&#039;s no use! &lt;br /&gt;
|-&lt;br /&gt;
| 2242 &lt;br /&gt;
| bos_sn1_e06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;groan&#039;&#039; That hurt... &lt;br /&gt;
| Defeated (Vs. Sonic 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2243 &lt;br /&gt;
| bos_sn1_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh. Is that all you got? &lt;br /&gt;
|-&lt;br /&gt;
| 2244 &lt;br /&gt;
| bos_sn1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Jump to avoid Sonic&#039;s spin attack. &lt;br /&gt;
|-&lt;br /&gt;
| 2245 &lt;br /&gt;
| bos_sn1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can&#039;t attack Sonic from the front. Try attacking him from behind! &lt;br /&gt;
|-&lt;br /&gt;
| 2246 &lt;br /&gt;
| bos_sn1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When Sonic stops, that&#039;s your chance to attack him! &lt;br /&gt;
|-&lt;br /&gt;
| 2247 &lt;br /&gt;
| bos_sn2_e00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| All right, Shadow. Time for me to finish this!&lt;br /&gt;
| Vs. Sonic 2 Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2248 &lt;br /&gt;
| bos_sn2_e01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Kh! Well done, faker.&lt;br /&gt;
| Sonic taking major damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2249 &lt;br /&gt;
| bos_sn2_e02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Ugh! No time to waste... take this!&lt;br /&gt;
| Sonic taking critical damage (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2250 &lt;br /&gt;
| bos_sn2_e03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m not done with you yet!&lt;br /&gt;
| Activating Sonic Wind (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2251 &lt;br /&gt;
| bos_sn2_e04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Heh! Too bad! &lt;br /&gt;
|-&lt;br /&gt;
| 2252 &lt;br /&gt;
| bos_sn2_e05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Shoot... I failed...&lt;br /&gt;
| Defeated (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2253 &lt;br /&gt;
| bos_sn2_e06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What&#039;s up? Ready to surrender? &lt;br /&gt;
|-&lt;br /&gt;
| 2254 &lt;br /&gt;
| bos_sn2_e07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll use your technique!&lt;br /&gt;
| Preparing Chaos Control (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2255 &lt;br /&gt;
| bos_sn2_e08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Chaos Control!&lt;br /&gt;
| Activating Chaos Control (Vs. Sonic 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2256 &lt;br /&gt;
| bos_sn2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Sonic&#039;s special attack! To avoid the Sonic Wind, use the Somersault. &lt;br /&gt;
|-&lt;br /&gt;
| 2257 &lt;br /&gt;
| bos_sn2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be careful of the traps that are around here! &lt;br /&gt;
|-&lt;br /&gt;
| 2258 &lt;br /&gt;
| bos_sn2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Attack Sonic when he is trapped and weakened. &lt;br /&gt;
|-&lt;br /&gt;
| 2259 &lt;br /&gt;
| bos_tl1_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman! You won&#039;t get away with this! &lt;br /&gt;
| Vs. Tails 1 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2260 &lt;br /&gt;
| bos_tl1_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow. &lt;br /&gt;
|-&lt;br /&gt;
| 2261 &lt;br /&gt;
| bos_tl1_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Owie! Darn it, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 2262 &lt;br /&gt;
| bos_tl1_e03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| YA &lt;br /&gt;
|-&lt;br /&gt;
| 2263 &lt;br /&gt;
| bos_tl1_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Vulcan Cannon, fire! &lt;br /&gt;
|-&lt;br /&gt;
| 2264 &lt;br /&gt;
| bos_tl1_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! I&#039;m mad now! &lt;br /&gt;
|-&lt;br /&gt;
| 2265 &lt;br /&gt;
| bos_tl1_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Shoot! I was so close... &lt;br /&gt;
| Defeated (Tails vs. Eggman 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2266 &lt;br /&gt;
| bos_tl1_e07_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Take that, Eggman! You ready to give up! &lt;br /&gt;
|-&lt;br /&gt;
| 2267 &lt;br /&gt;
| bos_tl1_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Tails&#039; Vulcan Cannon. Use lock-on to defeat him! &lt;br /&gt;
|-&lt;br /&gt;
| 2268 &lt;br /&gt;
| bos_tl1_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get ready to lock-on when Tails comes close or when you&#039;re behind him. &lt;br /&gt;
|-&lt;br /&gt;
| 2269 &lt;br /&gt;
| bos_tl1_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Collecting the rings will help you slowly recover health. &lt;br /&gt;
|-&lt;br /&gt;
| 2270 &lt;br /&gt;
| bos_tl2_e00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What have you done to Sonic? I&#039;ll never forgive you for this! &lt;br /&gt;
| Tails vs. Eggman 2 intro&lt;br /&gt;
|-&lt;br /&gt;
| 2271 &lt;br /&gt;
| bos_tl2_e01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Ow! Now I&#039;m serious! &lt;br /&gt;
|-&lt;br /&gt;
| 2272 &lt;br /&gt;
| bos_tl2_e02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Oo! There&#039;s no way I&#039;m going to lose! &lt;br /&gt;
|-&lt;br /&gt;
| 2273 &lt;br /&gt;
| bos_tl2_e03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Forgive me, Sonic... &lt;br /&gt;
| Defeated (Tails vs. Eggman 2)&lt;br /&gt;
|-&lt;br /&gt;
| 2274 &lt;br /&gt;
| bos_tl2_e04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll show you how powerful my Cyclone is! &lt;br /&gt;
| Preparing special attack (Tails vs. Eggman 2)/2P Alternate Costume Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2275 &lt;br /&gt;
| bos_tl2_e05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Fire! &lt;br /&gt;
|-&lt;br /&gt;
| 2276 &lt;br /&gt;
| bos_tl2_e06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s not over yet, Eggman! &lt;br /&gt;
|-&lt;br /&gt;
| 2277 &lt;br /&gt;
| bos_tl2_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails&#039; homing missile. It scatters when it explodes! Try attacking it from afar. &lt;br /&gt;
|-&lt;br /&gt;
| 2278 &lt;br /&gt;
| bos_tl2_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Tails&#039; special attack is very strong, so be very careful! Memorize his patterns to avoid him. &lt;br /&gt;
|-&lt;br /&gt;
| 2279 &lt;br /&gt;
| bos_tl2_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Beware of Tails&#039; homing missile! It scatters when it explodes, so stay as far away as possible. &lt;br /&gt;
|-&lt;br /&gt;
| 2280 &lt;br /&gt;
| bos_tl2_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To avoid the missile, hide behind the wall! &lt;br /&gt;
|-&lt;br /&gt;
| 2281 &lt;br /&gt;
| bos_tl2_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch how he moves and when he stops, then attack! &lt;br /&gt;
|-&lt;br /&gt;
| 2282 &lt;br /&gt;
| c_act_w00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| You guys are funny-looking! &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2283 &lt;br /&gt;
| c_act_w00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Aw, how cute. &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2284 &lt;br /&gt;
| c_act_w00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This isn&#039;t too bad. &lt;br /&gt;
| 2P Alternate Intro/Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2285 &lt;br /&gt;
| c_act_w00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Hah. &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2286 &lt;br /&gt;
| c_act_w00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey kids, what&#039;s up? &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2287 &lt;br /&gt;
| c_act_w00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Hey, everyone! &lt;br /&gt;
| Chao World Idle Quote&lt;br /&gt;
|-&lt;br /&gt;
| 2288 &lt;br /&gt;
| c_cmn_msg_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s a nice day. &lt;br /&gt;
|-&lt;br /&gt;
| 2289 &lt;br /&gt;
| c_cmn_msg_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are so cute! &lt;br /&gt;
|-&lt;br /&gt;
| 2290 &lt;br /&gt;
| c_cmn_msg_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hey, that hurt. &lt;br /&gt;
|-&lt;br /&gt;
| 2291 &lt;br /&gt;
| c_cmn_msg_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s not easy to give you a hint! &lt;br /&gt;
|-&lt;br /&gt;
| 2292 &lt;br /&gt;
| c_cmn_msg_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t play a TV-Game over 1 hour! &lt;br /&gt;
|-&lt;br /&gt;
| 2293 &lt;br /&gt;
| c_cmn_msg_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you know the doctor&#039;s mustache is fake? &lt;br /&gt;
|-&lt;br /&gt;
| 2294 &lt;br /&gt;
| c_cmn_msg_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to wind a spring. &lt;br /&gt;
|-&lt;br /&gt;
| 2295 &lt;br /&gt;
| c_cmn_msg_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I wonder how Big is doing... &lt;br /&gt;
|-&lt;br /&gt;
| 2296 &lt;br /&gt;
| c_cmn_msg_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Made in the USA for our fans! &lt;br /&gt;
|-&lt;br /&gt;
| 2297 &lt;br /&gt;
| c_cmn_msg_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| My allowance is all gone! &lt;br /&gt;
|-&lt;br /&gt;
| 2298 &lt;br /&gt;
| c_cmn_msg_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I have a stomachache... &lt;br /&gt;
|-&lt;br /&gt;
| 2299 &lt;br /&gt;
| c_cmn_msg_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t make fun of me! &lt;br /&gt;
|-&lt;br /&gt;
| 2300 &lt;br /&gt;
| c_cmn_msg_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao, Chao, Cha! &lt;br /&gt;
|-&lt;br /&gt;
| 2301 &lt;br /&gt;
| c_cmn_msg_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I want to go outside. &lt;br /&gt;
|-&lt;br /&gt;
| 2302 &lt;br /&gt;
| c_cmn_msg_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| &#039;&#039;yawn&#039;&#039; I&#039;m tired. &lt;br /&gt;
|-&lt;br /&gt;
| 2303 &lt;br /&gt;
| c_cmn_msg_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I lost my contact lenses. &lt;br /&gt;
|-&lt;br /&gt;
| 2304 &lt;br /&gt;
| c_cmn_msg_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m late again. &lt;br /&gt;
|-&lt;br /&gt;
| 2305 &lt;br /&gt;
| c_cmn_msg_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Am I annoying you? &lt;br /&gt;
|-&lt;br /&gt;
| 2306 &lt;br /&gt;
| c_cmn_msg_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Omochao knows everything. &lt;br /&gt;
|-&lt;br /&gt;
| 2307 &lt;br /&gt;
| c_cmn_msg_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Omochao wants to be Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2308 &lt;br /&gt;
| c_cmn_msg_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m resting now. &lt;br /&gt;
|-&lt;br /&gt;
| 2309 &lt;br /&gt;
| c_msg_le_00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hi! I&#039;m Omochao. &lt;br /&gt;
|-&lt;br /&gt;
| 2310 &lt;br /&gt;
| c_msg_le_01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2311 &lt;br /&gt;
| c_msg_le_02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are adorable creatures. Everyone loves them! Raise your own Chao here. &lt;br /&gt;
|-&lt;br /&gt;
| 2312 &lt;br /&gt;
| c_msg_le_03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To enter the Chao Garden, you have to find the Chao Key first. Come back when you find it! &lt;br /&gt;
|-&lt;br /&gt;
| 2313 &lt;br /&gt;
| c_msg_le_04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;ll give you the Chao Garden tour. Listen carefully! &lt;br /&gt;
|-&lt;br /&gt;
| 2314 &lt;br /&gt;
| c_msg_le_05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Ready for the Chao Garden tour? &lt;br /&gt;
|-&lt;br /&gt;
| 2315 &lt;br /&gt;
| c_msg_le_06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I&#039;m ready to start the Chao Garden tour! &lt;br /&gt;
|-&lt;br /&gt;
| 2316 &lt;br /&gt;
| c_msg_le_07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Sure you don&#039;t want to learn about the garden? &lt;br /&gt;
|-&lt;br /&gt;
| 2317 &lt;br /&gt;
| c_msg_le_08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Okay! &lt;br /&gt;
|-&lt;br /&gt;
| 2318 &lt;br /&gt;
| c_msg_le_09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a Chao Egg. It will hatch over time, but it is wise to care for it until it hatches. &lt;br /&gt;
|-&lt;br /&gt;
| 2319 &lt;br /&gt;
| c_msg_le_10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| How you take care of your Chao will affect its personality. &lt;br /&gt;
|-&lt;br /&gt;
| 2320 &lt;br /&gt;
| c_msg_le_11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What? You need advice on how to raise your newborn Chao? &lt;br /&gt;
|-&lt;br /&gt;
| 2321 &lt;br /&gt;
| c_msg_le_12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| I guess I can tell you about it. &lt;br /&gt;
|-&lt;br /&gt;
| 2322 &lt;br /&gt;
| c_msg_le_13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Baby Chao love to eat nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2323 &lt;br /&gt;
| c_msg_le_14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is their favorite snack! Feeding Chao these will make them strong and healthy. &lt;br /&gt;
|-&lt;br /&gt;
| 2324 &lt;br /&gt;
| c_msg_le_15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Nuts grow on trees. If you shake the trees, they will fall off! &lt;br /&gt;
|-&lt;br /&gt;
| 2325 &lt;br /&gt;
| c_msg_le_16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are many kinds of nuts. Find out which is best for your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2326 &lt;br /&gt;
| c_msg_le_17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s the next thing you need to know. &lt;br /&gt;
|-&lt;br /&gt;
| 2327 &lt;br /&gt;
| c_msg_le_18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This machine lets you to take your Chao out for a walk, using your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 2328 &lt;br /&gt;
| c_msg_le_19_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| More about that later. &lt;br /&gt;
|-&lt;br /&gt;
| 2329 &lt;br /&gt;
| c_msg_le_20_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This way to the Chao Stadium! This is where the Chao Races are held. We love to race! &lt;br /&gt;
|-&lt;br /&gt;
| 2330 &lt;br /&gt;
| c_msg_le_21_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao gets prizes for races they win. &lt;br /&gt;
|-&lt;br /&gt;
| 2331 &lt;br /&gt;
| c_msg_le_22_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| These are the small animals. &lt;br /&gt;
|-&lt;br /&gt;
| 2332 &lt;br /&gt;
| c_msg_le_23_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| And this is the Chaos Drive. &lt;br /&gt;
|-&lt;br /&gt;
| 2333 &lt;br /&gt;
| c_msg_le_24_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Hand over either one to Chao and watch it change. Try using combinations. &lt;br /&gt;
|-&lt;br /&gt;
| 2334 &lt;br /&gt;
| c_msg_le_25_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the end of the Chao Garden tutorial. &lt;br /&gt;
|-&lt;br /&gt;
| 2335 &lt;br /&gt;
| c_msg_le_26_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you want to go through the tour one more time? &lt;br /&gt;
|-&lt;br /&gt;
| 2336 &lt;br /&gt;
| c_msg_le_27_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Don&#039;t forget that you can use the Hint Boxes to get information. &lt;br /&gt;
|-&lt;br /&gt;
| 2337 &lt;br /&gt;
| c_msg_le_28_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Be good to your Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2338 &lt;br /&gt;
| c_msg_le_29_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Aren&#039;t Chao cute? You can visit the Chao Garden anytime. &lt;br /&gt;
|-&lt;br /&gt;
| 2339 &lt;br /&gt;
| c_msg_le_30_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bye-bye! &lt;br /&gt;
|-&lt;br /&gt;
| 2340 &lt;br /&gt;
| c_msg_le_31_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Listen to me carefully. &lt;br /&gt;
|-&lt;br /&gt;
| 2341 &lt;br /&gt;
| c_msg_le_32_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s how to get the nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2342 &lt;br /&gt;
| c_msg_le_33_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Find a tree, press B button to grab it, then use the analogue thumbpad to shake it! &lt;br /&gt;
|-&lt;br /&gt;
| 2343 &lt;br /&gt;
| c_msg_le_34_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Keep shaking it until the nuts fall! &lt;br /&gt;
|-&lt;br /&gt;
| 2344 &lt;br /&gt;
| c_msg_le_35_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Here&#039;s how to use the Chao Transporter. &lt;br /&gt;
|-&lt;br /&gt;
| 2345 &lt;br /&gt;
| c_msg_le_36_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Grab your Chao and step on the red button. Doing this will let you to take your Chao for a walk using your memory card. &lt;br /&gt;
|-&lt;br /&gt;
| 2346 &lt;br /&gt;
| c_msg_le_37_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To remove Chao from the memory card, just stand on the red button. That&#039;s all you have to do! &lt;br /&gt;
|-&lt;br /&gt;
| 2347 &lt;br /&gt;
| c_msg_le_38_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now, let me tell you how to care for your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2348 &lt;br /&gt;
| c_msg_le_39_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao love to be held and petted all the time. &lt;br /&gt;
|-&lt;br /&gt;
| 2349 &lt;br /&gt;
| c_msg_le_40_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use Y button to select &amp;quot;Pet&amp;quot;, then press B button for action. &lt;br /&gt;
|-&lt;br /&gt;
| 2350 &lt;br /&gt;
| c_msg_le_41_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To hold your Chao, pick them up with B button and hold it down. They love to be snuggled! &lt;br /&gt;
|-&lt;br /&gt;
| 2351 &lt;br /&gt;
| c_msg_le_42_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a tree seed. Plant it in the garden and watch it grow to bear nuts. &lt;br /&gt;
|-&lt;br /&gt;
| 2352 &lt;br /&gt;
| c_msg_le_43_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The trees only live for a while, so collect as many seeds as you can. &lt;br /&gt;
|-&lt;br /&gt;
| 2353 &lt;br /&gt;
| c_msg_le_44_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao hate crowded gardens. Try to limit 8 Chao to a garden. Some Chao may move to another garden on their own if it gets too crowded. &lt;br /&gt;
|-&lt;br /&gt;
| 2354 &lt;br /&gt;
| c_msg_le_44_cm_b &lt;br /&gt;
| Omochao &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2353 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2355 &lt;br /&gt;
| c_msg_le_45_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If flowers start to bloom around Chao, that means it&#039;s the mating season. &lt;br /&gt;
|-&lt;br /&gt;
| 2356 &lt;br /&gt;
| c_msg_le_46_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| When they mate, they may lay new eggs for you to raise. &lt;br /&gt;
|-&lt;br /&gt;
| 2357 &lt;br /&gt;
| c_msg_le_47_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Look, look! Flowers are blooming around that Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2358 &lt;br /&gt;
| c_msg_le_48_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Watch Chao closely and you may see them lay eggs. &lt;br /&gt;
|-&lt;br /&gt;
| 2359 &lt;br /&gt;
| c_msg_le_49_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Congratulations! Your Chao has become a Hero Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2360 &lt;br /&gt;
| c_msg_le_50_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you have access to the Hero Garden. Use the lobby to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 2361 &lt;br /&gt;
| c_msg_le_51_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Congratulations! Your Chao has become a Dark Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2362 &lt;br /&gt;
| c_msg_le_52_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You now have access to the Dark Garden. Use the lobby to get there. &lt;br /&gt;
|-&lt;br /&gt;
| 2363 &lt;br /&gt;
| c_msg_le_53_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Use the D-Pad to change the camera angle. This will let you watch your Chao from all angles! &lt;br /&gt;
|-&lt;br /&gt;
| 2364 &lt;br /&gt;
| c_msg_le_54_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Kindergarten is fun! Take your favorite Chao there. &lt;br /&gt;
|-&lt;br /&gt;
| 2365 &lt;br /&gt;
| c_msg_le_55_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Feeding your Chao nuts increases their energy to win races. &lt;br /&gt;
|-&lt;br /&gt;
| 2366 &lt;br /&gt;
| c_msg_le_56_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao will transform depending on what animals and Chaos Drives you feed them. Try different combos. &lt;br /&gt;
|-&lt;br /&gt;
| 2367 &lt;br /&gt;
| c_msg_le_57_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| During the race, encourage your Chao based on how much stamina they have. Also, remember that encouragement works best if your Chao is specially bred for each type of race. &lt;br /&gt;
|-&lt;br /&gt;
| 2368 &lt;br /&gt;
| c_msg_le_58_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao is hungry! Feed your Chao some seeds. &lt;br /&gt;
|-&lt;br /&gt;
| 2369 &lt;br /&gt;
| c_msg_le_59_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There aren&#039;t many trees in this garden. Make sure you collect seeds on your walks. &lt;br /&gt;
|-&lt;br /&gt;
| 2370 &lt;br /&gt;
| c_msg_le_60_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao may learn something if you encounter an adventure on your walk. &lt;br /&gt;
|-&lt;br /&gt;
| 2371 &lt;br /&gt;
| c_msg_le_61_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you neglect your Chao, it will become very lonely and might eventually run away! &lt;br /&gt;
|-&lt;br /&gt;
| 2372 &lt;br /&gt;
| c_msg_le_62_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is a letter from your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2373 &lt;br /&gt;
| c_msg_le_63_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao is very lonely! &lt;br /&gt;
|-&lt;br /&gt;
| 2374 &lt;br /&gt;
| c_msg_le_64_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao! &lt;br /&gt;
|-&lt;br /&gt;
| 2375 &lt;br /&gt;
| c_msg_le_65_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can find either one in the Action Stage. &lt;br /&gt;
|-&lt;br /&gt;
| 2376 &lt;br /&gt;
| c_msg_le_66_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| They may be hiding in various spots. Try to find them! &lt;br /&gt;
|-&lt;br /&gt;
| 2377 &lt;br /&gt;
| c_msg_le_67_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Your Chao will plant the seeds. If you find them, give them to your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2378 &lt;br /&gt;
| c_msg_le_68_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Let&#039;s go to the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2379 &lt;br /&gt;
| c_msg_le_69_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Uh oh! Your Chao has become a Dark Chao. I don&#039;t know what to do! &lt;br /&gt;
|-&lt;br /&gt;
| 2380 &lt;br /&gt;
| c_msg_le_70_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Now you can access the Dark Garden using the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2381 &lt;br /&gt;
| c_msg_le_71_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| It&#039;s scary, but you have to check the lobby. &lt;br /&gt;
|-&lt;br /&gt;
| 2382 &lt;br /&gt;
| c_msg_le_72_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A new gate has opened. &lt;br /&gt;
|-&lt;br /&gt;
| 2383 &lt;br /&gt;
| c_msg_le_73_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you have any questions? &lt;br /&gt;
|-&lt;br /&gt;
| 2384 &lt;br /&gt;
| c_msg_le_74_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you have any other questions? &lt;br /&gt;
|-&lt;br /&gt;
| 2385 &lt;br /&gt;
| c_msg_le_75_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| What do you need? &lt;br /&gt;
|-&lt;br /&gt;
| 2386 &lt;br /&gt;
| c_msg_le_76_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Did you understand that? &lt;br /&gt;
|-&lt;br /&gt;
| 2387 &lt;br /&gt;
| c_msg_le_77_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Do you know about Chao? &lt;br /&gt;
|-&lt;br /&gt;
| 2388 &lt;br /&gt;
| c_msg_le_78_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao are adorable creatures. Everyone in the world loves them! &lt;br /&gt;
|-&lt;br /&gt;
| 2389 &lt;br /&gt;
| c_msg_le_79_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Chao live in the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2390 &lt;br /&gt;
| c_msg_le_80_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can raise your own Chao in the Chao Garden. They are so cute! &lt;br /&gt;
|-&lt;br /&gt;
| 2391 &lt;br /&gt;
| c_msg_le_81_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are a lot of things in the Chao Garden. &lt;br /&gt;
|-&lt;br /&gt;
| 2392 &lt;br /&gt;
| c_stg_h00_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to Chao World! &lt;br /&gt;
|-&lt;br /&gt;
| 2393 &lt;br /&gt;
| c_stg_h01_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get to the Chao Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2394 &lt;br /&gt;
| c_stg_h02_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| This is the Chao World exit. &lt;br /&gt;
|-&lt;br /&gt;
| 2395 &lt;br /&gt;
| c_stg_h03_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Hero Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2396 &lt;br /&gt;
| c_stg_h04_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Dark Garden from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2397 &lt;br /&gt;
| c_stg_h05_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Go to the Chao Kindergarten from here. &lt;br /&gt;
|-&lt;br /&gt;
| 2398 &lt;br /&gt;
| c_stg_h06_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There are Chao from all over the world here in the Kindergarten. &lt;br /&gt;
|-&lt;br /&gt;
| 2399 &lt;br /&gt;
| c_stg_h07_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| If you go to the Teacher&#039;s Room, you can get advice on how to raise your Chao. &lt;br /&gt;
|-&lt;br /&gt;
| 2400 &lt;br /&gt;
| c_stg_h08_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Get the health of Chao checked at the Doctor&#039;s Office. &lt;br /&gt;
|-&lt;br /&gt;
| 2401 &lt;br /&gt;
| c_stg_h09_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You can download a new scenario of Chao Adventure from the library. &lt;br /&gt;
|-&lt;br /&gt;
| 2402 &lt;br /&gt;
| c_stg_h10_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| There is also the Black Market where you can download a lot of surprises. &lt;br /&gt;
|-&lt;br /&gt;
| 2403 &lt;br /&gt;
| c_stg_h11_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Visit the parks and classrooms where you might meet some new friends from around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2404 &lt;br /&gt;
| c_stg_h12_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| To visit the Chao Kindergarten, you have to go online. Make sure to ask your parents first! The Chao Kindergarten is so much fun! &lt;br /&gt;
|-&lt;br /&gt;
| 2405 &lt;br /&gt;
| c_stg_h13_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| The Chao Kindergarten is so much fun! Omochao wants to go to the Chao Kindergarten! &lt;br /&gt;
|-&lt;br /&gt;
| 2406 &lt;br /&gt;
| c_stg_h14_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Welcome to the Chao Kindergarten. &lt;br /&gt;
|-&lt;br /&gt;
| 2407 &lt;br /&gt;
| c_stg_h15_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| You forgot your Chao! Kindergarten for Chao only, please! &lt;br /&gt;
|-&lt;br /&gt;
| 2408 &lt;br /&gt;
| c_stg_h16_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Bring your Chao here. It&#039;s a lot of fun! &lt;br /&gt;
|-&lt;br /&gt;
| 2409 &lt;br /&gt;
| c_stg_h17_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| A message for the Chao Kindergarten: check the bulletin board! &lt;br /&gt;
|-&lt;br /&gt;
| 2410 &lt;br /&gt;
| c_stg_h18_cm &lt;br /&gt;
| Omochao &lt;br /&gt;
| Visit the parks and classrooms to meet new friends from around the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2411 &lt;br /&gt;
| sum_00_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before City Escape&lt;br /&gt;
|-&lt;br /&gt;
| 2412 &lt;br /&gt;
| sum_00_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Some military troops suddenly showed up saying they were looking for me. Looks like they might be taking me for a ride somewhere. &lt;br /&gt;
|-&lt;br /&gt;
| 2413 &lt;br /&gt;
| sum_00_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Hey, what&#039;s this? Handcuffs? Wait a minute, what are you talking about? I&#039;m not a deserter from any military facility! &lt;br /&gt;
|-&lt;br /&gt;
| 2414 &lt;br /&gt;
| sum_00_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I thought it may be some kind of joke, but this isn&#039;t funny! &lt;br /&gt;
|-&lt;br /&gt;
| 2415 &lt;br /&gt;
| sum_00_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ve got to get out of here! &lt;br /&gt;
|-&lt;br /&gt;
| 2416 &lt;br /&gt;
| sum_01_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Big Foot&lt;br /&gt;
|-&lt;br /&gt;
| 2417 &lt;br /&gt;
| sum_01_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What a persistent bunch of hardheads. Just who are they really after, anyway? &lt;br /&gt;
|-&lt;br /&gt;
| 2418 &lt;br /&gt;
| sum_01_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Not only are they chasing me day and night, but now they brought in this huge robot to capture me. &lt;br /&gt;
|-&lt;br /&gt;
| 2419 &lt;br /&gt;
| sum_01_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I guess they&#039;re really determined to get me this time. &lt;br /&gt;
|-&lt;br /&gt;
| 2420 &lt;br /&gt;
| sum_01_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| But do they really believe this is going to work? I&#039;ll show them some mad skills. Just give me three minutes to bring it on! &lt;br /&gt;
|-&lt;br /&gt;
| 2421 &lt;br /&gt;
| sum_02_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna, but you can call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Wild Canyon&lt;br /&gt;
|-&lt;br /&gt;
| 2422 &lt;br /&gt;
| sum_02_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Once again, the Master Emerald was stolen from Angel Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2423 &lt;br /&gt;
| sum_02_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The thief turns out to be this know-it-all bat girl, of all things. &lt;br /&gt;
|-&lt;br /&gt;
| 2424 &lt;br /&gt;
| sum_02_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| When that bat girl was within my reach, who do you think shows up? Yup, that&#039;s right. Eggman. He came just in time to spoil my plan and even tried to take the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 2425 &lt;br /&gt;
| sum_02_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I managed to break the Master Emerald into pieces before Eggman managed to escape. Now I have to find the pieces. &lt;br /&gt;
|-&lt;br /&gt;
| 2426 &lt;br /&gt;
| sum_02_05_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That bat girl is after the pieces as well. I have to collect them all and put the emerald back together quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 2427 &lt;br /&gt;
| sum_03_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| Story summary before Tails vs. Eggman 1 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2428 &lt;br /&gt;
| sum_03_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I was watching TV and just happened to catch the news. I was shocked to see Sonic on TV. &lt;br /&gt;
|-&lt;br /&gt;
| 2429 &lt;br /&gt;
| sum_03_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic was arrested for something really terrible, which isn&#039;t like Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2430 &lt;br /&gt;
| sum_03_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I couldn&#039;t believe it was true, so I hopped in my new Tornado and headed straight for Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2431 &lt;br /&gt;
| sum_03_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| And guess who I ran into? Eggman! He&#039;s up to his evil ways again, chasing Amy. That can&#039;t be good! &lt;br /&gt;
|-&lt;br /&gt;
| 2432 &lt;br /&gt;
| sum_03_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Okay! Time to break out the new Tornado and save Amy. &lt;br /&gt;
|-&lt;br /&gt;
| 2433 &lt;br /&gt;
| sum_03_06_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Tornado transformation! &lt;br /&gt;
|-&lt;br /&gt;
| 2434 &lt;br /&gt;
| sum_04_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Prison Lane&lt;br /&gt;
|-&lt;br /&gt;
| 2435 &lt;br /&gt;
| sum_04_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I was able to save Amy from Eggman, but she told me that Eggman is up to his evil ways again, planning something really big this time! &lt;br /&gt;
|-&lt;br /&gt;
| 2436 &lt;br /&gt;
| sum_04_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I need to keep an eye on Eggman, but first I have to save my bud, Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2437 &lt;br /&gt;
| sum_04_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What&#039;s that? You want to come, too? Well, if you really want to, it&#039;s okay with me. Just don&#039;t get in my way. &lt;br /&gt;
|-&lt;br /&gt;
| 2438 &lt;br /&gt;
| sum_05_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
| 2439 &lt;br /&gt;
| sum_05_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| What in the world is Amy doing here? &lt;br /&gt;
|-&lt;br /&gt;
| 2440 &lt;br /&gt;
| sum_05_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Never mind that! I need to focus on finding that black hedgehog who looks like my shadow. He&#039;s somewhere on this island, I know it! &lt;br /&gt;
|-&lt;br /&gt;
| 2441 &lt;br /&gt;
| sum_05_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m wasting my time here! I&#039;ll trick the military guards and bust out of this joint! &lt;br /&gt;
|-&lt;br /&gt;
| 2442 &lt;br /&gt;
| sum_05_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Does this mean that I&#039;m a deserter now? &lt;br /&gt;
|-&lt;br /&gt;
| 2443 &lt;br /&gt;
| sum_06_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 1 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2444 &lt;br /&gt;
| sum_06_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Busting out of jail was no problem, and I found Shadow, too! &lt;br /&gt;
|-&lt;br /&gt;
| 2445 &lt;br /&gt;
| sum_06_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| He won&#039;t escape me this time! &lt;br /&gt;
|-&lt;br /&gt;
| 2446 &lt;br /&gt;
| sum_07_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Green Forest&lt;br /&gt;
|-&lt;br /&gt;
| 2447 &lt;br /&gt;
| sum_07_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I almost had Shadow, but I ran out of time. Better get going, and fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2448 &lt;br /&gt;
| sum_07_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman says he&#039;s wired this island to blow up in less than five minutes! &lt;br /&gt;
|-&lt;br /&gt;
| 2449 &lt;br /&gt;
| sum_07_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I have to get off this island, and quick! Where&#039;s Amy and Tails? &lt;br /&gt;
|-&lt;br /&gt;
| 2450 &lt;br /&gt;
| sum_08_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Pumpkin Hill&lt;br /&gt;
|-&lt;br /&gt;
| 2451 &lt;br /&gt;
| sum_08_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Following a faint signal I was getting from the Master Emerald, I found myself in this rural canyon. &lt;br /&gt;
|-&lt;br /&gt;
| 2452 &lt;br /&gt;
| sum_08_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Sure feels creepy, but I&#039;m not afraid of ghosts! &lt;br /&gt;
|-&lt;br /&gt;
| 2453 &lt;br /&gt;
| sum_08_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find the pieces of the Master Emerald now. &lt;br /&gt;
|-&lt;br /&gt;
| 2454 &lt;br /&gt;
| sum_09_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2411 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2455 &lt;br /&gt;
| sum_09_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2412 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2456 &lt;br /&gt;
| sum_09_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2413 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2457 &lt;br /&gt;
| sum_09_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2414 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2458 &lt;br /&gt;
| sum_09_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2415 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2459 &lt;br /&gt;
| sum_09_05_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2417 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2460 &lt;br /&gt;
| sum_09_06_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2418 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2461 &lt;br /&gt;
| sum_09_07_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2419 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2462 &lt;br /&gt;
| sum_09_08_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2420 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2463 &lt;br /&gt;
| sum_09_09_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2439 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2464 &lt;br /&gt;
| sum_09_10_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2440 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2465 &lt;br /&gt;
| sum_09_11_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2441 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2466 &lt;br /&gt;
| sum_09_12_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2442 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2467 &lt;br /&gt;
| sum_09_13_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2444 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2468 &lt;br /&gt;
| sum_09_14_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2445 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2469 &lt;br /&gt;
| sum_09_15_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2447 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2470 &lt;br /&gt;
| sum_09_16_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2448 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2471 &lt;br /&gt;
| sum_09_17_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| (Beep sound, Japanese dub uses an alternate take of 2449 here) &lt;br /&gt;
| Voice does not exist in the English dub&lt;br /&gt;
|-&lt;br /&gt;
| 2472 &lt;br /&gt;
| sum_10_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Iron Gate&lt;br /&gt;
|-&lt;br /&gt;
| 2473 &lt;br /&gt;
| sum_10_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| By accident, I found my grandfather&#039;s diary. In it, he described a mysterious top-secret weapon he was working on called Project Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2474 &lt;br /&gt;
| sum_10_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The diary looked like it was sealed inside the military research facility when it was shut down over 50 years ago! &lt;br /&gt;
|-&lt;br /&gt;
| 2475 &lt;br /&gt;
| sum_10_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What a waste of good research! &lt;br /&gt;
|-&lt;br /&gt;
| 2476 &lt;br /&gt;
| sum_10_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The legacy of the greatest scientific mind in the history of the world: Professor Gerald. That&#039;s my grandpa! &lt;br /&gt;
|-&lt;br /&gt;
| 2477 &lt;br /&gt;
| sum_10_05_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I might as well get some use out of it. &lt;br /&gt;
|-&lt;br /&gt;
| 2478 &lt;br /&gt;
| sum_11_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Hot Shot&lt;br /&gt;
|-&lt;br /&gt;
| 2479 &lt;br /&gt;
| sum_11_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Awakened from a deep sleep that lasted over 50 years... &lt;br /&gt;
|-&lt;br /&gt;
| 2480 &lt;br /&gt;
| sum_11_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Dr. Eggman, the grandson of my creator, Professor Gerald, has freed me. &lt;br /&gt;
|-&lt;br /&gt;
| 2481 &lt;br /&gt;
| sum_11_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| The Doctor awakened me, and for that, I have granted him a wish. &lt;br /&gt;
|-&lt;br /&gt;
| 2482 &lt;br /&gt;
| sum_11_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| First, let me show you the true power I possess. In ten seconds, I was able to destroy the military hardware like it was a toy. &lt;br /&gt;
|-&lt;br /&gt;
| 2483 &lt;br /&gt;
| sum_12_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
| 2484 &lt;br /&gt;
| sum_12_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I just love jewels and cannot seem to get enough of them. I found this very valuable Master Emerald, but... &lt;br /&gt;
|-&lt;br /&gt;
| 2485 &lt;br /&gt;
| sum_12_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| This annoying echidna has been following me! He&#039;s so persistent! &lt;br /&gt;
|-&lt;br /&gt;
| 2486 &lt;br /&gt;
| sum_12_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Moreover, this strange old man with a weird-looking mustache tried snatching it from me, but before that happened, it was shattered into pieces. &lt;br /&gt;
|-&lt;br /&gt;
| 2487 &lt;br /&gt;
| sum_12_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Oh, look what you&#039;ve done! &lt;br /&gt;
|-&lt;br /&gt;
| 2488 &lt;br /&gt;
| sum_12_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Now I have to find and collect all of the pieces! &lt;br /&gt;
|-&lt;br /&gt;
| 2489 &lt;br /&gt;
| sum_13_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Sand Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 2490 &lt;br /&gt;
| sum_13_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I released Shadow from the military research facility, but now... &lt;br /&gt;
|-&lt;br /&gt;
| 2491 &lt;br /&gt;
| sum_13_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow told me to bring the Chaos Emerald and join him at the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2492 &lt;br /&gt;
| sum_13_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| There must be something going on. I should go back to the base and check it out! &lt;br /&gt;
|-&lt;br /&gt;
| 2493 &lt;br /&gt;
| sum_14_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Radical Highway&lt;br /&gt;
|-&lt;br /&gt;
| 2494 &lt;br /&gt;
| sum_14_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I took the Chaos Emerald from the National Reserve bank... &lt;br /&gt;
|-&lt;br /&gt;
| 2495 &lt;br /&gt;
| sum_14_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| And now the military and police are chasing me. I don&#039;t care if they know who I am because they&#039;ll never catch me. It&#039;s just a waste of time! &lt;br /&gt;
|-&lt;br /&gt;
| 2496 &lt;br /&gt;
| sum_14_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There&#039;s no time for games. I have to get out of here, fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2497 &lt;br /&gt;
| sum_15_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
| 2498 &lt;br /&gt;
| sum_15_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I was able to put a transmitter on that old man&#039;s machine when he first appeared. &lt;br /&gt;
|-&lt;br /&gt;
| 2499 &lt;br /&gt;
| sum_15_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I can&#039;t tell you why just yet. &lt;br /&gt;
|-&lt;br /&gt;
| 2500 &lt;br /&gt;
| sum_15_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Then I tracked and followed him to this pyramid, but couldn&#039;t get in because the door was sealed. &lt;br /&gt;
|-&lt;br /&gt;
| 2501 &lt;br /&gt;
| sum_15_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Hmm... maybe I need to find a key or something to get in! &lt;br /&gt;
|-&lt;br /&gt;
| 2502 &lt;br /&gt;
| sum_16_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Lost Colony&lt;br /&gt;
|-&lt;br /&gt;
| 2503 &lt;br /&gt;
| sum_16_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I went to the Space Colony ARK as Shadow told me to do. &lt;br /&gt;
|-&lt;br /&gt;
| 2504 &lt;br /&gt;
| sum_16_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What&#039;s in the central control room of the ARK? I have to find out! &lt;br /&gt;
|-&lt;br /&gt;
| 2505 &lt;br /&gt;
| sum_17_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Weapons Bed&lt;br /&gt;
|-&lt;br /&gt;
| 2506 &lt;br /&gt;
| sum_17_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| The bat girl Rouge joined our forces and we came back to Prison Island. &lt;br /&gt;
|-&lt;br /&gt;
| 2507 &lt;br /&gt;
| sum_17_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| We came here to locate the Chaos Emerald that is stored somewhere in the military research facility. &lt;br /&gt;
|-&lt;br /&gt;
| 2508 &lt;br /&gt;
| sum_17_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I will go in first to distract the troops! Hah! Then we will carry out our plan. &lt;br /&gt;
|-&lt;br /&gt;
| 2509 &lt;br /&gt;
| sum_18_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Tails vs. Eggman 1 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2510 &lt;br /&gt;
| sum_18_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| When we reached the military research facility to get the Chaos Emerald, someone was there to stop us! &lt;br /&gt;
|-&lt;br /&gt;
| 2511 &lt;br /&gt;
| sum_18_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Shadow, Rouge! Just go! I&#039;ll take care of him. &lt;br /&gt;
|-&lt;br /&gt;
| 2512 &lt;br /&gt;
| sum_18_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Killing you will be my pleasure, fox boy! &lt;br /&gt;
|-&lt;br /&gt;
| 2513 &lt;br /&gt;
| sum_19_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Mission Street&lt;br /&gt;
|-&lt;br /&gt;
| 2514 &lt;br /&gt;
| sum_19_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman just announced his evil plan to take over the world. &lt;br /&gt;
|-&lt;br /&gt;
| 2515 &lt;br /&gt;
| sum_19_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| He just blew up half of the moon with this powerful weapon, and now he&#039;s threatening to take over the planet! I&#039;ll make sure that won&#039;t happen. &lt;br /&gt;
|-&lt;br /&gt;
| 2516 &lt;br /&gt;
| sum_19_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman&#039;s tapping into the energy of the Chaos Emeralds to power that weapon. &lt;br /&gt;
|-&lt;br /&gt;
| 2517 &lt;br /&gt;
| sum_19_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s up to me now. I&#039;ll find Eggman and the Chaos Emeralds! &lt;br /&gt;
|-&lt;br /&gt;
| 2518 &lt;br /&gt;
| sum_19_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| First, I have to find a safe place to hide. &lt;br /&gt;
|-&lt;br /&gt;
| 2519 &lt;br /&gt;
| sum_20_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Security Hall&lt;br /&gt;
|-&lt;br /&gt;
| 2520 &lt;br /&gt;
| sum_20_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I got inside the military research facility, just as the Doctor planned it. &lt;br /&gt;
|-&lt;br /&gt;
| 2521 &lt;br /&gt;
| sum_20_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I need to find the three remaining Chaos Emeralds. This should be a piece of cake! &lt;br /&gt;
|-&lt;br /&gt;
| 2522 &lt;br /&gt;
| sum_21_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Flying Dog&lt;br /&gt;
|-&lt;br /&gt;
| 2523 &lt;br /&gt;
| sum_21_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| A minor setback. &#039;&#039;sigh&#039;&#039; Just how could I have let this happen to me? &lt;br /&gt;
|-&lt;br /&gt;
| 2524 &lt;br /&gt;
| sum_21_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| After collecting the three Chaos Emeralds, something caught my eye. All of a sudden... &lt;br /&gt;
|-&lt;br /&gt;
| 2525 &lt;br /&gt;
| sum_21_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| The security alarm went off, and I was trapped inside the safe! &lt;br /&gt;
|-&lt;br /&gt;
| 2526 &lt;br /&gt;
| sum_21_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| From out of nowhere comes this strong-looking fighter. There&#039;s not much time left before the bomb that Shadow set goes off! This is just not my day. &lt;br /&gt;
|-&lt;br /&gt;
| 2527 &lt;br /&gt;
| sum_21_05_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| First, I&#039;ve got to take care of business! &lt;br /&gt;
|-&lt;br /&gt;
| 2528 &lt;br /&gt;
| sum_22_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before White Jungle&lt;br /&gt;
|-&lt;br /&gt;
| 2529 &lt;br /&gt;
| sum_22_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Looks like bat girl has failed her end of the deal. &lt;br /&gt;
|-&lt;br /&gt;
| 2530 &lt;br /&gt;
| sum_22_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I really could care less about her. It&#039;s the Chaos Emeralds I have to save. &lt;br /&gt;
|-&lt;br /&gt;
| 2531 &lt;br /&gt;
| sum_22_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I have to hurry because there&#039;s not much time left before the bomb goes off. &lt;br /&gt;
|-&lt;br /&gt;
| 2532 &lt;br /&gt;
| sum_23_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 1 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2533 &lt;br /&gt;
| sum_23_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| That other hedgehog appeared while I was on my way to rescue Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 2534 &lt;br /&gt;
| sum_23_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| He&#039;s starting to irritate me! It&#039;s time to show my true power. &lt;br /&gt;
|-&lt;br /&gt;
| 2535 &lt;br /&gt;
| sum_24_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Route 280&lt;br /&gt;
|-&lt;br /&gt;
| 2536 &lt;br /&gt;
| sum_24_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| We announced our plans for world domination using the power of the Chaos Emeralds we stole from the military research facility. &lt;br /&gt;
|-&lt;br /&gt;
| 2537 &lt;br /&gt;
| sum_24_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Charging the Eclipse Cannon is taking too long! &lt;br /&gt;
|-&lt;br /&gt;
| 2538 &lt;br /&gt;
| sum_24_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| So we&#039;ve got to get the last Chaos Emerald and fast! Where is that fox boy? &lt;br /&gt;
|-&lt;br /&gt;
| 2539 &lt;br /&gt;
| sum_25_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sky Rail&lt;br /&gt;
|-&lt;br /&gt;
| 2540 &lt;br /&gt;
| sum_25_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I receive a message from Rouge to follow that plane. The pilot is in possession of the last Chaos Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2541 &lt;br /&gt;
| sum_25_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| There are so many creepy-looking mountains ahead of me... Never mind that! I won&#039;t let the plane get away. &lt;br /&gt;
|-&lt;br /&gt;
| 2542 &lt;br /&gt;
| sum_26_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Egg Golem (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
| 2543 &lt;br /&gt;
| sum_26_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I was waiting for Sonic at my hidden base to show him my awesome robot created to put that creep in his place, but... &lt;br /&gt;
|-&lt;br /&gt;
| 2544 &lt;br /&gt;
| sum_26_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| That blue hedgehog eluded me again! Now he&#039;s on the attack, and is coming after me! Agh! Why does this always happen? &lt;br /&gt;
|-&lt;br /&gt;
| 2545 &lt;br /&gt;
| sum_26_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hey, get out of my way! Sonic&#039;s escaping! &lt;br /&gt;
|-&lt;br /&gt;
| 2546 &lt;br /&gt;
| sum_27_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Mad Space&lt;br /&gt;
|-&lt;br /&gt;
| 2547 &lt;br /&gt;
| sum_27_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| But that&#039;s not all I do! &lt;br /&gt;
|-&lt;br /&gt;
| 2548 &lt;br /&gt;
| sum_27_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| Finally, those guys appeared when I returned from my secret mission. &lt;br /&gt;
|-&lt;br /&gt;
| 2549 &lt;br /&gt;
| sum_27_03_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| That means they&#039;ve collected the remaining pieces of the Master Emerald. Now is my chance! &lt;br /&gt;
|-&lt;br /&gt;
| 2550 &lt;br /&gt;
| sum_27_04_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;ve retrieved the information about the secret Project Shadow. Now&#039;s my chance to grab the Master Emerald and dash! &lt;br /&gt;
|-&lt;br /&gt;
| 2551 &lt;br /&gt;
| sum_28_00_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat, better known as the treasure hunter, Rouge. &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Knuckles vs. Rouge (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2552 &lt;br /&gt;
| sum_28_01_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| He&#039;s starting to get on my nerves! He is relentless about the Master Emerald, isn&#039;t he? Why doesn&#039;t he just give up? That annoying echidna! &lt;br /&gt;
|-&lt;br /&gt;
| 2553 &lt;br /&gt;
| sum_28_02_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| I will beat him up and take the Master Emerald! &lt;br /&gt;
|-&lt;br /&gt;
| 2554 &lt;br /&gt;
| sum_29_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Cosmic Wall&lt;br /&gt;
|-&lt;br /&gt;
| 2555 &lt;br /&gt;
| sum_29_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Sonic and his buddies somehow found a way to get to the space colony. &lt;br /&gt;
|-&lt;br /&gt;
| 2556 &lt;br /&gt;
| sum_29_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Why am I getting readings from two seperate Chaos Emeralds? What&#039;s going on? &lt;br /&gt;
|-&lt;br /&gt;
| 2557 &lt;br /&gt;
| sum_29_03_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| They must be planning a counterattack! &lt;br /&gt;
|-&lt;br /&gt;
| 2558 &lt;br /&gt;
| sum_29_04_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;ve got no time to waste. Back to the space colony, to attack them! &lt;br /&gt;
|-&lt;br /&gt;
| 2559 &lt;br /&gt;
| sum_30_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Aquatic Mine&lt;br /&gt;
|-&lt;br /&gt;
| 2560 &lt;br /&gt;
| sum_30_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Following the signal from the Master Emerald, I found myself deep inside this canyon. &lt;br /&gt;
|-&lt;br /&gt;
| 2561 &lt;br /&gt;
| sum_30_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| This place looks like a deserted mine of some kind. Most of it&#039;s underwater now. &lt;br /&gt;
|-&lt;br /&gt;
| 2562 &lt;br /&gt;
| sum_30_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s going to be tough finding the pieces of the Master Emerald here. No time to complain about it! &lt;br /&gt;
|-&lt;br /&gt;
| 2563 &lt;br /&gt;
| sum_30_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find the pieces of the Master Emerald quickly! &lt;br /&gt;
|-&lt;br /&gt;
| 2564 &lt;br /&gt;
| sum_31_00_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman, the greatest scientific genius of the world! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Tails vs. Eggman 2 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2565 &lt;br /&gt;
| sum_31_01_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| Hahaha! I finally did it! I&#039;ve defeated Sonic! That annoying hedgehog is now gone forever! He&#039;s nothing but floating chunks in space now! &lt;br /&gt;
|-&lt;br /&gt;
| 2566 &lt;br /&gt;
| sum_31_02_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| What are you going to do now, Tails? If you are against me, you&#039;ll suffer the same fate as your buddy, Sonic! &lt;br /&gt;
|-&lt;br /&gt;
| 2567 &lt;br /&gt;
| sum_32_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Final Chase&lt;br /&gt;
|-&lt;br /&gt;
| 2568 &lt;br /&gt;
| sum_32_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Finally, all the seven Chaos Emeralds are set in place. Now the stage is set. I&#039;m almost finished! &lt;br /&gt;
|-&lt;br /&gt;
| 2569 &lt;br /&gt;
| sum_32_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| All this time, someone has been trying to get at the Eclipse Cannon. There&#039;s no hope for him now! &lt;br /&gt;
|-&lt;br /&gt;
| 2570 &lt;br /&gt;
| sum_32_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s important we don&#039;t make any mistakes right now. I have to get rid of all those pests! &lt;br /&gt;
|-&lt;br /&gt;
| 2571 &lt;br /&gt;
| sum_33_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Sonic vs. Shadow 2 (Dark)&lt;br /&gt;
|-&lt;br /&gt;
| 2572 &lt;br /&gt;
| sum_33_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| It&#039;s that blue hedgehog that&#039;s trying to destroy the Eclipse Cannon! &lt;br /&gt;
|-&lt;br /&gt;
| 2573 &lt;br /&gt;
| sum_33_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m impressed. I thought he died in the capsule that was shot into space. &lt;br /&gt;
|-&lt;br /&gt;
| 2574 &lt;br /&gt;
| sum_33_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Now I know that blue hedgehog is dangerous! &lt;br /&gt;
|-&lt;br /&gt;
| 2575 &lt;br /&gt;
| sum_33_04_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| When I&#039;m finished with him, he&#039;ll wish he died in the capsule. I&#039;m going to show him my real power! &lt;br /&gt;
|-&lt;br /&gt;
| 2576 &lt;br /&gt;
| sum_34_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before Route 101&lt;br /&gt;
|-&lt;br /&gt;
| 2577 &lt;br /&gt;
| sum_34_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I tracked the signal from the Chaos Emeralds and located Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2578 &lt;br /&gt;
| sum_34_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| What&#039;s Eggman doing in outer space? &lt;br /&gt;
|-&lt;br /&gt;
| 2579 &lt;br /&gt;
| sum_34_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No worries! I&#039;ve got to find the exact location of Eggman and quick! &lt;br /&gt;
|-&lt;br /&gt;
| 2580 &lt;br /&gt;
| sum_34_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No worries, Amy! Remember I&#039;m a wiz when it comes to mechanical things. &lt;br /&gt;
|-&lt;br /&gt;
| 2581 &lt;br /&gt;
| sum_34_05_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;ll find the President! &lt;br /&gt;
|-&lt;br /&gt;
| 2582 &lt;br /&gt;
| sum_35_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Hidden Base&lt;br /&gt;
|-&lt;br /&gt;
| 2583 &lt;br /&gt;
| sum_35_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We rode in the President&#039;s limo, and guess what? We found where Eggman is hiding! &lt;br /&gt;
|-&lt;br /&gt;
| 2584 &lt;br /&gt;
| sum_35_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman and his buddies are in the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2585 &lt;br /&gt;
| sum_35_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Next step is to find Eggman&#039;s secret pyramid base, somewhere in the desert. &lt;br /&gt;
|-&lt;br /&gt;
| 2586 &lt;br /&gt;
| sum_35_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Got it! I&#039;ll go first and find the entrance. &lt;br /&gt;
|-&lt;br /&gt;
| 2587 &lt;br /&gt;
| sum_36_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
| 2588 &lt;br /&gt;
| sum_36_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We managed to sneak into the pyramid and find Eggman&#039;s secret base. &lt;br /&gt;
|-&lt;br /&gt;
| 2589 &lt;br /&gt;
| sum_36_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s got to be a way to get to outer space from here. We don&#039;t have much time. Let&#039;s go! &lt;br /&gt;
|-&lt;br /&gt;
| 2590 &lt;br /&gt;
| sum_37_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Death Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 2591 &lt;br /&gt;
| sum_37_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| We were able to locate Eggman&#039;s secret base, deep inside the pyramid. &lt;br /&gt;
|-&lt;br /&gt;
| 2592 &lt;br /&gt;
| sum_37_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| Now we need to find the key to open the door to get to the other side. &lt;br /&gt;
|-&lt;br /&gt;
| 2593 &lt;br /&gt;
| sum_37_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What? Why do I have to find that key? That&#039;s not my job, but I&#039;ll do it. I have to because it&#039;s for the Master Emerald. &lt;br /&gt;
|-&lt;br /&gt;
| 2594 &lt;br /&gt;
| sum_37_04_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ll show you the skills that make me the ultimate treasure hunter! &lt;br /&gt;
|-&lt;br /&gt;
| 2595 &lt;br /&gt;
| sum_38_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before King Boom Boo&lt;br /&gt;
|-&lt;br /&gt;
| 2596 &lt;br /&gt;
| sum_38_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| That was a piece of cake. I found the key and now it&#039;s time to explore Eggman&#039;s secret base! &lt;br /&gt;
|-&lt;br /&gt;
| 2597 &lt;br /&gt;
| sum_38_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| What was that? I got a bad feeling about this. It&#039;s creepy in here. Could there be spirits that guard the tombs? &lt;br /&gt;
|-&lt;br /&gt;
| 2598 &lt;br /&gt;
| sum_38_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I don&#039;t think I can deal with this, but then how am I going to find the pieces of the emerald? Darn... I have no choice! &lt;br /&gt;
|-&lt;br /&gt;
| 2599 &lt;br /&gt;
| sum_39_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Egg Golem (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
| 2600 &lt;br /&gt;
| sum_39_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Thanks to Knuckles, we were able to unlock the door to Eggman&#039;s secret base. &lt;br /&gt;
|-&lt;br /&gt;
| 2601 &lt;br /&gt;
| sum_39_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Out of nowhere, Eggman appeared, and a huge statue came alive! &lt;br /&gt;
|-&lt;br /&gt;
| 2602 &lt;br /&gt;
| sum_39_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That evil egghead! How did he know we were coming? &lt;br /&gt;
|-&lt;br /&gt;
| 2603 &lt;br /&gt;
| sum_39_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Do you really think that piece of rock can stop us? &lt;br /&gt;
|-&lt;br /&gt;
| 2604 &lt;br /&gt;
| sum_40_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Eternal Engine&lt;br /&gt;
|-&lt;br /&gt;
| 2605 &lt;br /&gt;
| sum_40_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| We managed to hotwire the space shuttle from Eggman&#039;s secret base, and finally arrived at the Space Colony ARK. &lt;br /&gt;
|-&lt;br /&gt;
| 2606 &lt;br /&gt;
| sum_40_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It was my idea to destroy that weapon using the fake emerald I made. &lt;br /&gt;
|-&lt;br /&gt;
| 2607 &lt;br /&gt;
| sum_40_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| I wonder if Sonic understands the plan. &lt;br /&gt;
|-&lt;br /&gt;
| 2608 &lt;br /&gt;
| sum_40_04_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| It&#039;s up to me to find the power supply and fast! &lt;br /&gt;
|-&lt;br /&gt;
| 2609 &lt;br /&gt;
| sum_41_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Meteor Herd&lt;br /&gt;
|-&lt;br /&gt;
| 2610 &lt;br /&gt;
| sum_41_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| The pieces of the Master Emerald I collected are now floating in space. We should have secured them better in the shuttle cargo bay. &lt;br /&gt;
|-&lt;br /&gt;
| 2611 &lt;br /&gt;
| sum_41_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| It&#039;s not an easy job protecting the Master Emerald, you know! &lt;br /&gt;
|-&lt;br /&gt;
| 2612 &lt;br /&gt;
| sum_41_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I have to find them before we lose them again! &lt;br /&gt;
|-&lt;br /&gt;
| 2613 &lt;br /&gt;
| sum_42_00_am &lt;br /&gt;
| Amy &lt;br /&gt;
| My name is Amy Rose. I&#039;m cute and full of energy! &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| Story summary before Cannon&#039;s Core&lt;br /&gt;
|-&lt;br /&gt;
| 2614 &lt;br /&gt;
| sum_42_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Something horrible is happening. Professor Gerald activated this program a long time ago. &lt;br /&gt;
|-&lt;br /&gt;
| 2615 &lt;br /&gt;
| sum_42_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Activating that program has caused the space colony to fall out of its orbit. Now it&#039;s on a crash-course with the Earth! &lt;br /&gt;
|-&lt;br /&gt;
| 2616 &lt;br /&gt;
| sum_42_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Looks like Eggman has tricked Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2617 &lt;br /&gt;
| sum_42_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| He&#039;s such an evil doctor! I want to yell at him, but first, we need to stop the space colony from falling. &lt;br /&gt;
|-&lt;br /&gt;
| 2618 &lt;br /&gt;
| sum_42_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| We decided to team up and go to the colony&#039;s core to stop the power of the Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 2619 &lt;br /&gt;
| sum_42_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| We don&#039;t have much time left! Hang on, everybody! Let&#039;s do it! &lt;br /&gt;
|-&lt;br /&gt;
| 2620 &lt;br /&gt;
| sum_43_00_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow the Hedgehog, the one and only Ultimate Life Form. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Biolizard&lt;br /&gt;
|-&lt;br /&gt;
| 2621 &lt;br /&gt;
| sum_43_01_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| Thanks to Amy, I was able to remember Maria&#039;s wish. &lt;br /&gt;
|-&lt;br /&gt;
| 2622 &lt;br /&gt;
| sum_43_02_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| When I finally realized it, the ultimate life prototype tried to stop me! &lt;br /&gt;
|-&lt;br /&gt;
| 2623 &lt;br /&gt;
| sum_43_03_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;ll take care of this, Sonic! You go try to stop the power of the Chaos Emeralds. &lt;br /&gt;
|-&lt;br /&gt;
| 2624 &lt;br /&gt;
| sum_44_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Story summary before FinalHazard&lt;br /&gt;
|-&lt;br /&gt;
| 2625 &lt;br /&gt;
| sum_44_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| We were able to stop the power of the Chaos Emeralds, but the space colony is still falling! &lt;br /&gt;
|-&lt;br /&gt;
| 2626 &lt;br /&gt;
| sum_44_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| That prototype has become one with the space colony and is heading it on a collision course with Earth. &lt;br /&gt;
|-&lt;br /&gt;
| 2627 &lt;br /&gt;
| sum_44_02_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| &#039;&#039;copy of 2626&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2628 &lt;br /&gt;
| sum_44_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The space colony will be entering the Earth&#039;s atmosphere soon. We have to destroy it now! &lt;br /&gt;
|-&lt;br /&gt;
| 2629 &lt;br /&gt;
| sum_44_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| The ultimate power is fueled by everyone&#039;s wish. Let me show you Super Sonic power! &lt;br /&gt;
|-&lt;br /&gt;
| 2630 &lt;br /&gt;
| sum_45_00_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. Just call me Knuckles. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Knuckles vs. Rouge (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2631 &lt;br /&gt;
| sum_45_01_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| After finding half of the pieces of the Master Emerald, I ran into that bat girl again. &lt;br /&gt;
|-&lt;br /&gt;
| 2632 &lt;br /&gt;
| sum_45_02_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I bet she has the other half of the pieces. No time for small talk; I won&#039;t give her the chance! &lt;br /&gt;
|-&lt;br /&gt;
| 2633 &lt;br /&gt;
| sum_45_03_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;ve got to get those pieces back! &lt;br /&gt;
|-&lt;br /&gt;
| 2634 &lt;br /&gt;
| sum_46_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Story summary before Crazy Gadget&lt;br /&gt;
|-&lt;br /&gt;
| 2635 &lt;br /&gt;
| sum_46_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Our plan was perfect... until Eggman snatched Amy. &lt;br /&gt;
|-&lt;br /&gt;
| 2636 &lt;br /&gt;
| sum_46_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Eggman said he&#039;ll trade us Amy for the emerald. I have to think about that one! &lt;br /&gt;
|-&lt;br /&gt;
| 2637 &lt;br /&gt;
| sum_46_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s no time for jokes! Eggman&#039;s ready to fire that weapon again! &lt;br /&gt;
|-&lt;br /&gt;
| 2638 &lt;br /&gt;
| sum_46_04_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Tails, Amy! Hold on! I&#039;m coming! &lt;br /&gt;
|-&lt;br /&gt;
| 2639 &lt;br /&gt;
| sum_47_00_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles Prower, but everyone calls me Tails. &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Tails vs. Eggman 2 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2640 &lt;br /&gt;
| sum_47_01_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Sonic was captured and put in that capsule. Eggman shot the capsule into space and exploded it! &lt;br /&gt;
|-&lt;br /&gt;
| 2641 &lt;br /&gt;
| sum_47_02_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| No! It can&#039;t be true! Sonic can&#039;t be dead! &lt;br /&gt;
|-&lt;br /&gt;
| 2642 &lt;br /&gt;
| sum_47_03_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| Eggman! I won&#039;t let you get away with this! I promised Sonic I wouldn&#039;t give up and I won&#039;t. I&#039;ll make you pay for this! &lt;br /&gt;
|-&lt;br /&gt;
| 2643 &lt;br /&gt;
| sum_48_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Story summary before Final Rush&lt;br /&gt;
|-&lt;br /&gt;
| 2644 &lt;br /&gt;
| sum_48_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I took a chance using Chaos Control and managed to escape from Eggman&#039;s trap. &lt;br /&gt;
|-&lt;br /&gt;
| 2645 &lt;br /&gt;
| sum_48_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| There&#039;s not much time left before the weapon fires again! &lt;br /&gt;
|-&lt;br /&gt;
| 2646 &lt;br /&gt;
| sum_48_03_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;ll take my chances and throw this emerald into the cannon before it fires! &lt;br /&gt;
|-&lt;br /&gt;
| 2647 &lt;br /&gt;
| sum_49_00_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Story summary before Sonic vs. Shadow 2 (Hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2648 &lt;br /&gt;
| sum_49_01_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Timing couldn&#039;t be worse! Just when I thought I had everything under control, Shadow showed up. I have to end this battle against that black hedgehog now! &lt;br /&gt;
|-&lt;br /&gt;
| 2649 &lt;br /&gt;
| sum_49_02_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| Show me what you got, Shadow! True power? Yeah, right! &lt;br /&gt;
|-&lt;br /&gt;
| 2650 &lt;br /&gt;
| sum_int_eg &lt;br /&gt;
| Eggman &lt;br /&gt;
| My name is Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2651 &lt;br /&gt;
| sum_int_eg_1 &lt;br /&gt;
| Eggman &lt;br /&gt;
| I&#039;m Dr. Eggman. &lt;br /&gt;
|-&lt;br /&gt;
| 2652 &lt;br /&gt;
| sum_int_kn &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles the Echidna. &lt;br /&gt;
|-&lt;br /&gt;
| 2653 &lt;br /&gt;
| sum_int_kn_1 &lt;br /&gt;
| Knuckles &lt;br /&gt;
| &#039;&#039;copy of 2652&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2654 &lt;br /&gt;
| sum_int_kn_2 &lt;br /&gt;
| Knuckles &lt;br /&gt;
| I&#039;m Knuckles. &lt;br /&gt;
|-&lt;br /&gt;
| 2655 &lt;br /&gt;
| sum_int_rg &lt;br /&gt;
| Rouge &lt;br /&gt;
| My name is Rouge the Bat. &lt;br /&gt;
|-&lt;br /&gt;
| 2656 &lt;br /&gt;
| sum_int_rg_1 &lt;br /&gt;
| Rouge &lt;br /&gt;
| I&#039;m Rouge. &lt;br /&gt;
|-&lt;br /&gt;
| 2657 &lt;br /&gt;
| sum_int_sd &lt;br /&gt;
| Shadow &lt;br /&gt;
| My name is Shadow the Hedgehog. &lt;br /&gt;
|-&lt;br /&gt;
| 2658 &lt;br /&gt;
| sum_int_sd_1 &lt;br /&gt;
| Shadow &lt;br /&gt;
| I&#039;m Shadow. &lt;br /&gt;
|-&lt;br /&gt;
| 2659 &lt;br /&gt;
| sum_int_sn &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic! Sonic the Hedgehog! &lt;br /&gt;
|-&lt;br /&gt;
| 2660 &lt;br /&gt;
| sum_int_sn_1 &lt;br /&gt;
| Sonic &lt;br /&gt;
| I&#039;m Sonic. &lt;br /&gt;
|-&lt;br /&gt;
| 2661 &lt;br /&gt;
| sum_int_tl &lt;br /&gt;
| Tails &lt;br /&gt;
| My name is Miles &amp;quot;Tails&amp;quot; Prower. &lt;br /&gt;
|-&lt;br /&gt;
| 2662 &lt;br /&gt;
| sum_int_tl_1 &lt;br /&gt;
| Tails &lt;br /&gt;
| I&#039;m Tails. &lt;br /&gt;
|-&lt;br /&gt;
| 2663 &lt;br /&gt;
| vs_ex_00_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Amy Rose is here! &lt;br /&gt;
| 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2664 &lt;br /&gt;
| vs_ex_01_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Move aside, Knuckles! &lt;br /&gt;
| Japanese dub uses this voice ID for activating the Storming Heart special attack&lt;br /&gt;
|-&lt;br /&gt;
| 2665 &lt;br /&gt;
| vs_ex_02_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Well, yeah. &lt;br /&gt;
| Ledge grab&lt;br /&gt;
|-&lt;br /&gt;
| 2666 &lt;br /&gt;
| vs_ex_03_am &lt;br /&gt;
| Amy &lt;br /&gt;
| WAAAAAA &lt;br /&gt;
| Falling off stage&lt;br /&gt;
|-&lt;br /&gt;
| 2667 &lt;br /&gt;
| vs_ex_04_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Sonic! &lt;br /&gt;
| Death by damage&lt;br /&gt;
|-&lt;br /&gt;
| 2668 &lt;br /&gt;
| vs_ex_05_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;re not Sonic! Who are you? &lt;br /&gt;
|-&lt;br /&gt;
| 2669 &lt;br /&gt;
| vs_ex_06_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Ooooh, I hate it when they leave me behind! &lt;br /&gt;
|-&lt;br /&gt;
| 2670 &lt;br /&gt;
| vs_ex_07_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Awesome! &lt;br /&gt;
| 2P Win (Single) with less than 20 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2671 &lt;br /&gt;
| vs_ex_08_am &lt;br /&gt;
| Amy &lt;br /&gt;
| You&#039;ve got just about all of the Emblems, haven&#039;t you? &lt;br /&gt;
| Japanese dub uses this voice when passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2672 &lt;br /&gt;
| vs_ex_09_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Just wait a minute! &lt;br /&gt;
| Activating Amy Flash&lt;br /&gt;
|-&lt;br /&gt;
| 2673 &lt;br /&gt;
| vs_ex_10_am &lt;br /&gt;
| Amy &lt;br /&gt;
| My name is Amy Rose. &lt;br /&gt;
| 2P Win (Best of 3)/Round Clear with 20-100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2674 &lt;br /&gt;
| vs_ex_11_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &#039;&#039;grunt&#039;&#039; &lt;br /&gt;
| Initiating a grind/ramp trick and ledge balancing&lt;br /&gt;
|-&lt;br /&gt;
| 2675 &lt;br /&gt;
| vs_ex_12_am &lt;br /&gt;
| Amy &lt;br /&gt;
| &#039;&#039;giggle&#039;&#039;&lt;br /&gt;
| Activating 2P Speed Up&lt;br /&gt;
|-&lt;br /&gt;
| 2676 &lt;br /&gt;
| vs_ex_13_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Oooh! &lt;br /&gt;
|-&lt;br /&gt;
| 2677 &lt;br /&gt;
| vs_ex_14_am &lt;br /&gt;
| Amy &lt;br /&gt;
| Yeah! &lt;br /&gt;
| Storming Heart activation, acquiring Barrier/Speed Shoes/Invincibility, passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2678 &lt;br /&gt;
| Y_AM_CLEAR1 &lt;br /&gt;
| Amy &lt;br /&gt;
| Yay! All right! &lt;br /&gt;
| SA2B only, 2P Win (Single) with 20-100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2679 &lt;br /&gt;
| Y_AM_CLEAR2 &lt;br /&gt;
| Amy &lt;br /&gt;
| All right! &lt;br /&gt;
| SA2B only, 2P Win (Best of 3)/Round Clear with less than 20 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2680 &lt;br /&gt;
| Y_AM_CLEAR3 &lt;br /&gt;
| Amy &lt;br /&gt;
| Yes, yes, yes! &lt;br /&gt;
| SA2B only, 2P Win (Single) with over 100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2681 &lt;br /&gt;
| Y_AM_CLEAR4 &lt;br /&gt;
| Amy &lt;br /&gt;
| Wow, I&#039;m good! &lt;br /&gt;
| SA2B only, 2P Win (Best of 3)/Round Clear with over 100 Rings&lt;br /&gt;
|-&lt;br /&gt;
| 2682 &lt;br /&gt;
| Y_AM_NEW &lt;br /&gt;
| Amy &lt;br /&gt;
| Hey, c&#039;mon! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2683 &lt;br /&gt;
| Y_AM_SELECT &lt;br /&gt;
| Amy &lt;br /&gt;
| It&#039;s my turn now! &lt;br /&gt;
| SA2B only, selecting Amy on the 2P Battle screen&lt;br /&gt;
|-&lt;br /&gt;
| 2684 &lt;br /&gt;
| Y_AM_SPECIAL &lt;br /&gt;
| Amy &lt;br /&gt;
| Here I come! &lt;br /&gt;
| SA2B only, Japanese dub uses this voice when passing a special attack threshold&lt;br /&gt;
|-&lt;br /&gt;
| 2685 &lt;br /&gt;
| Y_AM_START1 &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;m getting excited! &lt;br /&gt;
| SA2B only, Alternate 2P Intro&lt;br /&gt;
|-&lt;br /&gt;
| 2686 &lt;br /&gt;
| Y_AM_START2 &lt;br /&gt;
| Amy &lt;br /&gt;
| I&#039;m going to do my best, Sonic! &lt;br /&gt;
| SA2B only, used when Sonic is the opponent&lt;br /&gt;
|-&lt;br /&gt;
| 2687 &lt;br /&gt;
| Y_C0_CLEAR &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only, Round Clear&lt;br /&gt;
|-&lt;br /&gt;
| 2688 &lt;br /&gt;
| Y_C0_SELECT &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only, selecting Chaos Zero on the 2P Battle screen&lt;br /&gt;
|-&lt;br /&gt;
| 2689 &lt;br /&gt;
| Y_C0_START &lt;br /&gt;
| Chaos Zero &lt;br /&gt;
| &#039;&#039;splash&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2690 &lt;br /&gt;
| Y_CW_CLASH1 &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Taking major damage, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2691 &lt;br /&gt;
| Y_CW_CLASH2 &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Critical health, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2692 &lt;br /&gt;
| Y_CW_CLEAR &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao, Chao, Chao! &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2693 &lt;br /&gt;
| Y_CW_ITEM &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Acquiring Speed Shoes/Invincibility/Barrier, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2694 &lt;br /&gt;
| Y_CW_LEVEL1 &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| Firing Booming Missile, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2695 &lt;br /&gt;
| Y_CW_LEVEL2 &lt;br /&gt;
| Chao &lt;br /&gt;
| Cha! &lt;br /&gt;
| Firing Rumble Launcher, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2696 &lt;br /&gt;
| Y_CW_MAXHEALTH &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only, health restored to full&lt;br /&gt;
|-&lt;br /&gt;
| 2697 &lt;br /&gt;
| Y_CW_POWER &lt;br /&gt;
| Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2698 &lt;br /&gt;
| Y_CW_POWERLASER &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| Firing Zap Laser, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2699 &lt;br /&gt;
| Y_CW_SELECT &lt;br /&gt;
| Chao &lt;br /&gt;
| Oooh! &lt;br /&gt;
| Selecting Chao Walker/2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2700 &lt;br /&gt;
| Y_CW_START &lt;br /&gt;
| Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2701 &lt;br /&gt;
| Y_DW_CLASH1 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| SA2B only, taking major damage&lt;br /&gt;
|-&lt;br /&gt;
| 2702 &lt;br /&gt;
| Y_DW_CLASH2 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;yell&#039;&#039; &lt;br /&gt;
| Critical health, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2703 &lt;br /&gt;
| Y_DW_CLEAR &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2704 &lt;br /&gt;
| Y_DW_ITEM &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Oh Yay! &lt;br /&gt;
| Acquiring Speed Shoes/Invincibility/Barrier, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2705 &lt;br /&gt;
| Y_DW_LEVEL1 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only, firing Crazy Rush&lt;br /&gt;
|-&lt;br /&gt;
| 2706 &lt;br /&gt;
| Y_DW_LEVEL2 &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Cha! &lt;br /&gt;
| SA2B only, firing Hell Bomber&lt;br /&gt;
|-&lt;br /&gt;
| 2707 &lt;br /&gt;
| Y_DW_MAXHEALTH &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao pa! &lt;br /&gt;
| SA2B only, health restored to full&lt;br /&gt;
|-&lt;br /&gt;
| 2708 &lt;br /&gt;
| Y_DW_POWER &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2709 &lt;br /&gt;
| Y_DW_POWERLASER &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| Chao! &lt;br /&gt;
| SA2B only, firing Dark Finish&lt;br /&gt;
|-&lt;br /&gt;
| 2710 &lt;br /&gt;
| Y_DW_SELECT &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| Selecting Dark Chao Walker/2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2711 &lt;br /&gt;
| Y_DW_START &lt;br /&gt;
| Dark Chao &lt;br /&gt;
| &#039;&#039;babble&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2712 &lt;br /&gt;
| Y_MS_CLEAR &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;mechanical whirring&#039;&#039; &lt;br /&gt;
| Victory, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2713 &lt;br /&gt;
| Y_MS_CLEAR_B &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;copy of 2712&#039;&#039; &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2714 &lt;br /&gt;
| Y_MS_SELECT &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;programming engaged&#039;&#039; &lt;br /&gt;
| Selecting Metal Sonic, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2715 &lt;br /&gt;
| Y_MS_START &lt;br /&gt;
| Metal Sonic &lt;br /&gt;
| &#039;&#039;programming engaged&#039;&#039; &lt;br /&gt;
| 2P Intro, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2716 &lt;br /&gt;
| Y_TK_CLEAR &lt;br /&gt;
| Tikal &lt;br /&gt;
| The fighting&#039;s over. &lt;br /&gt;
| SA2B only (Round Clear)&lt;br /&gt;
|-&lt;br /&gt;
| 2717 &lt;br /&gt;
| Y_TK_DEAD &lt;br /&gt;
| Tikal &lt;br /&gt;
| No, no, no! &lt;br /&gt;
| SA2B only (Death by enemy)&lt;br /&gt;
|-&lt;br /&gt;
| 2718 &lt;br /&gt;
| Y_TK_HIT &lt;br /&gt;
| Tikal &lt;br /&gt;
| Ah! &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2719 &lt;br /&gt;
| Y_TK_HIT_B &lt;br /&gt;
| Tikal &lt;br /&gt;
| Why did this have to happen? &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2720 &lt;br /&gt;
| Y_TK_LEVEL &lt;br /&gt;
| Tikal &lt;br /&gt;
| Hear me now. &lt;br /&gt;
| SA2B only&lt;br /&gt;
|-&lt;br /&gt;
| 2721 &lt;br /&gt;
| Y_TK_LEVEL1 &lt;br /&gt;
| Tikal &lt;br /&gt;
| I&#039;m sorry. &lt;br /&gt;
| SA2B only (Use Wrath of Gaia)&lt;br /&gt;
|-&lt;br /&gt;
| 2722 &lt;br /&gt;
| Y_TK_LEVEL2 &lt;br /&gt;
| Tikal &lt;br /&gt;
| I beg of you. &lt;br /&gt;
| SA2B only (Use Heaven&#039;s Justice)&lt;br /&gt;
|-&lt;br /&gt;
| 2723 &lt;br /&gt;
| Y_TK_LEVEL3 &lt;br /&gt;
| Tikal &lt;br /&gt;
| How can I make you understand? &lt;br /&gt;
| SA2B only (Use Captive Light)&lt;br /&gt;
|-&lt;br /&gt;
| 2724 &lt;br /&gt;
| Y_TK_SELECT &lt;br /&gt;
| Tikal &lt;br /&gt;
| I&#039;m Tikal. &lt;br /&gt;
| SA2B only (2P Battle Select)&lt;br /&gt;
|-&lt;br /&gt;
| 2725 &lt;br /&gt;
| Y_TK_START &lt;br /&gt;
| Tikal &lt;br /&gt;
| I must do something. &lt;br /&gt;
| SA2B only (2P Intro 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2726 &lt;br /&gt;
| Y_TK_START_B &lt;br /&gt;
| Tikal &lt;br /&gt;
| &#039;&#039;copy of 2725&#039;&#039; &lt;br /&gt;
| SA2B only, the game can randomly select this voice for the 2P Intro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Animation_Files&amp;diff=746</id>
		<title>Sonic Adventure 2/Character Animation Files</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Animation_Files&amp;diff=746"/>
		<updated>2026-04-12T00:17:53Z</updated>

		<summary type="html">&lt;p&gt;End User: Added custom filenames for all categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following tables list all the animations found in each character&#039;s &amp;lt;code&amp;gt;MTN.PRS&amp;lt;/code&amp;gt; files in Sonic Adventure 2, along with the special animations that are tied to most stages.&lt;br /&gt;
&lt;br /&gt;
When the game data is split using SA Tools Hub, all of the extracted character animations will be placed in the &amp;lt;code&amp;gt;(Project Name)\figure\bin&amp;lt;/code&amp;gt; folder path, labeled using their internal IDs within the MTN binaries. As many duplicate references exist within the files, only one file will be produced if there are multiple references to the same animation in a given binary. These references can be edited by opening the .ini file found within the given animation binary&#039;s folder and adjusting the information as necessary.&lt;br /&gt;
&lt;br /&gt;
Certain SA2 projects generated by SA Tools Hub now feature generated filenames for every character animation stored in each &amp;lt;code&amp;gt;MTN.PRS&amp;lt;/code&amp;gt; archive, as well as those stored in the stage binaries. Editing works in a similar fashion to how the ID-based filenames are handled: the mod loader and any building tools will only check for the internal animation label (i.e. the &amp;lt;code&amp;gt;animation_????????&amp;lt;/code&amp;gt; portion of the file) when acquiring data from all files in the given directory. In order for changes to be applied, this segment must match the appropriate label found within the MTN pack&#039;s generated .ini file.&lt;br /&gt;
&lt;br /&gt;
= Common Animations =&lt;br /&gt;
Common animations are used universally for every character, apart from Eggman. Not all animations are used for all characters. Some animations are in other character PRS archives for their respective character.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\plcommtn&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Common Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|cmn_stand_b&lt;br /&gt;
|Alternate stand&lt;br /&gt;
|Used for standing still with a lightdash charge, and spawning into a stage&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, unused&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, unused&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|cmn_sakataiki0&lt;br /&gt;
|Standing on an upwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|cmn_sakataiki1&lt;br /&gt;
|Standing on an downwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|cmn_walk0&lt;br /&gt;
|Walking (Sonic, Metal Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|cmn_run0&lt;br /&gt;
|Fast walk (Sonic, Knuckles, Metal Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|cmn_run1&lt;br /&gt;
|Jogging (Sonic, Knuckles)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|cmn_run2&lt;br /&gt;
|Running (Sonic, Knuckles)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|cmn_maxrun&lt;br /&gt;
|Sprinting (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|cmn_spindash&lt;br /&gt;
|Spinning&lt;br /&gt;
|Spin Dash charge&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|cmn_spindash&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 11, Spin Dash/Light Attack&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|cmn_baneup0&lt;br /&gt;
|Springing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|cmn_baneup1&lt;br /&gt;
|Spring to fall transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|cmn_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|cmn_baneup3&lt;br /&gt;
|Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|cmn_baneup4&lt;br /&gt;
|Landing high&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|cmn_stop0&lt;br /&gt;
|Braking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|cmn_push0&lt;br /&gt;
|Begin pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|cmn_push1&lt;br /&gt;
|Pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|cmn_damage0&lt;br /&gt;
|Hurt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, used as a transition from hurt animation&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|cmn_rollfly&lt;br /&gt;
|Floating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|cmn_crash0&lt;br /&gt;
|Wall slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|cmn_standup0&lt;br /&gt;
|Wall slam recovery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, used for uncurling from a Spin Dash&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|cmn_stop1&lt;br /&gt;
|Turning around after braking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|cmn_waitmove0&lt;br /&gt;
|Skidding on an upwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|cmn_waitmove1&lt;br /&gt;
|Skidding on an downwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|cmn_spinball&lt;br /&gt;
|Jumpball spin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|cmn_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|cmn_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|cmn_holdstop0&lt;br /&gt;
|Braking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|cmn_holdstop1&lt;br /&gt;
|Turning around with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|cmn_hwait0&lt;br /&gt;
|Standing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|cmn_h_sakataiki0&lt;br /&gt;
|Standing on upward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|cmn_h_sakataiki1&lt;br /&gt;
|Standing on downward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|cmn_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|cmn_takeback0&lt;br /&gt;
|Pulling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|cmn_shake0&lt;br /&gt;
|Shaking tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|cmn_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|cmn_touch0&lt;br /&gt;
|Grabbing tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|cmn_touch1&lt;br /&gt;
|Holding tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|cmn_holdup0&lt;br /&gt;
|Springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|cmn_holdup1&lt;br /&gt;
|Midair transition with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|cmn_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|cmn_holdup3&lt;br /&gt;
|Landing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|cmn_throw0&lt;br /&gt;
|Throwing object&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|cmn_throw0&lt;br /&gt;
|Throwing object&lt;br /&gt;
|Copy of 49, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|cmn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|cmn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|Copy of 51, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|cmn_hold0&lt;br /&gt;
|Put object down&lt;br /&gt;
|Copy of 31&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|sn_kimepose0&lt;br /&gt;
|Stage clear (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|cmn_furatsuki&lt;br /&gt;
|Captured by ghost/slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|cmn_awa0&lt;br /&gt;
|Breathe air bubble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|cmn_chissoku0&lt;br /&gt;
|Begin drowning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|cmn_chissoku1&lt;br /&gt;
|Drowning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|cmn_die0&lt;br /&gt;
|Death by enemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|cmn_oto0&lt;br /&gt;
|Balancing on edge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|cmn_ckabe0&lt;br /&gt;
|Grabbing ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|cmn_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|cmn_ckabe1&lt;br /&gt;
|Flip up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|cmn_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|cmn_jump1&lt;br /&gt;
|Jump spin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|cmn_baneup1&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|Copy of 14&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|cmn_baneup2&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|Copy of 15&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|cmn_hlfail0&lt;br /&gt;
|Begin failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|cmn_hlfail1&lt;br /&gt;
|Failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|cmn_hlfail2&lt;br /&gt;
|End failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|cmn_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|cmn_chaothrow0&lt;br /&gt;
|Throwing Chao into machine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|cmn_zitabata&lt;br /&gt;
|Dash Ramp launch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|cmn_tukamari0&lt;br /&gt;
|Pulley hang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|cmn_rocket0&lt;br /&gt;
|Rocket grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|cmn_rocket1&lt;br /&gt;
|Rocket hang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|cmn_chaonade0&lt;br /&gt;
|Pet Chao&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|cmn_uproot&lt;br /&gt;
|Uproot&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|cmn_obake0&lt;br /&gt;
|Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|cmn_obake1&lt;br /&gt;
|Recovery from being scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|cmn_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|cmn_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when the Mystic Melody Shrine has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|cmn_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 83, used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|sn_losepose0&lt;br /&gt;
|Sonic losing pose&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Main Character Animations =&lt;br /&gt;
&lt;br /&gt;
== Sonic the Hedgehog ==&lt;br /&gt;
Contains idles, lightdash, somersault, homing attacks, rails and trick animations.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\sonicmtn&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Sonic Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|sn_ldash&lt;br /&gt;
|Lightdash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|sn_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|sn_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|Copy of 90&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|sn_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|sn_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|sn_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|sn_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|Copy of 90, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|sn_gspin_b1&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|sn_gspin_b2&lt;br /&gt;
|Somersault punch begin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|sn_gspin_b3&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|sn_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|reuses jump spin (66)&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|sn_hpose0&lt;br /&gt;
|Homing Attack Trick 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|sn_hpose1&lt;br /&gt;
|Homing Attack Trick 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|sn_hpose2&lt;br /&gt;
|Homing Attack Trick 3&lt;br /&gt;
|Also used for the somersault jump with stick input&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|sn_grleft0&lt;br /&gt;
|Grinding R (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|sn_grright0&lt;br /&gt;
|Grinding R (stanidng, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|sn_grleft1&lt;br /&gt;
|Grinding R (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|sn_grright1&lt;br /&gt;
|Grinding R (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|sn_grleft2&lt;br /&gt;
|Grinding L (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|sn_grright2&lt;br /&gt;
|Grinding L (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|sn_grleft3&lt;br /&gt;
|Grinding L (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|sn_grright3&lt;br /&gt;
|Grinding L (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|sn_grleftfall&lt;br /&gt;
|Losing balance Grind R (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|sn_grrightfall&lt;br /&gt;
|Losing balance Grind R (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|sn_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|sn_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|sn_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|sn_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|sn_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|sn_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|sn_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shadow the Hedgehog ==&lt;br /&gt;
&lt;br /&gt;
Shadow&#039;s animation list was extended in SA2B to accommodate the use of exclusive animations for board tricks for all speed-type characters.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\teriosmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Shadow Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|sd_ldash&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|91&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|sd_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|sd_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|sd_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|sd_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|96&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|sd_gspin_b0&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|sd_gspin_b1&lt;br /&gt;
|Begin Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|sd_gspin_b2&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|sd_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, the jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|101&lt;br /&gt;
|sd_hpose0&lt;br /&gt;
|Homing Attack Trick 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|sd_hpose1&lt;br /&gt;
|Homing Attack Trick 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|sd_hpose2&lt;br /&gt;
|Homing Attack Trick 3&lt;br /&gt;
|Also used when jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|sd_grleft0&lt;br /&gt;
|Grinding R (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|sd_grright0&lt;br /&gt;
|Grinding R (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|sd_grleft1&lt;br /&gt;
|Grinding R (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|sd_grright1&lt;br /&gt;
|Grinding R (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|sd_grleft2&lt;br /&gt;
|Grinding L (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|sd_grright2&lt;br /&gt;
|Grinding L (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|sd_grleft3&lt;br /&gt;
|Grinding L (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|sd_grright3&lt;br /&gt;
|Grinding L (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|sd_grleftfall&lt;br /&gt;
|Losing balance (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|sd_grrightfall&lt;br /&gt;
|Losing balance (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|sd_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|sd_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|sd_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|246&lt;br /&gt;
|sd_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|169&lt;br /&gt;
|sd_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|170&lt;br /&gt;
|sd_wait_b&lt;br /&gt;
|Alternate standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|171&lt;br /&gt;
|sd_run0&lt;br /&gt;
|Speed-Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|172&lt;br /&gt;
|sd_run1&lt;br /&gt;
|Skating 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|173&lt;br /&gt;
|sd_run2&lt;br /&gt;
|Skating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|174&lt;br /&gt;
|sd_maxrun&lt;br /&gt;
|Skating 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|175&lt;br /&gt;
|sd_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|176&lt;br /&gt;
|sd_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|177&lt;br /&gt;
|sd_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|178&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|179&lt;br /&gt;
|sd_baneup4&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|180&lt;br /&gt;
|sd_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|181&lt;br /&gt;
|sd_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|182&lt;br /&gt;
|sd_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|183&lt;br /&gt;
|sd_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|184&lt;br /&gt;
|sd_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles the Echidna ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\knuckmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Knuckles Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|kn_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|kn_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|kn_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|kn_anahori0&lt;br /&gt;
|Begin digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|kn_anahori1&lt;br /&gt;
|Digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|kn_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|kn_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|kn_anafail0&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|kn_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 90&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|kn_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|kn_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|kn_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|kn_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 94&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|kn_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|kn_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|kn_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|kn_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|kn_kabeup0&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|kn_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|kn_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|kn_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|kn_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 107&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|kn_punch0&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|kn_punch1&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|kn_punch2&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|kn_runpunch0&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|kn_runpunch1&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|kn_runpunch2&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|kn_drill0&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|kn_drill1&lt;br /&gt;
|Landing from Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|kn_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|kn_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|kn_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|kn_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|kn_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|kn_swimwait0&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|kn_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|kn_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|kn_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|kn_maxrun&lt;br /&gt;
|Sprinting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|kn_upper&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|kn_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|kn_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|kn_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|kn_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|kn_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|kn_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|kn_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|kn_sunglass&lt;br /&gt;
|Put on Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|kn_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|kn_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|kn_quake&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|kn_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|kn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rouge the Bat == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\rougemtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Rouge Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|rg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|rg_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|rg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|rg_kick0&lt;br /&gt;
|First kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|rg_kick1&lt;br /&gt;
|Second kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|rg_kick2&lt;br /&gt;
|Third kick (bicycle kick)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|rg_runkick0&lt;br /&gt;
|First kick (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|rg_runkick1&lt;br /&gt;
|Second kick (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|rg_runkick2&lt;br /&gt;
|Helicopter Kick (running kick combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|rg_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|rg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|rg_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|rg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|rg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 153&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|rg_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|rg_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|rg_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|rg_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 157&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|rg_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|rg_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|rg_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|rg_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|rg_drill0&lt;br /&gt;
|Drill Dive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|rg_anahori0&lt;br /&gt;
|Begin digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|rg_anahori1&lt;br /&gt;
|Digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|rg_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 164&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|rg_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 165&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|rg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|rg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|rg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|Copy of 169&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|rg_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|rg_hlfail0&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|rg_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|rg_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|rg_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|rg_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|rg_scope&lt;br /&gt;
|Put on Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|rg_quake&lt;br /&gt;
|Hip Drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|rg_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|rg_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|rg_upper&lt;br /&gt;
|Screw Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|rg_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|rg_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|rg_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|rg_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|rg_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|rg_swimwait0&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|rg_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|rg_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|rg_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|rg_anafail&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|rg_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|rg_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|rg_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 191&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|rg_kabeup0&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|rg_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|rg_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|rg_tukamari0&lt;br /&gt;
|Holding onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|rg_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|rg_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|rg_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|rg_holdup0&lt;br /&gt;
|Jump with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|rg_holdup1&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|rg_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|rg_wing_a&lt;br /&gt;
|Wing movements while gliding&lt;br /&gt;
|Wing animation&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|rg_wing_sa&lt;br /&gt;
|Wings opening&lt;br /&gt;
|This is a shape motion for the wings, used while gliding&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|rg_wing_b&lt;br /&gt;
|Wing movements (Default)&lt;br /&gt;
|Wing animation&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|rg_wing_sb&lt;br /&gt;
|Wings closing&lt;br /&gt;
|This is a shape motion used for the wings&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|rg_wing_c (DC)&lt;br /&gt;
rg_wing_b (SA2B)&lt;br /&gt;
|Wing movements (Default)&lt;br /&gt;
|This animation is used with Rouge&#039;s alternate costume, copy of 207 in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|rg_wing_sc (DC)&lt;br /&gt;
rg_wing_sb (SA2B)&lt;br /&gt;
|Wings closing&lt;br /&gt;
|This shape motion is used with Rouge&#039;s alternate costume, copy of 208 in SA2B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Eggman == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ewalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech Eggman Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|ew_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|ew_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|ew_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|ew_run1&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|ew_maxrun&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|ew_baneup0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|ew_baneup1&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for falling&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|ew_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|ew_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|ew_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|ew_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|ew_rollfly&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovering from melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ew_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ew_waitmove0&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|ew_waitmove1&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|ew_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|ew_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|ew_oto0&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|ew_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|ew_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|ew_baneup3&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|ew_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|ew_zitabata&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|ew_runjump&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|ew_tukamari0&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|ew_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|ew_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 124, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|ew_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|ew_hover0&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|ew_punch&lt;br /&gt;
|Activate Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|ew_glove_punch&lt;br /&gt;
|Boxing Glove punch&lt;br /&gt;
|Boxing Glove mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|ew_lc_open&lt;br /&gt;
|Open front hatch&lt;br /&gt;
|Power Laser Cannon animation, used when Power Laser is ready to be activated&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|ew_punch&lt;br /&gt;
|Activate Laser Missile Attack&lt;br /&gt;
|Copy of 128, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|ew_punch&lt;br /&gt;
|Activate Rocket Launcher&lt;br /&gt;
|Copy of 128, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|ew_laser&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|ew_losepose0&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|ew_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|ew_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|ew_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Tails ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\twalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech Tails Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|tw_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|tw_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|tw_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|tw_run1&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|tw_maxrun&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|tw_baneup0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|tw_baneup1&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|tw_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|tw_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|tw_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|tw_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|tw_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|tw_rollfly&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for recovering from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|tw_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|tw_waitmove0&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|tw_waitmove1&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|tw_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|tw_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|tw_oto0&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Copy of 141, unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|tw_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|tw_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|tw_baneup3&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 149&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|tw_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|tw_zitabata&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|tw_runjump&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|tw_tukamari0&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|tw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|tw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 176, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|tw_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|tw_hover0&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|tw_punch&lt;br /&gt;
|Activate Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|tw_part_punch&lt;br /&gt;
|Propeller Punch&lt;br /&gt;
|Propeller Punch mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|tw_punch&lt;br /&gt;
|Activate Laser Missile Attack&lt;br /&gt;
|Copy of 180, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|tw_punch&lt;br /&gt;
|Activate Rocket Launcher&lt;br /&gt;
|Copy of 180, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|tw_laser&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|tw_losepose0&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|tw_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|tw_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|tw_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miles &amp;quot;Tails&amp;quot; Prower == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\milesmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Tails Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|mi_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|mi_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|mi_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|mi_flyup&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|mi_fly0&lt;br /&gt;
|Descending from flight&lt;br /&gt;
|Used for beginning of descent&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|mi_fly0&lt;br /&gt;
|Descending from flight&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|mi_fly1&lt;br /&gt;
|Land on ground from flight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|mi_attack&lt;br /&gt;
|Tail swipe attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|mi_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|mi_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|mi_run2&lt;br /&gt;
|Hovering&lt;br /&gt;
|Used for the running and sprinting animations&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|mi_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for victory pose&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|mi_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|mi_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|mi_hlfail0&lt;br /&gt;
|Begin picking up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and the large enemy bombs&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|mi_hlfail0&lt;br /&gt;
|Begin picking up heavy object&lt;br /&gt;
|Copy of 101&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|mi_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|mi_chaonade0&lt;br /&gt;
|Petting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|mi_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|mi_jump1&lt;br /&gt;
|High jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|mi_jump2&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|mi_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|mi_ckabe0&lt;br /&gt;
|Grab onto ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|mi_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|mi_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Copy of 110&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|mi_holdup3&lt;br /&gt;
|Land with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|mi_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|mi_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|mi_baneup3&lt;br /&gt;
|Landing on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|mi_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|mi_holdrun&lt;br /&gt;
|Walking with object&lt;br /&gt;
|Used for running with object, SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dr. Eggman == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\eggmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Eggman Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|eg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|eg_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|eg_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|eg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|eg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|Copy of 92&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|eg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|eg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 92&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for victory pose&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|eg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|eg_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|eg_hlfail0&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|eg_hlfail1&lt;br /&gt;
|Failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|eg_hlfail2&lt;br /&gt;
|End failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|eg_eggshake0&lt;br /&gt;
|Shake object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|eg_chaonade0&lt;br /&gt;
|Petting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|eg_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|eg_jump1&lt;br /&gt;
|High jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|eg_jump2&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|eg_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for springing&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|eg_jump2&lt;br /&gt;
|Begin falling&lt;br /&gt;
|Copy of 106, used for springing transition&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|eg_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|eg_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|eg_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|eg_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|eg_push0&lt;br /&gt;
|Begin pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|eg_push1&lt;br /&gt;
|Pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|eg_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from damage&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being caught in updraft&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|eg_crash0&lt;br /&gt;
|Bump into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from wall bump&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|eg_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for skidding on upward slope&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for skidding on downward slope&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|eg_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|eg_holdstop0&lt;br /&gt;
|Braking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|eg_holdstop1&lt;br /&gt;
|Turning around with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|eg_h_sakataiki0&lt;br /&gt;
|Standing on downward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|eg_h_sakataiki1&lt;br /&gt;
|Standing on upward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|eg_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|eg_takeback&lt;br /&gt;
|Pulling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|eg_shake0&lt;br /&gt;
|Shake tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|eg_touch0&lt;br /&gt;
|Grab onto tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|eg_touch1&lt;br /&gt;
|Holding tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|eg_holdup0&lt;br /&gt;
|Springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|eg_holdup1&lt;br /&gt;
|Begin falling from springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|eg_holdup2&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|eg_holdup3&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|eg_throw0&lt;br /&gt;
|Throw object&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|eg_throw0&lt;br /&gt;
|Throw object&lt;br /&gt;
|Copy of 138, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|eg_throwup0&lt;br /&gt;
|Throw object in midair&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|eg_throwup1&lt;br /&gt;
|Throw object in midair&lt;br /&gt;
|Copy of 141, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|eg_hold0&lt;br /&gt;
|Put down object&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being captured&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for drowning&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|eg_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for ledge balancing&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|eg_ckabe0&lt;br /&gt;
|Grab onto ledge&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|eg_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|eg_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Copy of 151&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|eg_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|eg_chaothrow0&lt;br /&gt;
|Throw Chao into machine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dash panel launch&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for holding onto pulley, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for grabbing rockets&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for holding rockets&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being scared&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from being scared&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|eg_attack0&lt;br /&gt;
|Swipe attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|eg_attack1&lt;br /&gt;
|Kick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Sonic == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ssonicmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Super Sonic Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|ssn_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|ssn_move0&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|ssn_dash0&lt;br /&gt;
|Homing dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|ssn_dash_u0&lt;br /&gt;
|Begin ascent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|ssn_dash_u1&lt;br /&gt;
|Ascending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|ssn_dash_d0&lt;br /&gt;
|Begin descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|ssn_dash_d1&lt;br /&gt;
|Descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|ssn_dash_uf0&lt;br /&gt;
|Begin forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|ssn_dash_uf1&lt;br /&gt;
|Forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|ssn_dash_df0&lt;br /&gt;
|Begin downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|ssn_dash_df1&lt;br /&gt;
|Downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|ssn_damage0&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|ssn_damage1&lt;br /&gt;
|Recovery from hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|ssn_spose1&lt;br /&gt;
|Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|ssn_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|ssn_kimepose1&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Used when Super Shadow is controlled by the player&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|ssn_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|ssn_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ssn_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ssn_spose_c1&lt;br /&gt;
|Camera positioning (Intro 2)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|ssn_spose0&lt;br /&gt;
|Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|ssn_spose_c0&lt;br /&gt;
|Camera positioning (Intro 1)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|ssn_wait1&lt;br /&gt;
|Idle&lt;br /&gt;
|Used after dealing damage to FinalHazard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Shadow == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\sshadowmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Super Shadow Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|ssd_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|ssd_move0&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|ssd_dash0&lt;br /&gt;
|Homing dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|ssd_dash_u0&lt;br /&gt;
|Begin ascent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|ssd_dash_u1&lt;br /&gt;
|Ascending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|ssd_dash_d0&lt;br /&gt;
|Begin descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|ssd_dash_d1&lt;br /&gt;
|Descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|ssd_dash_uf0&lt;br /&gt;
|Begin forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|ssd_dash_uf1&lt;br /&gt;
|Forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|ssd_dash_df0&lt;br /&gt;
|Begin downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|ssd_dash_df1&lt;br /&gt;
|Downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|ssd_damage0&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|ssd_damage1&lt;br /&gt;
|Recovery from hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|ssd_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|ssd_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ssd_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|ssd_spose1&lt;br /&gt;
|Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|ssd_spose_c1&lt;br /&gt;
|Camera positioning (Intro 2)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|ssd_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|ssd_kimepose1&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Used when Super Sonic is controlled by the player&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|ssd_spose0&lt;br /&gt;
|Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|ssd_spose_c0&lt;br /&gt;
|Camera positioning (Intro 1)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|ssd_wait1&lt;br /&gt;
|Idle&lt;br /&gt;
|Used after dealing damage to FinalHazard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multiplayer Character Animations =&lt;br /&gt;
In the Dreamcast version of Sonic Adventure 2, the unlockable multiplayer characters generally use the same animation IDs as their main game counterparts. SA2B changes this so that the characters can function properly when playing against their counterparts, as ID conflicts would result in Player 1&#039;s character animations being applied for both characters that share the same animation IDs.&lt;br /&gt;
&lt;br /&gt;
== Amy Rose ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\amymtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Amy Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|am_ldash&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|216&lt;br /&gt;
|am_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|217&lt;br /&gt;
|am_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|218&lt;br /&gt;
|am_gspin_a1&lt;br /&gt;
|Spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|240&lt;br /&gt;
|am_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|am_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|Copy of 90(DC)/218(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|am_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|am_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|am_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|241&lt;br /&gt;
|am_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91(DC)/240(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|am_gspin_b0&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|242&lt;br /&gt;
|am_gspin_b1&lt;br /&gt;
|Begin running somersault attack&lt;br /&gt;
|Somersault punch in DC, somersault hammer swing in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|245&lt;br /&gt;
|am_gspin_b2&lt;br /&gt;
|Running somersault attack&lt;br /&gt;
|Somersault punch in DC, somersault hammer swing in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|am_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|am_grleft0&lt;br /&gt;
|Grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|am_grright0&lt;br /&gt;
|Grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|am_grleft1&lt;br /&gt;
|Grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|am_grright1&lt;br /&gt;
|Grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|am_grleft2&lt;br /&gt;
|Reverse grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|am_grright2&lt;br /&gt;
|Reverse grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|am_grleft3&lt;br /&gt;
|Reverse grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|am_grright3&lt;br /&gt;
|Reverse grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|am_grleftfall&lt;br /&gt;
|Losing balance left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|am_grrightfall&lt;br /&gt;
|Losing balance right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|am_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|am_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|235&lt;br /&gt;
|am_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|248&lt;br /&gt;
|am_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|219&lt;br /&gt;
|am_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|220&lt;br /&gt;
|am_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|221&lt;br /&gt;
|am_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|203&lt;br /&gt;
|am_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|204&lt;br /&gt;
|am_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|205&lt;br /&gt;
|am_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|206&lt;br /&gt;
|am_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|207&lt;br /&gt;
|am_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|208&lt;br /&gt;
|am_maxrun&lt;br /&gt;
|Sprinting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|209&lt;br /&gt;
|am_hpose0&lt;br /&gt;
|Homing Attack rebound 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|210&lt;br /&gt;
|am_hpose1&lt;br /&gt;
|Homing Attack rebound 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|211&lt;br /&gt;
|am_hpose2&lt;br /&gt;
|Homing Attack rebound 3&lt;br /&gt;
|Also used for jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|212&lt;br /&gt;
|am_roltuta0&lt;br /&gt;
|Grabbing onto swinging vine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|213&lt;br /&gt;
|am_roltuta1&lt;br /&gt;
|Holding onto swinging vine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|214&lt;br /&gt;
|am_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|215&lt;br /&gt;
|am_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|228&lt;br /&gt;
|am_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|229&lt;br /&gt;
|am_piko0&lt;br /&gt;
|Hammer growth&lt;br /&gt;
|Piko-Piko Hammer animation, SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|230&lt;br /&gt;
|am_jump1&lt;br /&gt;
|Jump spin&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|231&lt;br /&gt;
|am_piko1&lt;br /&gt;
|Hammer shrink&lt;br /&gt;
|Piko-Piko Hammer animation, SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|232&lt;br /&gt;
|am_jump2&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|233&lt;br /&gt;
|am_piko1&lt;br /&gt;
|Hammer shrink&lt;br /&gt;
|Copy of 231&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|234&lt;br /&gt;
|am_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|238&lt;br /&gt;
|am_baneup4&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal Sonic == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\metalsonicmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Metal Sonic Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|ms_ldash&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|91&lt;br /&gt;
|ms_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|ms_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|ms_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|ms_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|ms_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|96&lt;br /&gt;
|ms_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|ms_gspin_b0&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|ms_gspin_b1&lt;br /&gt;
|Begin Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|ms_gspin_b2&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|ms_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|101&lt;br /&gt;
|ms_hpose0&lt;br /&gt;
|Homing Attack rebound 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|ms_hpose1&lt;br /&gt;
|Homing Attack rebound 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|ms_hpose2&lt;br /&gt;
|Homing Attack rebound 3&lt;br /&gt;
|Also used for jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|ms_grleft0&lt;br /&gt;
|Grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|ms_grright0&lt;br /&gt;
|Grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|ms_grleft1&lt;br /&gt;
|Grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|ms_grright1&lt;br /&gt;
|Grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|ms_grleft2&lt;br /&gt;
|Reverse grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|ms_grright2&lt;br /&gt;
|Reverse grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|ms_grleft3&lt;br /&gt;
|Reverse grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|ms_grright3&lt;br /&gt;
|Reverse grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|ms_grleftfall&lt;br /&gt;
|Losing balance left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|ms_grrightfall&lt;br /&gt;
|Losing balance right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|ms_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|236&lt;br /&gt;
|ms_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|ms_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|247&lt;br /&gt;
|ms_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|169&lt;br /&gt;
|ms_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|170&lt;br /&gt;
|ms_wait_b&lt;br /&gt;
|Alternate standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|222&lt;br /&gt;
|ms_run0&lt;br /&gt;
|Speed-walking movement&lt;br /&gt;
|Hovering in DC, speed-walking in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|223&lt;br /&gt;
|ms_run1&lt;br /&gt;
|Hovering (Jogging speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|224&lt;br /&gt;
|ms_run2&lt;br /&gt;
|Hovering (Running speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|225&lt;br /&gt;
|ms_maxrun&lt;br /&gt;
|Hovering (Sprinting speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|175&lt;br /&gt;
|ms_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|176&lt;br /&gt;
|ms_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|177&lt;br /&gt;
|ms_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|178&lt;br /&gt;
|ms_gjump0&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|179&lt;br /&gt;
|ms_baneup4&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|237&lt;br /&gt;
|ms_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|239&lt;br /&gt;
|ms_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|182&lt;br /&gt;
|ms_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Unused in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|226&lt;br /&gt;
|ms_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|227&lt;br /&gt;
|ms_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|243&lt;br /&gt;
|ms_bshield0&lt;br /&gt;
|Engage Black Shield&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|244&lt;br /&gt;
|ms_bshield1&lt;br /&gt;
|Black Shield&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal the Echidna == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ticalmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Tikal Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|217&lt;br /&gt;
|tk_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|218&lt;br /&gt;
|tk_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|89&lt;br /&gt;
|tk_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|234&lt;br /&gt;
|tk_anahori0&lt;br /&gt;
|Begin digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|235&lt;br /&gt;
|tk_anahori1&lt;br /&gt;
|Digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|236&lt;br /&gt;
|tk_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|237&lt;br /&gt;
|tk_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|tk_anafail&lt;br /&gt;
|Failed ground digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|238&lt;br /&gt;
|tk_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 90(DC)/234(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|239&lt;br /&gt;
|tk_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 91(DC)/235(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|240&lt;br /&gt;
|tk_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|tk_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|tk_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 94&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|231&lt;br /&gt;
|tk_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|232&lt;br /&gt;
|tk_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|233&lt;br /&gt;
|tk_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|tk_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|tk_kabe2&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|241&lt;br /&gt;
|tk_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|tk_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|tk_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|tk_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 107&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|tk_punch0&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|tk_punch1&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|tk_punch2&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|tk_runpunch0&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|tk_runpunch1&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|tk_runpunch2&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|tk_drill0&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|tk_drill1&lt;br /&gt;
|Landing from Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|N/A&lt;br /&gt;
|tk_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|N/A&lt;br /&gt;
|tk_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|N/A&lt;br /&gt;
|tk_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|N/A&lt;br /&gt;
|tk_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|N/A&lt;br /&gt;
|tk_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|N/A&lt;br /&gt;
|tk_swimwait0&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|123&lt;br /&gt;
|tk_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|124&lt;br /&gt;
|tk_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|226&lt;br /&gt;
|tk_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|230&lt;br /&gt;
|tk_maxrun&lt;br /&gt;
|Sprinting&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|219&lt;br /&gt;
|tk_upper&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|220&lt;br /&gt;
|tk_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|221&lt;br /&gt;
|tk_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|222&lt;br /&gt;
|tk_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|tk_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|255&lt;br /&gt;
|tk_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|133&lt;br /&gt;
|tk_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|223&lt;br /&gt;
|tk_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|135&lt;br /&gt;
|tk_sunglass&lt;br /&gt;
|Put on Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|224&lt;br /&gt;
|tk_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|225&lt;br /&gt;
|tk_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|259&lt;br /&gt;
|tk_quake&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|139&lt;br /&gt;
|tk_hwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|140&lt;br /&gt;
|tk_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|227&lt;br /&gt;
|tk_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|228&lt;br /&gt;
|tk_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|229&lt;br /&gt;
|tk_run2&lt;br /&gt;
|Running&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos Zero == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\chaos0mtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Chaos Zero Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|c0_drill1&lt;br /&gt;
|Drill Claw Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|256&lt;br /&gt;
|c0_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|257&lt;br /&gt;
|c0_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|258&lt;br /&gt;
|c0_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 141(DC)/256(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|242&lt;br /&gt;
|c0_punch0&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|243&lt;br /&gt;
|c0_punch1&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|244&lt;br /&gt;
|c0_punch2&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|245&lt;br /&gt;
|c0_runpunch0&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|246&lt;br /&gt;
|c0_runpunch1&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|247&lt;br /&gt;
|c0_runpunch2&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|261&lt;br /&gt;
|c0_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|262&lt;br /&gt;
|c0_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|263&lt;br /&gt;
|c0_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|264&lt;br /&gt;
|c0_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|265&lt;br /&gt;
|c0_run2&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 153(DC)/264(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|105&lt;br /&gt;
|c0_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|106&lt;br /&gt;
|c0_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|107&lt;br /&gt;
|c0_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|108&lt;br /&gt;
|c0_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 157(DC)/107(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|100&lt;br /&gt;
|c0_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|101&lt;br /&gt;
|c0_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|102&lt;br /&gt;
|c0_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|103&lt;br /&gt;
|c0_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|115&lt;br /&gt;
|c0_drill0&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|90&lt;br /&gt;
|c0_anahori0&lt;br /&gt;
|Begin ground digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|91&lt;br /&gt;
|c0_anahori1&lt;br /&gt;
|Digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|95&lt;br /&gt;
|c0_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 164(DC)/90(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|96&lt;br /&gt;
|c0_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 165(DC)/91(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|260&lt;br /&gt;
|c0_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|268&lt;br /&gt;
|c0_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|270&lt;br /&gt;
|c0_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|Copy of 169(DC)/268(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|269&lt;br /&gt;
|c0_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_hlfail0&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs, DC Only&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|132&lt;br /&gt;
|c0_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|253&lt;br /&gt;
|c0_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|254&lt;br /&gt;
|c0_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|271&lt;br /&gt;
|c0_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|177&lt;br /&gt;
|c0_scope&lt;br /&gt;
|Put on Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|138&lt;br /&gt;
|c0_quake&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|248&lt;br /&gt;
|c0_mpose_k1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Altered in SA2B, Chaos rising from puddle&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|251&lt;br /&gt;
|c0_mpose_p0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|Uses stationary puddle form in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|252&lt;br /&gt;
|c0_upper&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_swimwait0&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|188&lt;br /&gt;
|c0_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|92&lt;br /&gt;
|c0_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|93&lt;br /&gt;
|c0_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|94&lt;br /&gt;
|c0_anafail&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|97&lt;br /&gt;
|c0_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|98&lt;br /&gt;
|c0_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|99&lt;br /&gt;
|c0_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 191(DC)/94(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|104&lt;br /&gt;
|c0_kabe2&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|196&lt;br /&gt;
|c0_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|124&lt;br /&gt;
|c0_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_tukamari0&lt;br /&gt;
|Holding onto pulley&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|266&lt;br /&gt;
|c0_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|267&lt;br /&gt;
|c0_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_holdup0&lt;br /&gt;
|Jump with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_holdup1&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|N/A&lt;br /&gt;
|c0_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|249&lt;br /&gt;
|c0_mpose_p1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Puddle moving off-screen, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|250&lt;br /&gt;
|c0_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 256, SA2B only, used as a placeholder for Chaos during 2P Intro 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chao Walker == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\cwalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Chao Walker Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|190&lt;br /&gt;
|cw_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|88&lt;br /&gt;
|cw_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|89&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|191&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|91&lt;br /&gt;
|cw_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|92&lt;br /&gt;
|cw_run1&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|93&lt;br /&gt;
|cw_maxrun&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|94&lt;br /&gt;
|cw_baneup0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|95&lt;br /&gt;
|cw_baneup1&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|96&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for falling&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|97&lt;br /&gt;
|cw_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|98&lt;br /&gt;
|cw_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|99&lt;br /&gt;
|cw_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|100&lt;br /&gt;
|cw_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|101&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|102&lt;br /&gt;
|cw_rollfly&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|103&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|104&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for recover from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|105&lt;br /&gt;
|cw_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|106&lt;br /&gt;
|cw_waitmove0&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|107&lt;br /&gt;
|cw_waitmove1&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|108&lt;br /&gt;
|cw_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|109&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|110&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|111&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|112&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|113&lt;br /&gt;
|cw_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|114&lt;br /&gt;
|cw_oto0&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|115&lt;br /&gt;
|cw_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|116&lt;br /&gt;
|cw_jump2&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|117&lt;br /&gt;
|cw_baneup3&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 149(DC)/97(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|118&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|119&lt;br /&gt;
|cw_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|120&lt;br /&gt;
|cw_zitabata&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|121&lt;br /&gt;
|cw_runjump&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|122&lt;br /&gt;
|cw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|123&lt;br /&gt;
|cw_tukamari0&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|124&lt;br /&gt;
|cw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|125&lt;br /&gt;
|cw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 176(DC)/124(SA2B), used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|126&lt;br /&gt;
|cw_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|127&lt;br /&gt;
|cw_hover0&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|192&lt;br /&gt;
|cw_punch&lt;br /&gt;
|Activate Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|193&lt;br /&gt;
|cw_msger_punch&lt;br /&gt;
|Omochao Attack&lt;br /&gt;
|Omochao mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|194&lt;br /&gt;
|cw_punch&lt;br /&gt;
|Activate Booming Missile Attack&lt;br /&gt;
|Copy of 180(DC)/192(SA2B), used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|195&lt;br /&gt;
|cw_punch&lt;br /&gt;
|Activate Rumble Launcher&lt;br /&gt;
|Copy of 180(DC)/192(SA2B), used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|133&lt;br /&gt;
|cw_laser&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|134&lt;br /&gt;
|cw_losepose0&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|135&lt;br /&gt;
|cw_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|196&lt;br /&gt;
|cw_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|197&lt;br /&gt;
|cw_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Chao Walker == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\dwalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Dark Chao Walker Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|dw_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|dw_baneup0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|dw_baneup1&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for falling&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|dw_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|dw_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|dw_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|dw_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|dw_rollfly&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|dw_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|dw_waitmove0&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|dw_waitmove1&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|dw_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|dw_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|dw_oto0&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|dw_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|dw_jump2&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|dw_baneup3&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|dw_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|dw_zitabata&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|dw_runjump&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|dw_tukamari0&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|dw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|dw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 124, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|dw_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|dw_hover0&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|dw_laser&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|dw_losepose0&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|dw_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|dw_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|dw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|dw_punch&lt;br /&gt;
|Activate Dark Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|dw_punch&lt;br /&gt;
|Activate Crazy Rush Attack&lt;br /&gt;
|Copy of 192, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|dw_punch&lt;br /&gt;
|Activate Hell Bomber&lt;br /&gt;
|Copy of 192, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|dw_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|dw_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|dw_msger_punch&lt;br /&gt;
|Dark Omochao Attack&lt;br /&gt;
|Dark Omochao mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|dw_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|dw_run1&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|dw_maxrun&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Special Animations = &lt;br /&gt;
&lt;br /&gt;
The animations under this category aren&#039;t found within any character&#039;s animation binary files, but are instead stored in either the main stage files that require them (Sonic Adventure 2 DC in the &amp;lt;code&amp;gt;STGXX.PRS&amp;lt;/code&amp;gt; files and the GameCube version of Sonic Adventure 2 Battle in the &amp;lt;code&amp;gt;stgxxD.rel&amp;lt;/code&amp;gt; files) or in the EXE/Data_DLL information from SA2 PC.&lt;br /&gt;
&lt;br /&gt;
When the game&#039;s contents are extracted by SA Tools Hub, these animations will be placed in the &amp;lt;code&amp;gt;(Project Name)(Stage Folder)\Character Animations&amp;lt;/code&amp;gt; folder path, labeled with the internal IDs given to them in the stage/DLL binaries.&lt;br /&gt;
&lt;br /&gt;
== Speed-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Speed-Type Special Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|86&lt;br /&gt;
|sn_item_[Item Name]&lt;br /&gt;
sd_item_[Item Name]&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, Green Hill, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|121&lt;br /&gt;
|sn_sbleft0&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|122&lt;br /&gt;
|sn_sbright0&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|123&lt;br /&gt;
|sn_sbleft1&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|124&lt;br /&gt;
|sn_sbright1&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|125&lt;br /&gt;
|sn_sblstop0&lt;br /&gt;
|Brake left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|126&lt;br /&gt;
|sn_sbrstop0&lt;br /&gt;
|Brake right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|127&lt;br /&gt;
|sn_sbjump0&lt;br /&gt;
|Jump with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|128&lt;br /&gt;
|sn_sbjump1&lt;br /&gt;
|In midair with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|129&lt;br /&gt;
|sn_sbdown0&lt;br /&gt;
|Falling with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|130&lt;br /&gt;
|sn_sbdown1&lt;br /&gt;
|Falling with board after trick&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|sn_sbcrash0&lt;br /&gt;
|Knocked over on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|132&lt;br /&gt;
|sn_sbcrash1&lt;br /&gt;
|Knocked over on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|133&lt;br /&gt;
|sd_sbtrick2&lt;br /&gt;
|Shadow board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|134&lt;br /&gt;
|sd_sbtrick1&lt;br /&gt;
|Shadow board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|135&lt;br /&gt;
|sd_sbtrick0&lt;br /&gt;
|Shadow board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|136&lt;br /&gt;
|ms_sbtrick2&lt;br /&gt;
|Metal Sonic board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|137&lt;br /&gt;
|ms_sbtrick1&lt;br /&gt;
|Metal Sonic board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|138&lt;br /&gt;
|ms_sbtrick0&lt;br /&gt;
|Metal Sonic board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|139&lt;br /&gt;
|am_sbtrick2&lt;br /&gt;
|Amy board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|140&lt;br /&gt;
|am_sbtrick1&lt;br /&gt;
|Amy board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|141&lt;br /&gt;
|am_sbtrick0&lt;br /&gt;
|Amy board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|142&lt;br /&gt;
|sn_sbtrick0&lt;br /&gt;
|Sonic board trick (Awesome!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|143&lt;br /&gt;
|sn_sbtrick1&lt;br /&gt;
|Sonic board trick (Cool!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|144&lt;br /&gt;
|sn_sbtrick2&lt;br /&gt;
|Sonic board trick (Nice!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|145&lt;br /&gt;
|sb_sbleft0&lt;br /&gt;
|Lean left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|146&lt;br /&gt;
|sb_sbright0&lt;br /&gt;
|Lean right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|147&lt;br /&gt;
|sb_sbleft1&lt;br /&gt;
|Lean left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|148&lt;br /&gt;
|sb_sbright1&lt;br /&gt;
|Lean right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|149&lt;br /&gt;
|sb_sblstop0&lt;br /&gt;
|Braking left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|150&lt;br /&gt;
|sb_sbrstop0&lt;br /&gt;
|Braking right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|151&lt;br /&gt;
|sb_sbjump0&lt;br /&gt;
|Jump&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|152&lt;br /&gt;
|sb_sbjump1&lt;br /&gt;
|Midair&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|153&lt;br /&gt;
|sb_sbdown0&lt;br /&gt;
|Falling&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|154&lt;br /&gt;
|sb_sbdown1&lt;br /&gt;
|Falling after trick&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|155&lt;br /&gt;
|sb_sbcrash0&lt;br /&gt;
|Knocked over&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|156&lt;br /&gt;
|sb_sbcrash1&lt;br /&gt;
|Knocked over&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|157&lt;br /&gt;
|sb_sd_sbtrick2&lt;br /&gt;
|Shadow board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|158&lt;br /&gt;
|sb_sd_sbtrick1&lt;br /&gt;
|Shadow board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|159&lt;br /&gt;
|sb_sd_sbtrick0&lt;br /&gt;
|Shadow board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|160&lt;br /&gt;
|sb_ms_sbtrick2&lt;br /&gt;
|Metal Sonic board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|161&lt;br /&gt;
|sb_ms_sbtrick1&lt;br /&gt;
|Metal Sonic board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|162&lt;br /&gt;
|sb_ms_sbtrick0&lt;br /&gt;
|Metal Sonic board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|163&lt;br /&gt;
|sb_am_sbtrick2&lt;br /&gt;
|Amy board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|164&lt;br /&gt;
|sb_am_sbtrick1&lt;br /&gt;
|Amy board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|165&lt;br /&gt;
|sb_am_sbtrick0&lt;br /&gt;
|Amy board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|166&lt;br /&gt;
|sb_sn_sbtrick0&lt;br /&gt;
|Sonic board trick (Awesome!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|167&lt;br /&gt;
|sb_sn_sbtrick1&lt;br /&gt;
|Sonic board trick (Cool!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|168&lt;br /&gt;
|sb_sn_sbtrick2&lt;br /&gt;
|Sonic board trick (Nice!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|185&lt;br /&gt;
|sn_roltuta0&lt;br /&gt;
|Grabbing onto swinging vine&lt;br /&gt;
|Used in Green Forest and White Jungle&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|186&lt;br /&gt;
|sn_roltuta1&lt;br /&gt;
|Holding onto swinging vine&lt;br /&gt;
|Used in Green Forest and White Jungle&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|187&lt;br /&gt;
|sn_bangietuta1&lt;br /&gt;
|Falling with/pulled up by bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|188&lt;br /&gt;
|sn_bangietuta2&lt;br /&gt;
|Diving with bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|189&lt;br /&gt;
|sn_bangietuta0&lt;br /&gt;
|Swing before falling with bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|190&lt;br /&gt;
|sn_mh_tukamari&lt;br /&gt;
|Hanging onto Metal Harbor missile&lt;br /&gt;
|Used in Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|191&lt;br /&gt;
|sn_mh_spinfly&lt;br /&gt;
|Spinning in midair&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|192&lt;br /&gt;
|sn_ironbar_r0&lt;br /&gt;
|Swing on horizontal bar (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|193&lt;br /&gt;
|sn_ironbar_l0&lt;br /&gt;
|Swing on horizontal bar (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|194&lt;br /&gt;
|sn_ironbar_l1&lt;br /&gt;
|Horizontal bar trick launch (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|195&lt;br /&gt;
|sn_ironbar_r1&lt;br /&gt;
|Horizontal bar trick launch (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|196&lt;br /&gt;
|sn_ironbar_l2&lt;br /&gt;
|Horizontal bar trick spin to air (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|197&lt;br /&gt;
|sn_ironbar_r2&lt;br /&gt;
|Horizontal bar trick spin to air (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|198&lt;br /&gt;
|sn_ironbar_pose&lt;br /&gt;
|Horizontal bar trick air loop&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|199&lt;br /&gt;
|sn_quickdie0&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|Used in Egg Golem (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|200&lt;br /&gt;
|sn_uprail&lt;br /&gt;
|Hanging and sliding on ceiling rail&lt;br /&gt;
|Used in Crazy Gadget and Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|201&lt;br /&gt;
|sn_gswitch&lt;br /&gt;
|Pushing down lever&lt;br /&gt;
|Used in Crazy Gadget&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|202&lt;br /&gt;
|sn_slider0&lt;br /&gt;
|Sliding on water current&lt;br /&gt;
|Used in Cannon&#039;s Core (Sonic) and Biolizard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunting-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Hunting-Type Special Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|kn_item_[Item Name]&lt;br /&gt;
rg_item_[Item Name]&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|kn_swim0&lt;br /&gt;
|Paddling in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|kn_swimdown0&lt;br /&gt;
|Begin diving in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|kn_swimdown1&lt;br /&gt;
|Diving in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|kn_swimup0&lt;br /&gt;
|Begin surfacing in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|kn_swimup1&lt;br /&gt;
|Surfacing in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|kn_swimwait0&lt;br /&gt;
|Floating in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|rg_swim0&lt;br /&gt;
|Paddling in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|rg_swimdown0&lt;br /&gt;
|Begin diving in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|rg_swimdown1&lt;br /&gt;
|Diving in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|rg_swimup0&lt;br /&gt;
|Begin surfacing in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|rg_swimup1&lt;br /&gt;
|Surfacing in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|rg_swimwait0&lt;br /&gt;
|Floating in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|rg_kamewait0&lt;br /&gt;
|Standing on turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|rg_kamehold0&lt;br /&gt;
|Holding onto underwater turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|215&lt;br /&gt;
|rg_kamejump0&lt;br /&gt;
|Jump onto turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|216&lt;br /&gt;
|rg_hidekage&lt;br /&gt;
|Hiding in the shadows&lt;br /&gt;
|Used in Egg Quarters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech-Type Special Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|tw_item_[Item Name]&lt;br /&gt;
ew_item_[Item Name]&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|ew_quickdie0&lt;br /&gt;
|Sinking in quicksand (Eggman)&lt;br /&gt;
|Used in Sand Ocean, Hidden Base, and Egg Golem (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|tw_quickdie0&lt;br /&gt;
|Sinking in quicksand (Tails)&lt;br /&gt;
|Used in Sand Ocean and Hidden Base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Animation_Files&amp;diff=745</id>
		<title>Sonic Adventure 2/Character Animation Files</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Animation_Files&amp;diff=745"/>
		<updated>2026-04-11T05:40:07Z</updated>

		<summary type="html">&lt;p&gt;End User: Added custom filename information for Tails, Eggman, Super Sonic, and Super Shadow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following tables list all the animations found in each character&#039;s &amp;lt;code&amp;gt;MTN.PRS&amp;lt;/code&amp;gt; files in Sonic Adventure 2, along with the special animations that are tied to most stages.&lt;br /&gt;
&lt;br /&gt;
When the game data is split using SA Tools Hub, all of the extracted character animations will be placed in the &amp;lt;code&amp;gt;(Project Name)\figure\bin&amp;lt;/code&amp;gt; folder path, labeled using their internal IDs within the MTN binaries. As many duplicate references exist within the files, only one file will be produced if there are multiple references to the same animation in a given binary. These references can be edited by opening the .ini file found within the given animation binary&#039;s folder and adjusting the information as necessary.&lt;br /&gt;
&lt;br /&gt;
Certain SA2 projects generated by SA Tools Hub now feature generated filenames for every character animation stored in each &amp;lt;code&amp;gt;MTN.PRS&amp;lt;/code&amp;gt; archive, as well as those stored in the stage binaries. Editing works in a similar fashion to how the ID-based filenames are handled: the mod loader and any building tools will only check for the internal animation label (i.e. the &amp;lt;code&amp;gt;animation_????????&amp;lt;/code&amp;gt; portion of the file) when acquiring data from all files in the given directory. In order for changes to be applied, this segment must match the appropriate label found within the MTN pack&#039;s generated .ini file.&lt;br /&gt;
&lt;br /&gt;
= Common Animations =&lt;br /&gt;
Common animations are used universally for every character, apart from Eggman. Not all animations are used for all characters. Some animations are in other character PRS archives for their respective character.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\plcommtn&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Common Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|cmn_stand_b&lt;br /&gt;
|Alternate stand&lt;br /&gt;
|Used for standing still with a lightdash charge, and spawning into a stage&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, unused&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, unused&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|cmn_sakataiki0&lt;br /&gt;
|Standing on an upwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|cmn_sakataiki1&lt;br /&gt;
|Standing on an downwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|cmn_walk0&lt;br /&gt;
|Walking (Sonic, Metal Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|cmn_run0&lt;br /&gt;
|Fast walk (Sonic, Knuckles, Metal Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|cmn_run1&lt;br /&gt;
|Jogging (Sonic, Knuckles)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|cmn_run2&lt;br /&gt;
|Running (Sonic, Knuckles)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|cmn_maxrun&lt;br /&gt;
|Sprinting (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|cmn_spindash&lt;br /&gt;
|Spinning&lt;br /&gt;
|Spin Dash charge&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|cmn_spindash&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 11, Spin Dash/Light Attack&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|cmn_baneup0&lt;br /&gt;
|Springing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|cmn_baneup1&lt;br /&gt;
|Spring to fall transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|cmn_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|cmn_baneup3&lt;br /&gt;
|Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|cmn_baneup4&lt;br /&gt;
|Landing high&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|cmn_stop0&lt;br /&gt;
|Braking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|cmn_push0&lt;br /&gt;
|Begin pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|cmn_push1&lt;br /&gt;
|Pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|cmn_damage0&lt;br /&gt;
|Hurt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, used as a transition from hurt animation&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|cmn_rollfly&lt;br /&gt;
|Floating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|cmn_crash0&lt;br /&gt;
|Wall slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|cmn_standup0&lt;br /&gt;
|Wall slam recovery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, used for uncurling from a Spin Dash&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|cmn_stop1&lt;br /&gt;
|Turning around after braking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|cmn_waitmove0&lt;br /&gt;
|Skidding on an upwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|cmn_waitmove1&lt;br /&gt;
|Skidding on an downwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|cmn_spinball&lt;br /&gt;
|Jumpball spin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|cmn_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|cmn_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|cmn_holdstop0&lt;br /&gt;
|Braking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|cmn_holdstop1&lt;br /&gt;
|Turning around with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|cmn_hwait0&lt;br /&gt;
|Standing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|cmn_h_sakataiki0&lt;br /&gt;
|Standing on upward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|cmn_h_sakataiki1&lt;br /&gt;
|Standing on downward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|cmn_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|cmn_takeback0&lt;br /&gt;
|Pulling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|cmn_shake0&lt;br /&gt;
|Shaking tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|cmn_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|cmn_touch0&lt;br /&gt;
|Grabbing tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|cmn_touch1&lt;br /&gt;
|Holding tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|cmn_holdup0&lt;br /&gt;
|Springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|cmn_holdup1&lt;br /&gt;
|Midair transition with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|cmn_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|cmn_holdup3&lt;br /&gt;
|Landing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|cmn_throw0&lt;br /&gt;
|Throwing object&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|cmn_throw0&lt;br /&gt;
|Throwing object&lt;br /&gt;
|Copy of 49, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|cmn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|cmn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|Copy of 51, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|cmn_hold0&lt;br /&gt;
|Put object down&lt;br /&gt;
|Copy of 31&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|sn_kimepose0&lt;br /&gt;
|Stage clear (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|cmn_furatsuki&lt;br /&gt;
|Captured by ghost/slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|cmn_awa0&lt;br /&gt;
|Breathe air bubble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|cmn_chissoku0&lt;br /&gt;
|Begin drowning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|cmn_chissoku1&lt;br /&gt;
|Drowning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|cmn_die0&lt;br /&gt;
|Death by enemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|cmn_oto0&lt;br /&gt;
|Balancing on edge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|cmn_ckabe0&lt;br /&gt;
|Grabbing ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|cmn_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|cmn_ckabe1&lt;br /&gt;
|Flip up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|cmn_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|cmn_jump1&lt;br /&gt;
|Jump spin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|cmn_baneup1&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|Copy of 14&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|cmn_baneup2&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|Copy of 15&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|cmn_hlfail0&lt;br /&gt;
|Begin failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|cmn_hlfail1&lt;br /&gt;
|Failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|cmn_hlfail2&lt;br /&gt;
|End failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|cmn_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|cmn_chaothrow0&lt;br /&gt;
|Throwing Chao into machine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|cmn_zitabata&lt;br /&gt;
|Dash Ramp launch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|cmn_tukamari0&lt;br /&gt;
|Pulley hang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|cmn_rocket0&lt;br /&gt;
|Rocket grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|cmn_rocket1&lt;br /&gt;
|Rocket hang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|cmn_chaonade0&lt;br /&gt;
|Pet Chao&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|cmn_uproot&lt;br /&gt;
|Uproot&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|cmn_obake0&lt;br /&gt;
|Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|cmn_obake1&lt;br /&gt;
|Recovery from being scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|cmn_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|cmn_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when the Mystic Melody Shrine has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|cmn_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 83, used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|sn_losepose0&lt;br /&gt;
|Sonic losing pose&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Main Character Animations =&lt;br /&gt;
&lt;br /&gt;
== Sonic the Hedgehog ==&lt;br /&gt;
Contains idles, lightdash, somersault, homing attacks, rails and trick animations.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\sonicmtn&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Sonic Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|sn_ldash&lt;br /&gt;
|Lightdash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|sn_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|sn_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|Copy of 90&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|sn_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|sn_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|sn_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|sn_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|Copy of 90, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|sn_gspin_b1&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|sn_gspin_b2&lt;br /&gt;
|Somersault punch begin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|sn_gspin_b3&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|sn_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|reuses jump spin (66)&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|sn_hpose0&lt;br /&gt;
|Homing Attack Trick 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|sn_hpose1&lt;br /&gt;
|Homing Attack Trick 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|sn_hpose2&lt;br /&gt;
|Homing Attack Trick 3&lt;br /&gt;
|Also used for the somersault jump with stick input&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|sn_grleft0&lt;br /&gt;
|Grinding R (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|sn_grright0&lt;br /&gt;
|Grinding R (stanidng, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|sn_grleft1&lt;br /&gt;
|Grinding R (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|sn_grright1&lt;br /&gt;
|Grinding R (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|sn_grleft2&lt;br /&gt;
|Grinding L (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|sn_grright2&lt;br /&gt;
|Grinding L (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|sn_grleft3&lt;br /&gt;
|Grinding L (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|sn_grright3&lt;br /&gt;
|Grinding L (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|sn_grleftfall&lt;br /&gt;
|Losing balance Grind R (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|sn_grrightfall&lt;br /&gt;
|Losing balance Grind R (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|sn_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|sn_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|sn_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|sn_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|sn_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|sn_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|sn_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shadow the Hedgehog ==&lt;br /&gt;
&lt;br /&gt;
Shadow&#039;s animation list was extended in SA2B to accommodate the use of exclusive animations for board tricks for all speed-type characters.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\teriosmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Shadow Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|sd_ldash&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|91&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|sd_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|sd_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|sd_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|sd_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|96&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|sd_gspin_b0&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|sd_gspin_b1&lt;br /&gt;
|Begin Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|sd_gspin_b2&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|sd_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, the jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|101&lt;br /&gt;
|sd_hpose0&lt;br /&gt;
|Homing Attack Trick 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|sd_hpose1&lt;br /&gt;
|Homing Attack Trick 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|sd_hpose2&lt;br /&gt;
|Homing Attack Trick 3&lt;br /&gt;
|Also used when jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|sd_grleft0&lt;br /&gt;
|Grinding R (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|sd_grright0&lt;br /&gt;
|Grinding R (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|sd_grleft1&lt;br /&gt;
|Grinding R (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|sd_grright1&lt;br /&gt;
|Grinding R (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|sd_grleft2&lt;br /&gt;
|Grinding L (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|sd_grright2&lt;br /&gt;
|Grinding L (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|sd_grleft3&lt;br /&gt;
|Grinding L (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|sd_grright3&lt;br /&gt;
|Grinding L (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|sd_grleftfall&lt;br /&gt;
|Losing balance (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|sd_grrightfall&lt;br /&gt;
|Losing balance (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|sd_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|sd_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|sd_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|246&lt;br /&gt;
|sd_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|169&lt;br /&gt;
|sd_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|170&lt;br /&gt;
|sd_wait_b&lt;br /&gt;
|Alternate standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|171&lt;br /&gt;
|sd_run0&lt;br /&gt;
|Speed-Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|172&lt;br /&gt;
|sd_run1&lt;br /&gt;
|Skating 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|173&lt;br /&gt;
|sd_run2&lt;br /&gt;
|Skating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|174&lt;br /&gt;
|sd_maxrun&lt;br /&gt;
|Skating 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|175&lt;br /&gt;
|sd_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|176&lt;br /&gt;
|sd_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|177&lt;br /&gt;
|sd_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|178&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|179&lt;br /&gt;
|sd_baneup4&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|180&lt;br /&gt;
|sd_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|181&lt;br /&gt;
|sd_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|182&lt;br /&gt;
|sd_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|183&lt;br /&gt;
|sd_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|184&lt;br /&gt;
|sd_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles the Echidna ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\knuckmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Knuckles Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|kn_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|kn_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|kn_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|kn_anahori0&lt;br /&gt;
|Begin digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|kn_anahori1&lt;br /&gt;
|Digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|kn_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|kn_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|kn_anafail0&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|kn_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 90&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|kn_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|kn_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|kn_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|kn_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 94&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|kn_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|kn_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|kn_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|kn_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|kn_kabeup0&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|kn_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|kn_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|kn_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|kn_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 107&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|kn_punch0&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|kn_punch1&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|kn_punch2&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|kn_runpunch0&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|kn_runpunch1&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|kn_runpunch2&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|kn_drill0&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|kn_drill1&lt;br /&gt;
|Landing from Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|kn_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|kn_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|kn_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|kn_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|kn_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|kn_swimwait&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|kn_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|kn_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|kn_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|kn_maxrun&lt;br /&gt;
|Sprinting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|kn_upper&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|kn_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|kn_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|kn_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|kn_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|kn_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|kn_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|kn_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|kn_sunglass&lt;br /&gt;
|Put on Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|kn_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|kn_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|kn_quake&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|kn_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|kn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rouge the Bat == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\rougemtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Rouge Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|rg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|rg_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|rg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|rg_kick0&lt;br /&gt;
|First kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|rg_kick1&lt;br /&gt;
|Second kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|rg_kick2&lt;br /&gt;
|Third kick (bicycle kick)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|rg_runkick0&lt;br /&gt;
|First kick (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|rg_runkick1&lt;br /&gt;
|Second kick (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|rg_runkick2&lt;br /&gt;
|Helicopter Kick (running kick combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|rg_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|rg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|rg_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|rg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|rg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 153&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|rg_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|rg_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|rg_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|rg_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 157&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|rg_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|rg_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|rg_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|rg_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|rg_drill0&lt;br /&gt;
|Drill Dive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|rg_anahori0&lt;br /&gt;
|Begin digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|rg_anahori1&lt;br /&gt;
|Digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|rg_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 164&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|rg_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 165&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|rg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|rg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|rg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|Copy of 169&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|rg_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|rg_hlfail0&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|rg_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|rg_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|rg_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|rg_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|rg_scope&lt;br /&gt;
|Put on Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|rg_quake&lt;br /&gt;
|Hip Drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|rg_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|rg_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|rg_upper&lt;br /&gt;
|Screw Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|rg_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|rg_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|rg_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|rg_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|rg_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|rg_swimwait0&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|rg_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|rg_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|rg_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|rg_anafail&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|rg_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|rg_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|rg_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 191&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|rg_kabeup0&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|rg_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|rg_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|rg_tukamari0&lt;br /&gt;
|Holding onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|rg_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|rg_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|rg_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|rg_holdup0&lt;br /&gt;
|Jump with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|rg_holdup1&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|rg_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|rg_wing_a&lt;br /&gt;
|Wing movements while gliding&lt;br /&gt;
|Wing animation&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|rg_wing_sa&lt;br /&gt;
|Wings opening&lt;br /&gt;
|This is a shape motion for the wings, used while gliding&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|rg_wing_b&lt;br /&gt;
|Wing movements (Default)&lt;br /&gt;
|Wing animation&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|rg_wing_sb&lt;br /&gt;
|Wings closing&lt;br /&gt;
|This is a shape motion used for the wings&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|rg_wing_c (DC)&lt;br /&gt;
rg_wing_b (SA2B)&lt;br /&gt;
|Wing movements (Default)&lt;br /&gt;
|This animation is used with Rouge&#039;s alternate costume, copy of 207 in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|rg_wing_sc (DC)&lt;br /&gt;
rg_wing_sb (SA2B)&lt;br /&gt;
|Wings closing&lt;br /&gt;
|This shape motion is used with Rouge&#039;s alternate costume, copy of 208 in SA2B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Eggman == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ewalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech Eggman Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|ew_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|ew_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|ew_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|ew_run1&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|ew_maxrun&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|ew_baneup0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|ew_baneup1&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for falling&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|ew_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|ew_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|ew_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|ew_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|ew_rollfly&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovering from melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ew_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ew_waitmove0&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|ew_waitmove1&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|ew_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|ew_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|ew_oto0&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|ew_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|ew_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|ew_baneup3&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|ew_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|ew_zitabata&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|ew_runjump&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|ew_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|ew_tukamari0&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|ew_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|ew_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 124, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|ew_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|ew_hover0&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|ew_punch&lt;br /&gt;
|Activate Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|ew_glove_punch&lt;br /&gt;
|Boxing Glove punch&lt;br /&gt;
|Boxing Glove mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|ew_lc_open&lt;br /&gt;
|Open front hatch&lt;br /&gt;
|Power Laser Cannon animation, used when Power Laser is ready to be activated&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|ew_punch&lt;br /&gt;
|Activate Laser Missile Attack&lt;br /&gt;
|Copy of 128, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|ew_punch&lt;br /&gt;
|Activate Rocket Launcher&lt;br /&gt;
|Copy of 128, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|ew_laser&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|ew_losepose0&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|ew_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|ew_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|ew_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Tails ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\twalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech Tails Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|tw_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|tw_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|tw_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|tw_run1&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|tw_maxrun&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|tw_baneup0&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|tw_baneup1&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|tw_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|tw_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|tw_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|tw_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|tw_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|tw_rollfly&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for recovering from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|tw_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|tw_waitmove0&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|tw_waitmove1&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|tw_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|tw_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|tw_oto0&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Copy of 141, unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|tw_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|tw_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|tw_baneup3&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 149&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|tw_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|tw_zitabata&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|tw_runjump&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|tw_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|tw_tukamari0&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|tw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|tw_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 176, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|tw_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|tw_hover0&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|tw_punch&lt;br /&gt;
|Activate Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|tw_part_punch&lt;br /&gt;
|Propeller Punch&lt;br /&gt;
|Propeller Punch mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|tw_punch&lt;br /&gt;
|Activate Laser Missile Attack&lt;br /&gt;
|Copy of 180, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|tw_punch&lt;br /&gt;
|Activate Rocket Launcher&lt;br /&gt;
|Copy of 180, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|tw_laser&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|tw_losepose0&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|tw_tokupose&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|tw_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|tw_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miles &amp;quot;Tails&amp;quot; Prower == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\milesmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Tails Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|mi_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|mi_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|mi_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|mi_flyup&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|mi_fly0&lt;br /&gt;
|Descending from flight&lt;br /&gt;
|Used for beginning of descent&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|mi_fly0&lt;br /&gt;
|Descending from flight&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|mi_fly1&lt;br /&gt;
|Land on ground from flight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|mi_attack&lt;br /&gt;
|Tail swipe attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|mi_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|mi_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|mi_run2&lt;br /&gt;
|Hovering&lt;br /&gt;
|Used for the running and sprinting animations&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|mi_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for victory pose&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|mi_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|mi_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|mi_hlfail0&lt;br /&gt;
|Begin picking up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and the large enemy bombs&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|mi_hlfail0&lt;br /&gt;
|Begin picking up heavy object&lt;br /&gt;
|Copy of 101&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|mi_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|mi_chaonade0&lt;br /&gt;
|Petting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|mi_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|mi_jump1&lt;br /&gt;
|High jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|mi_jump2&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|mi_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|mi_ckabe0&lt;br /&gt;
|Grab onto ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|mi_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|mi_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Copy of 110&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|mi_holdup3&lt;br /&gt;
|Land with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|mi_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|mi_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|mi_baneup3&lt;br /&gt;
|Landing on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|mi_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|mi_holdrun&lt;br /&gt;
|Walking with object&lt;br /&gt;
|Used for running with object, SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dr. Eggman == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\eggmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Eggman Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|eg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|eg_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|eg_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|eg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|eg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|Copy of 92&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|eg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|eg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 92&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for victory pose&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|eg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|eg_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|eg_hlfail0&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|eg_hlfail1&lt;br /&gt;
|Failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|eg_hlfail2&lt;br /&gt;
|End failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|eg_eggshake0&lt;br /&gt;
|Shake object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|eg_chaonade0&lt;br /&gt;
|Petting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|eg_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|eg_jump1&lt;br /&gt;
|High jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|eg_jump2&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|eg_jump3&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for springing&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|eg_jump2&lt;br /&gt;
|Begin falling&lt;br /&gt;
|Copy of 106, used for springing transition&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|eg_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|eg_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|eg_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|eg_stop0&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|eg_push0&lt;br /&gt;
|Begin pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|eg_push1&lt;br /&gt;
|Pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|eg_damage0&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from damage&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being caught in updraft&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|eg_crash0&lt;br /&gt;
|Bump into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from wall bump&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|eg_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for skidding on upward slope&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for skidding on downward slope&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|eg_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|eg_holdstop0&lt;br /&gt;
|Braking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|eg_holdstop1&lt;br /&gt;
|Turning around with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|eg_h_sakataiki0&lt;br /&gt;
|Standing on downward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|eg_h_sakataiki1&lt;br /&gt;
|Standing on upward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|eg_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|eg_takeback&lt;br /&gt;
|Pulling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|eg_shake0&lt;br /&gt;
|Shake tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|eg_touch0&lt;br /&gt;
|Grab onto tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|eg_touch1&lt;br /&gt;
|Holding tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|eg_holdup0&lt;br /&gt;
|Springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|eg_holdup1&lt;br /&gt;
|Begin falling from springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|eg_holdup2&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|eg_holdup3&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|eg_throw0&lt;br /&gt;
|Throw object&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|eg_throw0&lt;br /&gt;
|Throw object&lt;br /&gt;
|Copy of 138, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|eg_throwup0&lt;br /&gt;
|Throw object in midair&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|eg_throwup1&lt;br /&gt;
|Throw object in midair&lt;br /&gt;
|Copy of 141, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|eg_hold0&lt;br /&gt;
|Put down object&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being captured&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for drowning&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|eg_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for ledge balancing&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|eg_ckabe0&lt;br /&gt;
|Grab onto ledge&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|eg_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|eg_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Copy of 151&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|eg_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|eg_chaothrow0&lt;br /&gt;
|Throw Chao into machine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dash panel launch&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for holding onto pulley, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for grabbing rockets&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for holding rockets&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being scared&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|eg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from being scared&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|eg_attack0&lt;br /&gt;
|Swipe attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|eg_attack1&lt;br /&gt;
|Kick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Sonic == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ssonicmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Super Sonic Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|ssn_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|ssn_move0&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|ssn_dash0&lt;br /&gt;
|Homing dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|ssn_dash_u0&lt;br /&gt;
|Begin ascent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|ssn_dash_u1&lt;br /&gt;
|Ascending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|ssn_dash_d0&lt;br /&gt;
|Begin descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|ssn_dash_d1&lt;br /&gt;
|Descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|ssn_dash_uf0&lt;br /&gt;
|Begin forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|ssn_dash_uf1&lt;br /&gt;
|Forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|ssn_dash_df0&lt;br /&gt;
|Begin downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|ssn_dash_df1&lt;br /&gt;
|Downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|ssn_damage0&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|ssn_damage1&lt;br /&gt;
|Recovery from hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|ssn_spose1&lt;br /&gt;
|Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|ssn_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|ssn_kimepose1&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Used when Super Shadow is controlled by the player&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|ssn_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|ssn_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ssn_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|ssn_spose_c1&lt;br /&gt;
|Camera positioning (Intro 2)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|ssn_spose0&lt;br /&gt;
|Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|ssn_spose_c0&lt;br /&gt;
|Camera positioning (Intro 1)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|ssn_wait1&lt;br /&gt;
|Idle&lt;br /&gt;
|Used after dealing damage to FinalHazard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Shadow == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\sshadowmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Super Shadow Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|ssd_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|ssd_move0&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|ssd_dash0&lt;br /&gt;
|Homing dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|ssd_dash_u0&lt;br /&gt;
|Begin ascent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|ssd_dash_u1&lt;br /&gt;
|Ascending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|ssd_dash_d0&lt;br /&gt;
|Begin descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|ssd_dash_d1&lt;br /&gt;
|Descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|ssd_dash_uf0&lt;br /&gt;
|Begin forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|ssd_dash_uf1&lt;br /&gt;
|Forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|ssd_dash_df0&lt;br /&gt;
|Begin downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|ssd_dash_df1&lt;br /&gt;
|Downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|ssd_damage0&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|ssd_damage1&lt;br /&gt;
|Recovery from hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|ssd_die0&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|ssd_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|ssd_wait0&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|ssd_spose1&lt;br /&gt;
|Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|ssd_spose_c1&lt;br /&gt;
|Camera positioning (Intro 2)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|ssd_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|ssd_kimepose1&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Used when Super Sonic is controlled by the player&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|ssd_spose0&lt;br /&gt;
|Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|ssd_spose_c0&lt;br /&gt;
|Camera positioning (Intro 1)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|ssd_wait1&lt;br /&gt;
|Idle&lt;br /&gt;
|Used after dealing damage to FinalHazard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multiplayer Character Animations =&lt;br /&gt;
In the Dreamcast version of Sonic Adventure 2, the unlockable multiplayer characters generally use the same animation IDs as their main game counterparts. SA2B changes this so that the characters can function properly when playing against their counterparts, as ID conflicts would result in Player 1&#039;s character animations being applied for both characters that share the same animation IDs.&lt;br /&gt;
&lt;br /&gt;
== Amy Rose ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\amymtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Amy Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|216&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|217&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|218&lt;br /&gt;
|Spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|240&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|Copy of 90(DC)/218(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|241&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91(DC)/240(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|242&lt;br /&gt;
|Begin running somersault attack&lt;br /&gt;
|Somersault punch in DC, somersault hammer swing in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|245&lt;br /&gt;
|Running somersault attack&lt;br /&gt;
|Somersault punch in DC, somersault hammer swing in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|Grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|Grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|Grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|Grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|Reverse grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|Reverse grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|Reverse grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|Reverse grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|Losing balance left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|Losing balance right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|235&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|248&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|219&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|220&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|221&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|203&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|204&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|205&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|206&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|207&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|208&lt;br /&gt;
|Sprinting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|209&lt;br /&gt;
|Homing Attack rebound 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|210&lt;br /&gt;
|Homing Attack rebound 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|211&lt;br /&gt;
|Homing Attack rebound 3&lt;br /&gt;
|Also used for jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|212&lt;br /&gt;
|Grabbing onto swinging vine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|213&lt;br /&gt;
|Holding onto swinging vine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|214&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|215&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|228&lt;br /&gt;
|Jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|229&lt;br /&gt;
|Hammer growth&lt;br /&gt;
|Piko-Piko Hammer animation, SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|230&lt;br /&gt;
|Jump spin&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|231&lt;br /&gt;
|Hammer shrink&lt;br /&gt;
|Piko-Piko Hammer animation, SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|232&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|233&lt;br /&gt;
|Hammer shrink&lt;br /&gt;
|Copy of 231&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|234&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|238&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal Sonic == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\metalsonicmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Metal Sonic Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|91&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|96&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|Begin Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|101&lt;br /&gt;
|Homing Attack rebound 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|Homing Attack rebound 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|Homing Attack rebound 3&lt;br /&gt;
|Also used for jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|Grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|Grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|Grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|Grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|Reverse grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|Reverse grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|Reverse grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|Reverse grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|Losing balance left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|Losing balance right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|236&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|247&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|169&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|170&lt;br /&gt;
|Alternate standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|222&lt;br /&gt;
|Speed-walking movement&lt;br /&gt;
|Hovering in DC, speed-walking in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|223&lt;br /&gt;
|Hovering (Jogging speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|224&lt;br /&gt;
|Hovering (Running speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|225&lt;br /&gt;
|Hovering (Sprinting speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|175&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|176&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|177&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|178&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|179&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|237&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|239&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|182&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Unused in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|226&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|227&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|243&lt;br /&gt;
|Engage Black Shield&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|244&lt;br /&gt;
|Black Shield&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal the Echidna == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ticalmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Tikal Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|217&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|218&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|89&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|234&lt;br /&gt;
|Begin digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|235&lt;br /&gt;
|Digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|236&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|237&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|Failed ground digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|238&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 90(DC)/234(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|239&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 91(DC)/235(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|240&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 94&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|231&lt;br /&gt;
|Climbing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|232&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|233&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|241&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 107&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|Landing from Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|N/A&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|N/A&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|N/A&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|N/A&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|123&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|124&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|226&lt;br /&gt;
|Walking&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|230&lt;br /&gt;
|Sprinting&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|219&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|220&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|221&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|222&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|255&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|133&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|223&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|135&lt;br /&gt;
|Put on Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|224&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|225&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|259&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|139&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|140&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|227&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|228&lt;br /&gt;
|Jogging&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|229&lt;br /&gt;
|Running&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos Zero == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\chaos0mtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Chaos Zero Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|Drill Claw Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|256&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|257&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|258&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 141(DC)/256(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|242&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|243&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|244&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|245&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|246&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|247&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|261&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|262&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|263&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|264&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|265&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 153(DC)/264(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|105&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|106&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|107&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|108&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 157(DC)/107(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|100&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|101&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|102&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|103&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|115&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|90&lt;br /&gt;
|Begin ground digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|91&lt;br /&gt;
|Digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|95&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 164(DC)/90(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|96&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 165(DC)/91(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|260&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|268&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|270&lt;br /&gt;
|Pick up object&lt;br /&gt;
|Copy of 169(DC)/268(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|269&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs, DC Only&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|132&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|253&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|254&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|271&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|177&lt;br /&gt;
|Put on Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|138&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|248&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Altered in SA2B, Chaos rising from puddle&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|251&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|Uses stationary puddle form in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|252&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|N/A&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|N/A&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|N/A&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|N/A&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|188&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|92&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|93&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|94&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|97&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|98&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|99&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 191(DC)/94(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|104&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|196&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|124&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|N/A&lt;br /&gt;
|Holding onto pulley&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|266&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|267&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|N/A&lt;br /&gt;
|Shaking object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|N/A&lt;br /&gt;
|Jump with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|N/A&lt;br /&gt;
|Falling with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|249&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Puddle moving off-screen, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|250&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 256, SA2B only, used as a placeholder for Chaos during 2P Intro 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chao Walker == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\cwalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Chao Walker Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|190&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|191&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|91&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|92&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|93&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|94&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|95&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|96&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for falling&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|97&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|98&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|99&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|100&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|101&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|102&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|103&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|104&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for recover from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|105&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|106&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|107&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|108&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|109&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|110&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|111&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|112&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|113&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|114&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|115&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|116&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|117&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 149(DC)/97(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|118&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|119&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|120&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|121&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|122&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|123&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|124&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|125&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 176(DC)/124(SA2B), used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|126&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|127&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|192&lt;br /&gt;
|Activate Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|193&lt;br /&gt;
|Omochao Attack&lt;br /&gt;
|Omochao mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|194&lt;br /&gt;
|Activate Booming Missile Attack&lt;br /&gt;
|Copy of 180(DC)/192(SA2B), used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|195&lt;br /&gt;
|Activate Rumble Launcher&lt;br /&gt;
|Copy of 180(DC)/192(SA2B), used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|133&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|134&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|135&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|196&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|197&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Chao Walker == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\dwalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Dark Chao Walker Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for falling&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 124, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|Activate Dark Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|Activate Crazy Rush Attack&lt;br /&gt;
|Copy of 192, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|Activate Hell Bomber&lt;br /&gt;
|Copy of 192, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|Dark Omochao Attack&lt;br /&gt;
|Dark Omochao mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Special Animations = &lt;br /&gt;
&lt;br /&gt;
The animations under this category aren&#039;t found within any character&#039;s animation binary files, but are instead stored in either the main stage files that require them (Sonic Adventure 2 DC in the &amp;lt;code&amp;gt;STGXX.PRS&amp;lt;/code&amp;gt; files and the GameCube version of Sonic Adventure 2 Battle in the &amp;lt;code&amp;gt;stgxxD.rel&amp;lt;/code&amp;gt; files) or in the EXE/Data_DLL information from SA2 PC.&lt;br /&gt;
&lt;br /&gt;
When the game&#039;s contents are extracted by SA Tools Hub, these animations will be placed in the &amp;lt;code&amp;gt;(Project Name)(Stage Folder)\Character Animations&amp;lt;/code&amp;gt; folder path, labeled with the internal IDs given to them in the stage/DLL binaries.&lt;br /&gt;
&lt;br /&gt;
== Speed-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Speed-Type Special Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|86&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, Green Hill, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|121&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|122&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|123&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|124&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|125&lt;br /&gt;
|Brake left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|126&lt;br /&gt;
|Brake right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|127&lt;br /&gt;
|Jump with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|128&lt;br /&gt;
|In midair with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|129&lt;br /&gt;
|Falling with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|130&lt;br /&gt;
|Falling with board after trick&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Knocked over on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|132&lt;br /&gt;
|Knocked over on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|133&lt;br /&gt;
|Shadow board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|134&lt;br /&gt;
|Shadow board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|135&lt;br /&gt;
|Shadow board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|136&lt;br /&gt;
|Metal Sonic board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|137&lt;br /&gt;
|Metal Sonic board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|138&lt;br /&gt;
|Metal Sonic board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|139&lt;br /&gt;
|Amy board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|140&lt;br /&gt;
|Amy board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|141&lt;br /&gt;
|Amy board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|142&lt;br /&gt;
|Sonic board trick (Awesome!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|143&lt;br /&gt;
|Sonic board trick (Cool!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|144&lt;br /&gt;
|Sonic board trick (Nice!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|145&lt;br /&gt;
|Lean left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|146&lt;br /&gt;
|Lean right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|147&lt;br /&gt;
|Lean left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|148&lt;br /&gt;
|Lean right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|149&lt;br /&gt;
|Braking left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|150&lt;br /&gt;
|Braking right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|151&lt;br /&gt;
|Jump&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|152&lt;br /&gt;
|Midair&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|153&lt;br /&gt;
|Falling&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|154&lt;br /&gt;
|Falling after trick&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|155&lt;br /&gt;
|Knocked over&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|156&lt;br /&gt;
|Knocked over&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|157&lt;br /&gt;
|Shadow board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|158&lt;br /&gt;
|Shadow board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|159&lt;br /&gt;
|Shadow board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|160&lt;br /&gt;
|Metal Sonic board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|161&lt;br /&gt;
|Metal Sonic board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|162&lt;br /&gt;
|Metal Sonic board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|163&lt;br /&gt;
|Amy board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|164&lt;br /&gt;
|Amy board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|165&lt;br /&gt;
|Amy board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|166&lt;br /&gt;
|Sonic board trick (Awesome!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|167&lt;br /&gt;
|Sonic board trick (Cool!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|168&lt;br /&gt;
|Sonic board trick (Nice!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|185&lt;br /&gt;
|Grabbing onto swinging vine&lt;br /&gt;
|Used in Green Forest and White Jungle&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|186&lt;br /&gt;
|Holding onto swinging vine&lt;br /&gt;
|Used in Green Forest and White Jungle&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|187&lt;br /&gt;
|Falling with/pulled up by bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|188&lt;br /&gt;
|Diving with bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|189&lt;br /&gt;
|Swing before falling with bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|190&lt;br /&gt;
|Hanging onto Metal Harbor missile&lt;br /&gt;
|Used in Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|191&lt;br /&gt;
|Spinning in midair&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|192&lt;br /&gt;
|Swing on horizontal bar (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|193&lt;br /&gt;
|Swing on horizontal bar (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|194&lt;br /&gt;
|Horizontal bar trick launch (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|195&lt;br /&gt;
|Horizontal bar trick launch (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|196&lt;br /&gt;
|Horizontal bar trick spin to air (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|197&lt;br /&gt;
|Horizontal bar trick spin to air (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|198&lt;br /&gt;
|Horizontal bar trick air loop&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|199&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|Used in Egg Golem (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|200&lt;br /&gt;
|Hanging and sliding on ceiling rail&lt;br /&gt;
|Used in Crazy Gadget and Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|201&lt;br /&gt;
|Pushing down lever&lt;br /&gt;
|Used in Crazy Gadget&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|202&lt;br /&gt;
|Sliding on water current&lt;br /&gt;
|Used in Cannon&#039;s Core (Sonic) and Biolizard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunting-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Hunting-Type Special Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Paddling in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|Begin diving in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|Diving in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Begin surfacing in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Surfacing in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Floating in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|Paddling in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|Begin diving in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|Diving in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|Begin surfacing in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|Surfacing in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|Floating in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|Standing on turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|Holding onto underwater turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|215&lt;br /&gt;
|Jump onto turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|216&lt;br /&gt;
|Hiding in the shadows&lt;br /&gt;
|Used in Egg Quarters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech-Type Special Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|Sinking in quicksand (Eggman)&lt;br /&gt;
|Used in Sand Ocean, Hidden Base, and Egg Golem (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|Sinking in quicksand (Tails)&lt;br /&gt;
|Used in Sand Ocean and Hidden Base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Animation_Files&amp;diff=744</id>
		<title>Sonic Adventure 2/Character Animation Files</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Animation_Files&amp;diff=744"/>
		<updated>2026-04-10T06:59:13Z</updated>

		<summary type="html">&lt;p&gt;End User: Added custom filename information for Sonic, Shadow, Knuckles, and Rouge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following tables list all the animations found in each character&#039;s &amp;lt;code&amp;gt;MTN.PRS&amp;lt;/code&amp;gt; files in Sonic Adventure 2, along with the special animations that are tied to most stages.&lt;br /&gt;
&lt;br /&gt;
When the game data is split using SA Tools Hub, all of the extracted character animations will be placed in the &amp;lt;code&amp;gt;(Project Name)\figure\bin&amp;lt;/code&amp;gt; folder path, labeled using their internal IDs within the MTN binaries. As many duplicate references exist within the files, only one file will be produced if there are multiple references to the same animation in a given binary. These references can be edited by opening the .ini file found within the given animation binary&#039;s folder and adjusting the information as necessary.&lt;br /&gt;
&lt;br /&gt;
Certain SA2 projects generated by SA Tools Hub now feature generated filenames for every character animation stored in each &amp;lt;code&amp;gt;MTN.PRS&amp;lt;/code&amp;gt; archive, as well as those stored in the stage binaries. Editing works in a similar fashion to how the ID-based filenames are handled: the mod loader and any building tools will only check for the internal animation label (i.e. the &amp;lt;code&amp;gt;animation_????????&amp;lt;/code&amp;gt; portion of the file) when acquiring data from all files in the given directory. In order for changes to be applied, this segment must match the appropriate label found within the MTN pack&#039;s generated .ini file.&lt;br /&gt;
&lt;br /&gt;
= Common Animations =&lt;br /&gt;
Common animations are used universally for every character, apart from Eggman. Not all animations are used for all characters. Some animations are in other character PRS archives for their respective character.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\plcommtn&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Common Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|cmn_stand_b&lt;br /&gt;
|Alternate stand&lt;br /&gt;
|Used for standing still with a lightdash charge, and spawning into a stage&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, unused&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, unused&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|cmn_sakataiki0&lt;br /&gt;
|Standing on an upwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|cmn_sakataiki1&lt;br /&gt;
|Standing on an downwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|cmn_walk0&lt;br /&gt;
|Walking (Sonic, Metal Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|cmn_run0&lt;br /&gt;
|Fast walk (Sonic, Knuckles, Metal Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|cmn_run1&lt;br /&gt;
|Jogging (Sonic, Knuckles)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|cmn_run2&lt;br /&gt;
|Running (Sonic, Knuckles)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|cmn_maxrun&lt;br /&gt;
|Sprinting (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|cmn_spindash&lt;br /&gt;
|Spinning&lt;br /&gt;
|Spin Dash charge&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|cmn_spindash&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 11, Spin Dash/Light Attack&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|cmn_baneup0&lt;br /&gt;
|Springing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|cmn_baneup1&lt;br /&gt;
|Spring to fall transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|cmn_baneup2&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|cmn_baneup3&lt;br /&gt;
|Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|cmn_baneup4&lt;br /&gt;
|Landing high&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|cmn_stop0&lt;br /&gt;
|Braking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|cmn_push0&lt;br /&gt;
|Begin pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|cmn_push1&lt;br /&gt;
|Pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|cmn_damage0&lt;br /&gt;
|Hurt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, used as a transition from hurt animation&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|cmn_rollfly&lt;br /&gt;
|Floating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|cmn_crash0&lt;br /&gt;
|Wall slam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|cmn_standup0&lt;br /&gt;
|Wall slam recovery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0, used for uncurling from a Spin Dash&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|cmn_stop1&lt;br /&gt;
|Turning around after braking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|cmn_waitmove0&lt;br /&gt;
|Skidding on an upwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|cmn_waitmove1&lt;br /&gt;
|Skidding on an downwards slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|cmn_spinball&lt;br /&gt;
|Jumpball spin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|cmn_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|cmn_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|cmn_holdstop0&lt;br /&gt;
|Braking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|cmn_holdstop1&lt;br /&gt;
|Turning around with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|cmn_hwait0&lt;br /&gt;
|Standing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|cmn_h_sakataiki0&lt;br /&gt;
|Standing on upward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|cmn_h_sakataiki1&lt;br /&gt;
|Standing on downward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|cmn_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|cmn_takeback0&lt;br /&gt;
|Pulling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|cmn_shake0&lt;br /&gt;
|Shaking tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|cmn_eggshake0&lt;br /&gt;
|Shaking object&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|cmn_touch0&lt;br /&gt;
|Grabbing tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|cmn_touch1&lt;br /&gt;
|Holding tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|cmn_holdup0&lt;br /&gt;
|Springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|cmn_holdup1&lt;br /&gt;
|Midair transition with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|cmn_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|cmn_holdup3&lt;br /&gt;
|Landing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|cmn_throw0&lt;br /&gt;
|Throwing object&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|cmn_throw0&lt;br /&gt;
|Throwing object&lt;br /&gt;
|Copy of 49, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|cmn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|cmn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|Copy of 51, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|cmn_hold0&lt;br /&gt;
|Put object down&lt;br /&gt;
|Copy of 31&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|sn_kimepose0&lt;br /&gt;
|Stage clear (Sonic)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|cmn_furatsuki&lt;br /&gt;
|Captured by ghost/slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|cmn_awa0&lt;br /&gt;
|Breathe air bubble&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|cmn_chissoku0&lt;br /&gt;
|Begin drowning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|cmn_chissoku1&lt;br /&gt;
|Drowning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|cmn_die0&lt;br /&gt;
|Death by enemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|cmn_stand_a&lt;br /&gt;
|Stand&lt;br /&gt;
|Copy of 0&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|cmn_oto0&lt;br /&gt;
|Balancing on edge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|cmn_ckabe0&lt;br /&gt;
|Grabbing ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|cmn_ckabe1&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|cmn_ckabe1&lt;br /&gt;
|Flip up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|cmn_jump0&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|cmn_jump1&lt;br /&gt;
|Jump spin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|cmn_baneup1&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|Copy of 14&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|cmn_baneup2&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|Copy of 15&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|cmn_hlfail0&lt;br /&gt;
|Begin failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|cmn_hlfail1&lt;br /&gt;
|Failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|cmn_hlfail2&lt;br /&gt;
|End failing to pick up a heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|cmn_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|cmn_chaothrow0&lt;br /&gt;
|Throwing Chao into machine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|cmn_zitabata&lt;br /&gt;
|Dash Ramp launch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|cmn_tukamari0&lt;br /&gt;
|Pulley hang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|cmn_rocket0&lt;br /&gt;
|Rocket grab&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|cmn_rocket1&lt;br /&gt;
|Rocket hang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|cmn_chaonade0&lt;br /&gt;
|Pet Chao&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|cmn_uproot&lt;br /&gt;
|Uproot&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|cmn_obake0&lt;br /&gt;
|Scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|cmn_obake1&lt;br /&gt;
|Recovery from being scared&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|cmn_knudai0&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|cmn_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when the Mystic Melody Shrine has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|cmn_knudai1&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 83, used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|sn_losepose0&lt;br /&gt;
|Sonic losing pose&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Main Character Animations =&lt;br /&gt;
&lt;br /&gt;
== Sonic the Hedgehog ==&lt;br /&gt;
Contains idles, lightdash, somersault, homing attacks, rails and trick animations.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\sonicmtn&amp;lt;/code&amp;gt; folder path.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Sonic Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|sn_ldash&lt;br /&gt;
|Lightdash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|sn_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|sn_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|Copy of 90&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|sn_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|sn_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|sn_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|sn_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|sn_gspin0&lt;br /&gt;
|Somersault start&lt;br /&gt;
|Copy of 90, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|sn_gspin_b1&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|sn_gspin_b2&lt;br /&gt;
|Somersault punch begin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|sn_gspin_b3&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|sn_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|reuses jump spin (66)&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|sn_hpose0&lt;br /&gt;
|Homing Attack Trick 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|sn_hpose1&lt;br /&gt;
|Homing Attack Trick 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|sn_hpose2&lt;br /&gt;
|Homing Attack Trick 3&lt;br /&gt;
|Also used for the somersault jump with stick input&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|sn_grleft0&lt;br /&gt;
|Grinding R (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|sn_grright0&lt;br /&gt;
|Grinding R (stanidng, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|sn_grleft1&lt;br /&gt;
|Grinding R (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|sn_grright1&lt;br /&gt;
|Grinding R (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|sn_grleft2&lt;br /&gt;
|Grinding L (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|sn_grright2&lt;br /&gt;
|Grinding L (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|sn_grleft3&lt;br /&gt;
|Grinding L (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|sn_grright3&lt;br /&gt;
|Grinding L (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|sn_grleftfall&lt;br /&gt;
|Losing balance Grind R (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|sn_grrightfall&lt;br /&gt;
|Losing balance Grind R (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|sn_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|sn_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|sn_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|sn_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|sn_tokupose0&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|sn_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|sn_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shadow the Hedgehog ==&lt;br /&gt;
&lt;br /&gt;
Shadow&#039;s animation list was extended in SA2B to accommodate the use of exclusive animations for board tricks for all speed-type characters.&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\teriosmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Shadow Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|DC ID||data-sort-type=&amp;quot;number&amp;quot;|SA2B ID||class=&amp;quot;unsortable&amp;quot;|File Source (Custom Filename)||class=&amp;quot;unsortable&amp;quot;|Description||class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|sd_ldash&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|91&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|sd_gspin_a1&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|sd_gspin_a2&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|sd_gspin_a3&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|sd_gspinjump&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|96&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|sd_gspin_b0&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|sd_gspin_b1&lt;br /&gt;
|Begin Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|sd_gspin_b2&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|sd_jumpdash&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, the jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|101&lt;br /&gt;
|sd_hpose0&lt;br /&gt;
|Homing Attack Trick 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|sd_hpose1&lt;br /&gt;
|Homing Attack Trick 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|sd_hpose2&lt;br /&gt;
|Homing Attack Trick 3&lt;br /&gt;
|Also used when jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|sd_grleft0&lt;br /&gt;
|Grinding R (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|sd_grright0&lt;br /&gt;
|Grinding R (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|sd_grleft1&lt;br /&gt;
|Grinding R (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|sd_grright1&lt;br /&gt;
|Grinding R (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|sd_grleft2&lt;br /&gt;
|Grinding L (standing, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|sd_grright2&lt;br /&gt;
|Grinding L (standing, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|sd_grleft3&lt;br /&gt;
|Grinding L (crouching, lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|sd_grright3&lt;br /&gt;
|Grinding L (crouching, lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|sd_grleftfall&lt;br /&gt;
|Losing balance (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|sd_grrightfall&lt;br /&gt;
|Losing balance (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|sd_gjump0&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|sd_gjump1&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|sd_gjump2&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|246&lt;br /&gt;
|sd_tjump&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|169&lt;br /&gt;
|sd_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|170&lt;br /&gt;
|sd_wait_b&lt;br /&gt;
|Alternate standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|171&lt;br /&gt;
|sd_run0&lt;br /&gt;
|Speed-Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|172&lt;br /&gt;
|sd_run1&lt;br /&gt;
|Skating 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|173&lt;br /&gt;
|sd_run2&lt;br /&gt;
|Skating 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|174&lt;br /&gt;
|sd_maxrun&lt;br /&gt;
|Skating 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|175&lt;br /&gt;
|sd_stop1&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|176&lt;br /&gt;
|sd_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|177&lt;br /&gt;
|sd_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|178&lt;br /&gt;
|sd_gspin0&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|179&lt;br /&gt;
|sd_baneup4&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|180&lt;br /&gt;
|sd_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|181&lt;br /&gt;
|sd_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|182&lt;br /&gt;
|sd_tokupose0&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|183&lt;br /&gt;
|sd_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|184&lt;br /&gt;
|sd_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles the Echidna ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\knuckmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Knuckles Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|kn_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|kn_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|kn_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|kn_anahori0&lt;br /&gt;
|Begin digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|kn_anahori1&lt;br /&gt;
|Digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|kn_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|kn_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|kn_anafail0&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|kn_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 90&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|kn_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|kn_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|kn_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|kn_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 94&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|kn_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|kn_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|kn_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|kn_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|kn_kabeup0&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|kn_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|kn_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|kn_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|kn_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 107&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|kn_punch0&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|kn_punch1&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|kn_punch2&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|kn_runpunch0&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|kn_runpunch1&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|kn_runpunch2&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|kn_drill0&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|kn_drill1&lt;br /&gt;
|Landing from Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|kn_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|kn_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|kn_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|kn_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|kn_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|kn_swimwait&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|kn_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|kn_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|kn_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|kn_maxrun&lt;br /&gt;
|Sprinting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|kn_upper&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|kn_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|kn_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|kn_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|kn_baneup3&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|kn_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|kn_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|kn_tokupose0&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|kn_sunglass&lt;br /&gt;
|Put on Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|kn_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|kn_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|kn_quake&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|kn_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|kn_throwup0&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rouge the Bat == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\rougemtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Rouge Animations &lt;br /&gt;
!ID||File Source (Custom Filename)||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|rg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|rg_wait_d&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|rg_wait_c&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|rg_kick0&lt;br /&gt;
|First kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|rg_kick1&lt;br /&gt;
|Second kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|rg_kick2&lt;br /&gt;
|Third kick (bicycle kick)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|rg_runkick0&lt;br /&gt;
|First kick (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|rg_runkick1&lt;br /&gt;
|Second kick (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|rg_runkick2&lt;br /&gt;
|Helicopter Kick (running kick combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|rg_walk0&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|rg_run0&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|rg_run1&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|rg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|rg_run2&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 153&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|rg_fly0&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|rg_fly1&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|rg_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|rg_fly2&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 157&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|rg_kabe0&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|rg_lkabe&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|rg_rkabe&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|rg_kabe1&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|rg_drill0&lt;br /&gt;
|Drill Dive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|rg_anahori0&lt;br /&gt;
|Begin digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|rg_anahori1&lt;br /&gt;
|Digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|rg_anahori0&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 164&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|rg_anahori1&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 165&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|rg_wait_a&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|rg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|rg_hold0&lt;br /&gt;
|Pick up object&lt;br /&gt;
|Copy of 169&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|rg_hwait0&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|rg_hlfail0&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|rg_baneup4&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|rg_kimepose0&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|rg_losepose0&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|rg_tokupose0&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|rg_scope&lt;br /&gt;
|Put on Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|rg_quake&lt;br /&gt;
|Hip Drop&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|rg_mpose1&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|rg_mpose0&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|rg_upper&lt;br /&gt;
|Screw Kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|rg_swim0&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|rg_swimdown0&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|rg_swimdown1&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|rg_swimup0&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|rg_swimup1&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|rg_swimwait0&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|rg_kutibue&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|rg_anaup0&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|rg_anaup1&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|rg_anafail&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|rg_anakabeup0&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|rg_anakabeup1&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|rg_anafail&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 191&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|rg_kabeup0&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|rg_trip0&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|rg_trip1&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|rg_tukamari0&lt;br /&gt;
|Holding onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|rg_holdwalk0&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|rg_holdrun&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|rg_eggshake&lt;br /&gt;
|Shaking object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|rg_holdup0&lt;br /&gt;
|Jump with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|rg_holdup1&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|rg_holdup2&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|rg_wing_a&lt;br /&gt;
|Wing movements while gliding&lt;br /&gt;
|Wing animation&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|rg_wing_sa&lt;br /&gt;
|Wings opening&lt;br /&gt;
|This is a shape motion for the wings, used while gliding&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|rg_wing_b&lt;br /&gt;
|Wing movements (Default)&lt;br /&gt;
|Wing animation&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|rg_wing_sb&lt;br /&gt;
|Wings closing&lt;br /&gt;
|This is a shape motion used for the wings&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|rg_wing_c (DC)&lt;br /&gt;
rg_wing_b (SA2B)&lt;br /&gt;
|Wing movements (Default)&lt;br /&gt;
|This animation is used with Rouge&#039;s alternate costume, copy of 207 in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|rg_wing_sc (DC)&lt;br /&gt;
rg_wing_sb (SA2B)&lt;br /&gt;
|Wings closing&lt;br /&gt;
|This shape motion is used with Rouge&#039;s alternate costume, copy of 208 in SA2B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Eggman == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ewalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech Eggman Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for falling&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovering from melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 124, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|Activate Boxing Glove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|Boxing Glove punch&lt;br /&gt;
|Boxing Glove mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|Open front hatch&lt;br /&gt;
|Power Laser Cannon animation, used when Power Laser is ready to be activated&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|Activate Laser Missile Attack&lt;br /&gt;
|Copy of 128, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|Activate Rocket Launcher&lt;br /&gt;
|Copy of 128, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Tails ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\twalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech Tails Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for recovering from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Copy of 141, unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 149&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 176, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|Activate Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|Propeller Punch&lt;br /&gt;
|Propeller Punch mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|Activate Laser Missile Attack&lt;br /&gt;
|Copy of 180, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|Activate Rocket Launcher&lt;br /&gt;
|Copy of 180, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miles &amp;quot;Tails&amp;quot; Prower == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\milesmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Tails Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|Descending from flight&lt;br /&gt;
|Used for beginning of descent&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Descending from flight&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|Land on ground from flight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Tail swipe attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Hovering&lt;br /&gt;
|Used for the running and sprinting animations&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for victory pose&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|Begin picking up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and the large enemy bombs&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|Begin picking up heavy object&lt;br /&gt;
|Copy of 101&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Shaking object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Petting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|High jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|Grab onto ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Copy of 110&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Land with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|Landing on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|Walking with object&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Walking with object&lt;br /&gt;
|Used for running with object, SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dr. Eggman == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\eggmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Eggman Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|Copy of 92&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 92&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for victory pose&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|End failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|Shake object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Petting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|High jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for springing&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|Begin falling&lt;br /&gt;
|Copy of 106, used for springing transition&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Falling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|Begin pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|Pushing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from damage&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being caught in updraft&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|Bump into wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from wall bump&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for skidding on upward slope&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for skidding on downward slope&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Braking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|Turning around with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|Standing on downward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|Standing on upward slope with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|Pulling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|Shake tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|Grab onto tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|Holding tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|Springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|Begin falling from springing with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|Falling with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|Throw object&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|Throw object&lt;br /&gt;
|Copy of 138, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|Throw object in midair&lt;br /&gt;
|Used for targeting other objects&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|Throw object in midair&lt;br /&gt;
|Copy of 141, non-targeting&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|Put down object&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being captured&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for drowning&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for ledge balancing&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Grab onto ledge&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|Climb up ledge&lt;br /&gt;
|Copy of 151&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|Throw Chao into machine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dash panel launch&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for holding onto pulley, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for grabbing rockets&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for holding rockets&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for being scared&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from being scared&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|Swipe attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|Kick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Sonic == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ssonicmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Super Sonic Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|Float in place&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Homing dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|Begin ascent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|Ascending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Begin descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|Descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Begin forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Begin downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Recovery from hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Used when Super Shadow is controlled by the player&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|Camera positioning (Intro 2)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|Camera positioning (Intro 1)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|Idle&lt;br /&gt;
|Used after dealing damage to FinalHazard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Shadow == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\sshadowmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Super Shadow Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|Float in place&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Flying&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Homing dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|Begin ascent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|Ascending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|Begin descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|Descending&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Begin forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Forward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Begin downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Downward dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Recovery from hit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|Float in place&lt;br /&gt;
|Copy of 87&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Camera positioning (Intro 2)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Used when Super Sonic is controlled by the player&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|Camera positioning (Intro 1)&lt;br /&gt;
|Camera animation&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|Idle&lt;br /&gt;
|Used after dealing damage to FinalHazard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multiplayer Character Animations =&lt;br /&gt;
In the Dreamcast version of Sonic Adventure 2, the unlockable multiplayer characters generally use the same animation IDs as their main game counterparts. SA2B changes this so that the characters can function properly when playing against their counterparts, as ID conflicts would result in Player 1&#039;s character animations being applied for both characters that share the same animation IDs.&lt;br /&gt;
&lt;br /&gt;
== Amy Rose ==&lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\amymtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Amy Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|216&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|217&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|218&lt;br /&gt;
|Spinning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|240&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|Copy of 90(DC)/218(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|241&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91(DC)/240(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|242&lt;br /&gt;
|Begin running somersault attack&lt;br /&gt;
|Somersault punch in DC, somersault hammer swing in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|245&lt;br /&gt;
|Running somersault attack&lt;br /&gt;
|Somersault punch in DC, somersault hammer swing in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|Grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|Grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|Grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|Grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|Reverse grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|Reverse grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|Reverse grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|Reverse grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|Losing balance left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|Losing balance right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|235&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|248&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|219&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|220&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|221&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|203&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|204&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|205&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|206&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|207&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|208&lt;br /&gt;
|Sprinting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|209&lt;br /&gt;
|Homing Attack rebound 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|210&lt;br /&gt;
|Homing Attack rebound 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|211&lt;br /&gt;
|Homing Attack rebound 3&lt;br /&gt;
|Also used for jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|212&lt;br /&gt;
|Grabbing onto swinging vine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|213&lt;br /&gt;
|Holding onto swinging vine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|214&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|215&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|228&lt;br /&gt;
|Jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|229&lt;br /&gt;
|Hammer growth&lt;br /&gt;
|Piko-Piko Hammer animation, SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|230&lt;br /&gt;
|Jump spin&lt;br /&gt;
|SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|231&lt;br /&gt;
|Hammer shrink&lt;br /&gt;
|Piko-Piko Hammer animation, SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|232&lt;br /&gt;
|Begin falling from jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|233&lt;br /&gt;
|Hammer shrink&lt;br /&gt;
|Copy of 231&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|234&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|238&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal Sonic == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\metalsonicmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Metal Sonic Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|87&lt;br /&gt;
|Light Dash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|91&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|Somersault uncurl&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|93&lt;br /&gt;
|Somersault slide&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|Somersault end&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|Somersault cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|96&lt;br /&gt;
|Start Somersault&lt;br /&gt;
|Copy of 91, used for running somersault&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|97&lt;br /&gt;
|Somersault to forward flip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|Begin Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|Somersault punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|Jump dash&lt;br /&gt;
|Unused, jump spin animation is used instead&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|101&lt;br /&gt;
|Homing Attack rebound 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|Homing Attack rebound 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|Homing Attack rebound 3&lt;br /&gt;
|Also used for jumping out of a somersault&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|Grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|105&lt;br /&gt;
|Grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|Grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|Grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|Reverse grinding (lean left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|Reverse grinding (lean right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|Reverse grinding (lean left, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|Reverse grinding (lean right, crouching)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|Losing balance left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|Losing balance right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|Grind trick (Awesome!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|236&lt;br /&gt;
|Grind trick (Cool!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|Grind trick (Nice!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|247&lt;br /&gt;
|Ramp trick&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|169&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|170&lt;br /&gt;
|Alternate standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|222&lt;br /&gt;
|Speed-walking movement&lt;br /&gt;
|Hovering in DC, speed-walking in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|223&lt;br /&gt;
|Hovering (Jogging speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|224&lt;br /&gt;
|Hovering (Running speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|225&lt;br /&gt;
|Hovering (Sprinting speed)&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|175&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|176&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|177&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|178&lt;br /&gt;
|Spinning&lt;br /&gt;
|Copy of 91&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|179&lt;br /&gt;
|Landing on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|237&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|239&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|182&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Unused in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|226&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|227&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|243&lt;br /&gt;
|Engage Black Shield&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|244&lt;br /&gt;
|Black Shield&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal the Echidna == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\ticalmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Tikal Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|217&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|218&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|89&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|234&lt;br /&gt;
|Begin digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|235&lt;br /&gt;
|Digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|236&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|237&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|94&lt;br /&gt;
|Failed ground digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|238&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 90(DC)/234(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|239&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 91(DC)/235(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|240&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|98&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|99&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 94&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|231&lt;br /&gt;
|Climbing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|232&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|233&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|103&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|104&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|241&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|106&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|107&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|108&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 107&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|109&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|110&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|111&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|112&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|113&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|114&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|115&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|Landing from Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|N/A&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|N/A&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|N/A&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|N/A&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|123&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|124&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|226&lt;br /&gt;
|Walking&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|230&lt;br /&gt;
|Sprinting&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|219&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|220&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|221&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|222&lt;br /&gt;
|Losing pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|255&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|133&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|223&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|135&lt;br /&gt;
|Put on Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|224&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|225&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|259&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|139&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|140&lt;br /&gt;
|Throwing object in midair&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|227&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|228&lt;br /&gt;
|Jogging&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|229&lt;br /&gt;
|Running&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos Zero == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\chaos0mtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Chaos Zero Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|116&lt;br /&gt;
|Drill Claw Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|256&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|257&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|258&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 141(DC)/256(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|242&lt;br /&gt;
|First punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|243&lt;br /&gt;
|Second punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|244&lt;br /&gt;
|Third punch (Uppercut)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|245&lt;br /&gt;
|First punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|246&lt;br /&gt;
|Second punch (running)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|247&lt;br /&gt;
|Drill attack (running punch combo)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|261&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|262&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|263&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|264&lt;br /&gt;
|Running&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|265&lt;br /&gt;
|Running&lt;br /&gt;
|Copy of 153(DC)/264(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|105&lt;br /&gt;
|Gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|106&lt;br /&gt;
|Grab onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|107&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|108&lt;br /&gt;
|Cancel gliding&lt;br /&gt;
|Copy of 157(DC)/107(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|100&lt;br /&gt;
|Climbing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|101&lt;br /&gt;
|Climbing left&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|102&lt;br /&gt;
|Climbing right&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|103&lt;br /&gt;
|Holding onto wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|115&lt;br /&gt;
|Drill Claw&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|90&lt;br /&gt;
|Begin ground digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|91&lt;br /&gt;
|Digging into ground&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|95&lt;br /&gt;
|Begin digging into wall&lt;br /&gt;
|Copy of 164(DC)/90(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|96&lt;br /&gt;
|Digging into wall&lt;br /&gt;
|Copy of 165(DC)/91(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|260&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|268&lt;br /&gt;
|Pick up object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|270&lt;br /&gt;
|Pick up object&lt;br /&gt;
|Copy of 169(DC)/268(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|269&lt;br /&gt;
|Hold object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin failing to pick up heavy object&lt;br /&gt;
|Used for the test object SAMPLE L and attempting to pick up giant bombs, DC Only&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|132&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|253&lt;br /&gt;
|Victory pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|254&lt;br /&gt;
|Losing pose&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|271&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|Altered in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|177&lt;br /&gt;
|Put on Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|138&lt;br /&gt;
|Hammer Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|248&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Altered in SA2B, Chaos rising from puddle&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|251&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|Uses stationary puddle form in SA2B&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|252&lt;br /&gt;
|Spiral Uppercut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|N/A&lt;br /&gt;
|Paddling in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|N/A&lt;br /&gt;
|Diving in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|N/A&lt;br /&gt;
|Surfacing in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|N/A&lt;br /&gt;
|Floating in water&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|188&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|92&lt;br /&gt;
|Jump out of digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|93&lt;br /&gt;
|Begin falling from digging jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|94&lt;br /&gt;
|Failed digging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|97&lt;br /&gt;
|Begin digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|98&lt;br /&gt;
|Digging out of wall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|99&lt;br /&gt;
|Failed wall digging&lt;br /&gt;
|Copy of 191(DC)/94(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|104&lt;br /&gt;
|Climb up wall ledge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|196&lt;br /&gt;
|Knocked over from Level 1 special attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|124&lt;br /&gt;
|Recovery from knockdown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|N/A&lt;br /&gt;
|Holding onto pulley&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|266&lt;br /&gt;
|Walking with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|267&lt;br /&gt;
|Running with object&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|N/A&lt;br /&gt;
|Shaking object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|N/A&lt;br /&gt;
|Jump with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|N/A&lt;br /&gt;
|Begin falling with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|N/A&lt;br /&gt;
|Falling with object&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|249&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|Puddle moving off-screen, SA2B only&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|250&lt;br /&gt;
|Idle 1&lt;br /&gt;
|Copy of 256, SA2B only, used as a placeholder for Chaos during 2P Intro 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chao Walker == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\cwalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Chao Walker Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|190&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|191&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|91&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|92&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|93&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|94&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|95&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|96&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for falling&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|97&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|98&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|99&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|100&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|101&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|102&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|103&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|104&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for recover from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|105&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|106&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|107&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|108&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|109&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|110&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|111&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|112&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B), used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|113&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|114&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|115&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|116&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|117&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 149(DC)/97(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|118&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|119&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|120&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|121&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|122&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 141(DC)/89(SA2B)&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|123&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|124&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|125&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 176(DC)/124(SA2B), used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|126&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|127&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|192&lt;br /&gt;
|Activate Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|193&lt;br /&gt;
|Omochao Attack&lt;br /&gt;
|Omochao mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|194&lt;br /&gt;
|Activate Booming Missile Attack&lt;br /&gt;
|Copy of 180(DC)/192(SA2B), used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|195&lt;br /&gt;
|Activate Rumble Launcher&lt;br /&gt;
|Copy of 180(DC)/192(SA2B), used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|133&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|134&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|135&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|196&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|197&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Chao Walker == &lt;br /&gt;
&lt;br /&gt;
These animations are stored in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\dwalkmtn&amp;lt;/code&amp;gt; folder path when the contents are extracted with SA Tools Hub.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Dark Chao Walker Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|Idle 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|Standing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|Spring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|Spring transition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for falling&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|Land on ground (low altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|Land on ground (high altitude)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|Brake&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Taking damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|Carried by updraft&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for melee attack knockback&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for recovery from melee attack&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|Turning around&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|Skidding on upward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|Skidding on downward slope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|Victory pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, supposed to be used for being captured, which is impossible&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for breathing air bubbles&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for the start of the drowning sequence&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used for dying in midair&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|Death animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|Ledge Balance&lt;br /&gt;
|Unused under normal circumstances&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|Jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|Falling from jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Land from jump&lt;br /&gt;
|Copy of 97&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|Whistle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Launch from dash panel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Running jump&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|Hanging onto pulley&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Used when examining the shrine without Mystic Melody&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Looking at Mystic Melody shrine&lt;br /&gt;
|Copy of 124, used when the Mystic Melody has already been activated&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|Mystic Melody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|Hovering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|Firing Power Laser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|Losing animation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|2P Special Attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|Idle 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|Standing&lt;br /&gt;
|Copy of 89, used by default and for standing on slopes as well&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|Activate Dark Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|Activate Crazy Rush Attack&lt;br /&gt;
|Copy of 192, used at the start of the Level 1 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|Activate Hell Bomber&lt;br /&gt;
|Copy of 192, used at the start of the Level 2 Special Attack sequence&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|2P Intro 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|2P Intro 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|Dark Omochao Attack&lt;br /&gt;
|Dark Omochao mechanism animation&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|Walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Speed-walking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|Jogging&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Special Animations = &lt;br /&gt;
&lt;br /&gt;
The animations under this category aren&#039;t found within any character&#039;s animation binary files, but are instead stored in either the main stage files that require them (Sonic Adventure 2 DC in the &amp;lt;code&amp;gt;STGXX.PRS&amp;lt;/code&amp;gt; files and the GameCube version of Sonic Adventure 2 Battle in the &amp;lt;code&amp;gt;stgxxD.rel&amp;lt;/code&amp;gt; files) or in the EXE/Data_DLL information from SA2 PC.&lt;br /&gt;
&lt;br /&gt;
When the game&#039;s contents are extracted by SA Tools Hub, these animations will be placed in the &amp;lt;code&amp;gt;(Project Name)(Stage Folder)\Character Animations&amp;lt;/code&amp;gt; folder path, labeled with the internal IDs given to them in the stage/DLL binaries.&lt;br /&gt;
&lt;br /&gt;
== Speed-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Speed-Type Special Animations&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot; | DC ID||data-sort-type=&amp;quot;number&amp;quot; | SA2B ID||class=&amp;quot;unsortable&amp;quot; | Description||class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|86&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, Green Hill, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|121&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|122&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|123&lt;br /&gt;
|Lean left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|124&lt;br /&gt;
|Lean right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|125&lt;br /&gt;
|Brake left on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|126&lt;br /&gt;
|Brake right on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|127&lt;br /&gt;
|Jump with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|128&lt;br /&gt;
|In midair with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|129&lt;br /&gt;
|Falling with board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|130&lt;br /&gt;
|Falling with board after trick&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|131&lt;br /&gt;
|Knocked over on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|132&lt;br /&gt;
|Knocked over on board&lt;br /&gt;
|Used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|133&lt;br /&gt;
|Shadow board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|134&lt;br /&gt;
|Shadow board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|135&lt;br /&gt;
|Shadow board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|136&lt;br /&gt;
|Metal Sonic board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|137&lt;br /&gt;
|Metal Sonic board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|138&lt;br /&gt;
|Metal Sonic board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|139&lt;br /&gt;
|Amy board trick (Nice!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|140&lt;br /&gt;
|Amy board trick (Cool!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|141&lt;br /&gt;
|Amy board trick (Awesome!)&lt;br /&gt;
|SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|142&lt;br /&gt;
|Sonic board trick (Awesome!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|143&lt;br /&gt;
|Sonic board trick (Cool!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|144&lt;br /&gt;
|Sonic board trick (Nice!)&lt;br /&gt;
|Used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|145&lt;br /&gt;
|Lean left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|146&lt;br /&gt;
|Lean right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|147&lt;br /&gt;
|Lean left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|148&lt;br /&gt;
|Lean right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|149&lt;br /&gt;
|Braking left&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|150&lt;br /&gt;
|Braking right&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|151&lt;br /&gt;
|Jump&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|152&lt;br /&gt;
|Midair&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|153&lt;br /&gt;
|Falling&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|154&lt;br /&gt;
|Falling after trick&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|155&lt;br /&gt;
|Knocked over&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|156&lt;br /&gt;
|Knocked over&lt;br /&gt;
|Board animation, used in City Escape, Downtown Race, and Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|157&lt;br /&gt;
|Shadow board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|158&lt;br /&gt;
|Shadow board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|159&lt;br /&gt;
|Shadow board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|160&lt;br /&gt;
|Metal Sonic board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|161&lt;br /&gt;
|Metal Sonic board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|162&lt;br /&gt;
|Metal Sonic board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|163&lt;br /&gt;
|Amy board trick (Nice!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|164&lt;br /&gt;
|Amy board trick (Cool!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|165&lt;br /&gt;
|Amy board trick (Awesome!)&lt;br /&gt;
|Board animation, SA2B Only, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|166&lt;br /&gt;
|Sonic board trick (Awesome!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|167&lt;br /&gt;
|Sonic board trick (Cool!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|168&lt;br /&gt;
|Sonic board trick (Nice!)&lt;br /&gt;
|Board animation, used in City Escape and Downtown Race&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|185&lt;br /&gt;
|Grabbing onto swinging vine&lt;br /&gt;
|Used in Green Forest and White Jungle&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|186&lt;br /&gt;
|Holding onto swinging vine&lt;br /&gt;
|Used in Green Forest and White Jungle&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|187&lt;br /&gt;
|Falling with/pulled up by bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|188&lt;br /&gt;
|Diving with bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|189&lt;br /&gt;
|Swing before falling with bungee vine&lt;br /&gt;
|Used in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|190&lt;br /&gt;
|Hanging onto Metal Harbor missile&lt;br /&gt;
|Used in Metal Harbor&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|191&lt;br /&gt;
|Spinning in midair&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|192&lt;br /&gt;
|Swing on horizontal bar (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|193&lt;br /&gt;
|Swing on horizontal bar (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|194&lt;br /&gt;
|Horizontal bar trick launch (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|195&lt;br /&gt;
|Horizontal bar trick launch (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|196&lt;br /&gt;
|Horizontal bar trick spin to air (Clockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|197&lt;br /&gt;
|Horizontal bar trick spin to air (Counterclockwise)&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|198&lt;br /&gt;
|Horizontal bar trick air loop&lt;br /&gt;
|Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|199&lt;br /&gt;
|Sinking in quicksand&lt;br /&gt;
|Used in Egg Golem (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|200&lt;br /&gt;
|Hanging and sliding on ceiling rail&lt;br /&gt;
|Used in Crazy Gadget and Cannon&#039;s Core (Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|201&lt;br /&gt;
|Pushing down lever&lt;br /&gt;
|Used in Crazy Gadget&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|202&lt;br /&gt;
|Sliding on water current&lt;br /&gt;
|Used in Cannon&#039;s Core (Sonic) and Biolizard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunting-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Hunting-Type Special Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|Paddling in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|Begin diving in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|Diving in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Begin surfacing in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Surfacing in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Floating in water (Knuckles)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|Paddling in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|Begin diving in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|Diving in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|Begin surfacing in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|Surfacing in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|Floating in water (Rouge)&lt;br /&gt;
|Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|Standing on turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|Holding onto underwater turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|215&lt;br /&gt;
|Jump onto turtle&lt;br /&gt;
|Used in Dry Lagoon&lt;br /&gt;
|-&lt;br /&gt;
|216&lt;br /&gt;
|Hiding in the shadows&lt;br /&gt;
|Used in Egg Quarters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech-Type == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid; padding:3px;&amp;quot; | Mech-Type Special Animations &lt;br /&gt;
!ID||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|Looking at acquired Level-Up Item&lt;br /&gt;
|Used in all stages except for Cannon&#039;s Core, 2P levels, and boss encounters&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|Sinking in quicksand (Eggman)&lt;br /&gt;
|Used in Sand Ocean, Hidden Base, and Egg Golem (Eggman)&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|Sinking in quicksand (Tails)&lt;br /&gt;
|Used in Sand Ocean and Hidden Base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Model_IDs&amp;diff=743</id>
		<title>Sonic Adventure 2/Character Model IDs</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Model_IDs&amp;diff=743"/>
		<updated>2026-04-09T07:27:41Z</updated>

		<summary type="html">&lt;p&gt;End User: /* Rouge Model IDs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Model Packs =&lt;br /&gt;
SA Tools Hub extracts all of these packs and places their contents in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\&amp;lt;/code&amp;gt; folder path. Normally, none of the extracted files have proper names, instead using their first instance found within the MDL pack (e.g. &amp;lt;code&amp;gt;0.sa2mdl&amp;lt;/code&amp;gt; is Sonic&#039;s model, &amp;lt;code&amp;gt;25.sa2mdl&amp;lt;/code&amp;gt; is Sonic&#039;s Flame Ring, etc.). SA2 projects created with SA Tools Hub have the ability to provide filenames for each of these models, and their information will be listed alongside the original ID-based filenames for reference.&lt;br /&gt;
&lt;br /&gt;
NOTE: The extracted filenames are not official. Their designations are primarily to provide an easier way of denoting what IDs are used in which extracted file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Name||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|amymdl&lt;br /&gt;
|Amy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bknuckmdl&lt;br /&gt;
|Knuckles&#039; Multiplayer Costume&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|brougemdl&lt;br /&gt;
|Rouge&#039;s Multiplayer Costume&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bwalkmdl&lt;br /&gt;
|Big&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|chaos0mdl&lt;br /&gt;
|Chaos Zero&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cwalkmdl&lt;br /&gt;
|Chao Walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|dwalkmdl&lt;br /&gt;
|Dark Chao Walker&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|eggmdl&lt;br /&gt;
|Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ewalk2mdl&lt;br /&gt;
|Mech Eggman&#039;s Dark Tank Costume&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|ewalk1mdl&lt;br /&gt;
|Mech Eggman&#039;s Army Camo Costume&lt;br /&gt;
|Only used on DC&lt;br /&gt;
|-&lt;br /&gt;
|ewalkmdl&lt;br /&gt;
|Mech Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|hewalkmdl&lt;br /&gt;
|Mech Eggman&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hknuckmdl&lt;br /&gt;
|Knuckles&#039; Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hrougemdl&lt;br /&gt;
|Rouge&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hshadowmdl&lt;br /&gt;
|Shadow&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hsonicmdl&lt;br /&gt;
|Sonic&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|htwalkmdl&lt;br /&gt;
|Mech Tails&#039; Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|metalsonicmdl&lt;br /&gt;
|Metal Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|milesmdl&lt;br /&gt;
|Tails&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|psoshadowmdl&lt;br /&gt;
|Shadow&#039;s Multiplayer Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|psosonicmdl&lt;br /&gt;
|Sonic&#039;s Multiplayer Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|rougemdl&lt;br /&gt;
|Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|shadow1mdl&lt;br /&gt;
|Shadow&#039;s Multiplayer Costume&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|sonic1mdl&lt;br /&gt;
|Sonic&#039;s Multiplayer Costume&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|sonicmdl&lt;br /&gt;
|Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sshadowmdl&lt;br /&gt;
|Super Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ssonicmdl&lt;br /&gt;
|Super Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|teriosmdl&lt;br /&gt;
|Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ticalmdl&lt;br /&gt;
|Tikal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|twalk1mdl&lt;br /&gt;
|Mech Tails&#039; Multiplayer Costume&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|twalkmdl&lt;br /&gt;
|Mech Tails&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|xewalkmdl&lt;br /&gt;
|Mech Eggman&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xknuckmdl&lt;br /&gt;
|Knuckles&#039; Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xrougemdl&lt;br /&gt;
|Rouge&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xshadowmdl&lt;br /&gt;
|Shadow&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xsonicmdl&lt;br /&gt;
|Sonic&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xtwalkmdl&lt;br /&gt;
|Mech Tails&#039; Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Main Character Model IDs =&lt;br /&gt;
The following lists denote each character&#039;s model data as it appears within their specified MDL packs. Due to differences in the way drop shadows work between the Dreamcast release and the Battle versions, all characters use the lowest-poly model for drop shadows in Battle, while the Dreamcast version uses modifier volumes that are included within both the character&#039;s model packs and the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
== Sonic Data ==&lt;br /&gt;
=== Sonic Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;SONICMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Sonic&#039;s data, the &amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;psosonicmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;psosonic&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;sonic1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;sonic1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hsonicmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hsonic&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xsonicmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xsonic&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|0.sa2mdl&lt;br /&gt;
|sonic_kihon.sa2mdl&lt;br /&gt;
|Sonic&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|6.sa2mdl&lt;br /&gt;
|sonic_spinball.sa2mdl&lt;br /&gt;
|Sonic&#039;s Jumpball&lt;br /&gt;
|-&lt;br /&gt;
|7.sa2mdl&lt;br /&gt;
|sonic_h_kageV.sa2mdl&lt;br /&gt;
|Sonic&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|13.sa2mdl&lt;br /&gt;
|sonic_shoesR.sa2mdl&lt;br /&gt;
|Sonic&#039;s Light Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|14.sa2mdl&lt;br /&gt;
|sonic_shoesL.sa2mdl&lt;br /&gt;
|Sonic&#039;s Light Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|19.sa2mdl&lt;br /&gt;
|sonic_aura.sa2mdl&lt;br /&gt;
|Sonic&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|20.sa2mdl&lt;br /&gt;
|sonic_trail.sa2mdl&lt;br /&gt;
|Sonic&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|25.sa2mdl&lt;br /&gt;
|sonic_flamering.sa2mdl&lt;br /&gt;
|Sonic&#039;s Flame Ring&lt;br /&gt;
|-&lt;br /&gt;
|26.sa2mdl&lt;br /&gt;
|sonic_rubberunit.sa2mdl&lt;br /&gt;
|Sonic&#039;s Bounce Bracelet&lt;br /&gt;
|-&lt;br /&gt;
|27.sa2mdl&lt;br /&gt;
|sonic_magicwrist.sa2mdl&lt;br /&gt;
|Sonic&#039;s Magic Gloves&lt;br /&gt;
|-&lt;br /&gt;
|28.sa2mdl&lt;br /&gt;
|sonic_wind.sa2mdl&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|-&lt;br /&gt;
|29.sa2mdl&lt;br /&gt;
|sonic_warp.sa2mdl&lt;br /&gt;
|Sonic&#039;s Chaos Control Warp Effect&lt;br /&gt;
|-&lt;br /&gt;
|30.sa2mdl&lt;br /&gt;
|sonic_dash.sa2mdl&lt;br /&gt;
|Sonic&#039;s Light Dash Afterimage&lt;br /&gt;
|-&lt;br /&gt;
|31.sa2mdl&lt;br /&gt;
|sonic_kihon_l1.sa2mdl&lt;br /&gt;
|Sonic&#039;s model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|48.sa2mdl&lt;br /&gt;
|sonic_kihon_l2.sa2mdl&lt;br /&gt;
|Sonic&#039;s model (Lower-poly)&lt;br /&gt;
|-&lt;br /&gt;
|394.sa2mdl&lt;br /&gt;
|sonic_psoradio.sa2mdl&lt;br /&gt;
|PSO Headset (DC only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|sonic_jumpball&lt;br /&gt;
|Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|sonic_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning Light Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning Light Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|sonic_shoesR&lt;br /&gt;
|Light Shoes (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|sonic_shoesL&lt;br /&gt;
|Light Shoes (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|sonic_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|sonic_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code and Bounce Bracelet/Magic Gloves positioning&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code and Flame Ring positioning&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|sonic_flamering&lt;br /&gt;
|Flame Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|sonic_rubberunit&lt;br /&gt;
|Bounce Bracelet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|sonic_magicwrist&lt;br /&gt;
|Magic Gloves&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|sonic_wind&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|sonic_warp&lt;br /&gt;
|Chaos Control Warp Effect (Ring)&lt;br /&gt;
|Used when activating Time Stop and when Sonic warps in Sonic vs. Shadow 2&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|sonic_dash&lt;br /&gt;
|Light Dash Afterimage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|391&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for headset positioning, PSO/Holiday Sonic costumes only&lt;br /&gt;
|-&lt;br /&gt;
|392&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for headset positioning, PSO/Holiday Sonic costumes only&lt;br /&gt;
|-&lt;br /&gt;
|393&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Head (Without Muzzle)&lt;br /&gt;
|Reference used for headset positioning, PSO/Holiday Sonic costumes only&lt;br /&gt;
|-&lt;br /&gt;
|394&lt;br /&gt;
|sonic_psoradio&lt;br /&gt;
|Headset&lt;br /&gt;
|PSO Sonic costume only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shadow Data == &lt;br /&gt;
=== Shadow Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;TERIOSMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Shadow&#039;s data, the &amp;lt;code&amp;gt;terios&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;psoshadowmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;psoshadow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shadow1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;shadow1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hshadowmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hshadow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xshadowmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xshadow&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|65.sa2mdl&lt;br /&gt;
|terios_kihon.sa2mdl&lt;br /&gt;
|Shadow&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|71.sa2mdl&lt;br /&gt;
|terios_spinball.sa2mdl&lt;br /&gt;
|Shadow&#039;s Jumpball&lt;br /&gt;
|-&lt;br /&gt;
|72.sa2mdl&lt;br /&gt;
|terios_h_kageV.sa2mdl&lt;br /&gt;
|Shadow&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|78.sa2mdl&lt;br /&gt;
|terios_shoesR.sa2mdl&lt;br /&gt;
|Shadow&#039;s Air Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|79.sa2mdl&lt;br /&gt;
|terios_shoesL.sa2mdl&lt;br /&gt;
|Shadow&#039;s Air Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|84.sa2mdl&lt;br /&gt;
|terios_aura.sa2mdl&lt;br /&gt;
|Shadow&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|85.sa2mdl&lt;br /&gt;
|terios_trail.sa2mdl&lt;br /&gt;
|Shadow&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|92.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|93.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|94.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|95.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|96.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|97.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|98.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|99.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|100.sa2mdl&lt;br /&gt;
|terios_flamering.sa2mdl&lt;br /&gt;
|Shadow&#039;s Flame Ring&lt;br /&gt;
|-&lt;br /&gt;
|101.sa2mdl&lt;br /&gt;
|terios_spear.sa2mdl&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
|102.sa2mdl&lt;br /&gt;
|terios_warp.sa2mdl&lt;br /&gt;
|Shadow&#039;s Chaos Control Warp Effect&lt;br /&gt;
|-&lt;br /&gt;
|103.sa2mdl&lt;br /&gt;
|terios_dash.sa2mdl&lt;br /&gt;
|Shadow&#039;s Light Dash Afterimage&lt;br /&gt;
|-&lt;br /&gt;
|104.sa2mdl&lt;br /&gt;
|terios_kihon_l1.sa2mdl&lt;br /&gt;
|Shadow&#039;s model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|123.sa2mdl&lt;br /&gt;
|terios_kihon_l2.sa2mdl&lt;br /&gt;
|Shadow&#039;s model (Lower-poly)&lt;br /&gt;
|}&lt;br /&gt;
=== Shadow Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|terios_jumpball&lt;br /&gt;
|Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|Reference used for positioning right foot skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|Reference used for positioning left foot skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning Air Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning Air Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|terios_shoesR&lt;br /&gt;
|Air Shoes (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|terios_shoesL&lt;br /&gt;
|Air Shoes (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|terios_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|terios_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code and Flame Ring positioning&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning right heel skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning left heel skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|terios_eff_jet_lf1&lt;br /&gt;
|Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|terios_eff_jet_lf2&lt;br /&gt;
|Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|terios_eff_jet_lb2&lt;br /&gt;
|Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|terios_eff_jet_lb1&lt;br /&gt;
|Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|terios_eff_jet_rf1&lt;br /&gt;
|Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|terios_eff_jet_rf2&lt;br /&gt;
|Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|terios_eff_jet_rb2&lt;br /&gt;
|Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|terios_eff_jet_rb1&lt;br /&gt;
|Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|terios_flamering&lt;br /&gt;
|Flame Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|terios_spear&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|terios_warp&lt;br /&gt;
|Chaos Control Warp Effect (Ring)&lt;br /&gt;
|Used when activating the Chaos Control special attack and when Shadow warps in Sonic vs. Shadow 2&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|terios_dash&lt;br /&gt;
|Light Dash Afterimage&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD2 Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles Data ==&lt;br /&gt;
=== Knuckles Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;KNUCKMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Knuckles&#039; data, the &amp;lt;code&amp;gt;knuck&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;bknuckmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;bknuck&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hknuckmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hknuck&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xknuckmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xknuck&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|142.sa2mdl&lt;br /&gt;
|knuck_a.sa2mdl&lt;br /&gt;
|Knuckles&#039; model&lt;br /&gt;
|-&lt;br /&gt;
|148.sa2mdl&lt;br /&gt;
|knuck_h_kageV.sa2mdl&lt;br /&gt;
|Knuckles&#039; Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|161.sa2mdl&lt;br /&gt;
|knuck_sunglass.sa2mdl&lt;br /&gt;
|Knuckles&#039; Sunglasses&lt;br /&gt;
|-&lt;br /&gt;
|162.sa2mdl&lt;br /&gt;
|knuck_clawsR.sa2mdl&lt;br /&gt;
|Knuckles&#039; Shovel Claws (Right)&lt;br /&gt;
|-&lt;br /&gt;
|163.sa2mdl&lt;br /&gt;
|knuck_clawsL.sa2mdl&lt;br /&gt;
|Knuckles&#039; Shovel Claws (Left)&lt;br /&gt;
|-&lt;br /&gt;
|164.sa2mdl&lt;br /&gt;
|knuck_glovesR.sa2mdl&lt;br /&gt;
|Knuckles&#039; Hammer Gloves (Right)&lt;br /&gt;
|-&lt;br /&gt;
|165.sa2mdl&lt;br /&gt;
|knuck_glovesL.sa2mdl&lt;br /&gt;
|Knuckles&#039; Hammer Gloves (Left)&lt;br /&gt;
|-&lt;br /&gt;
|166.sa2mdl&lt;br /&gt;
|knuck_k_head0.sa2mdl&lt;br /&gt;
|Knuckles&#039; Gliding Head&lt;br /&gt;
|-&lt;br /&gt;
|168.sa2mdl&lt;br /&gt;
|knuck_air.sa2mdl&lt;br /&gt;
|Knuckles&#039; Air Necklace&lt;br /&gt;
|-&lt;br /&gt;
|169.sa2mdl&lt;br /&gt;
|knuck_b.sa2mdl&lt;br /&gt;
|Knuckles&#039; Model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|170.sa2mdl&lt;br /&gt;
|knuck_dive.sa2mdl&lt;br /&gt;
|Knuckles&#039; Drill Claw Afterimage&lt;br /&gt;
|}&lt;br /&gt;
=== Knuckles Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|knuck_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Hand&lt;br /&gt;
|Reference used for positioning right hand upgrade models&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Hand&lt;br /&gt;
|Reference used for positioning left hand upgrade models&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for Sunglasses positioning&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|knuck_sunglass&lt;br /&gt;
|Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|knuck_clawsR&lt;br /&gt;
|Shovel Claw (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|knuck_clawsL&lt;br /&gt;
|Shovel Claw (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|knuck_glovesR&lt;br /&gt;
|Hammer Glove (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|knuck_glovesL&lt;br /&gt;
|Hammer Glove (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|knuck_k_head0&lt;br /&gt;
|Head (Gliding)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Torso&lt;br /&gt;
|Reference used for Air Necklace positioning&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|knuck_air&lt;br /&gt;
|Air Necklace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|knuck_b&lt;br /&gt;
|LoD Model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|knuck_dive&lt;br /&gt;
|Drill Claw Afterimage&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rouge Data ==&lt;br /&gt;
=== Rouge Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;ROUGEMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Rouge&#039;s data, the &amp;lt;code&amp;gt;rouge&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;brougemdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;brouge&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hrougemdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hrouge&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xrougemdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xrouge&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|171.sa2mdl&lt;br /&gt;
|rouge_a.sa2mdl&lt;br /&gt;
|Rouge&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|178.sa2mdl&lt;br /&gt;
|rouge_h_kageV.sa2mdl&lt;br /&gt;
|Rouge&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|190.sa2mdl&lt;br /&gt;
|rouge_wing.sa2mdl&lt;br /&gt;
|Rouge&#039;s Wings&lt;br /&gt;
|-&lt;br /&gt;
|192.sa2mdl&lt;br /&gt;
|rouge_heartR.sa2mdl&lt;br /&gt;
|Rouge&#039;s Heart Plate (Right)&lt;br /&gt;
|-&lt;br /&gt;
|195.sa2mdl&lt;br /&gt;
|rouge_nailsR.sa2mdl&lt;br /&gt;
|Rouge&#039;s Pick Nails (Right)&lt;br /&gt;
|-&lt;br /&gt;
|196.sa2mdl&lt;br /&gt;
|rouge_heartL.sa2mdl&lt;br /&gt;
|Rouge&#039;s Heart Plate (Left)&lt;br /&gt;
|-&lt;br /&gt;
|199.sa2mdl&lt;br /&gt;
|rouge_nailsL.sa2mdl&lt;br /&gt;
|Rouge&#039;s Pick Nails (Left)&lt;br /&gt;
|-&lt;br /&gt;
|201.sa2mdl&lt;br /&gt;
|rouge_bootsR.sa2mdl&lt;br /&gt;
|Rouge&#039;s Iron Boots (Right)&lt;br /&gt;
|-&lt;br /&gt;
|203.sa2mdl&lt;br /&gt;
|rouge_bootsL.sa2mdl&lt;br /&gt;
|Rouge&#039;s Iron Boots (Left)&lt;br /&gt;
|-&lt;br /&gt;
|205.sa2mdl&lt;br /&gt;
|rouge_scope.sa2mdl&lt;br /&gt;
|Rouge&#039;s Treasure Scope&lt;br /&gt;
|-&lt;br /&gt;
|206.sa2mdl&lt;br /&gt;
|rouge_b.sa2mdl&lt;br /&gt;
|Rouge&#039;s Model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|207.sa2mdl&lt;br /&gt;
|rouge_dive.sa2mdl&lt;br /&gt;
|Rouge&#039;s Drill Dive Afterimage&lt;br /&gt;
|}&lt;br /&gt;
=== Rouge Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Torso&lt;br /&gt;
|Reference used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|rouge_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|rouge_wing&lt;br /&gt;
|Wings&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Torso&lt;br /&gt;
|Reference used for positioning the wings&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|rouge_heartR&lt;br /&gt;
|Heart Plate (Right Foot)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|Reference used for positioning the right Heart Plate and Pick Nails (Right)&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|rouge_nailsR&lt;br /&gt;
|Pick Nails (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|rouge_heartL&lt;br /&gt;
|Heart Plate (Left Foot)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|Reference used for positioning the left Heart Plate and Pick Nails (Left)&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|rouge_nailsL&lt;br /&gt;
|Pick Nails (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning Iron Boots (Right)&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|rouge_bootsR&lt;br /&gt;
|Iron Boots (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning Iron Boots (Left)&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|rouge_bootsL&lt;br /&gt;
|Iron Boots (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for Treasure Scope positioning&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|rouge_scope&lt;br /&gt;
|Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|rouge_b&lt;br /&gt;
|LoD Model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|rouge_dive&lt;br /&gt;
|Drill Dive Afterimage&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails Data ==&lt;br /&gt;
=== Tails Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|208.sa2mdl&lt;br /&gt;
|miles_kihon.sa2mdl&lt;br /&gt;
|Tails&#039; model&lt;br /&gt;
|-&lt;br /&gt;
|214.sa2mdl&lt;br /&gt;
|miles_h_kageV.sa2mdl&lt;br /&gt;
|Tails&#039; Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|222.sa2mdl&lt;br /&gt;
|miles_tail_w.sa2mdl&lt;br /&gt;
|Tails&#039; tails (Walking)&lt;br /&gt;
|-&lt;br /&gt;
|228.sa2mdl&lt;br /&gt;
|miles_tail_f.sa2mdl&lt;br /&gt;
|Tails&#039; tails (Flying)&lt;br /&gt;
|-&lt;br /&gt;
|229.sa2mdl&lt;br /&gt;
|miles_tail_i.sa2mdl&lt;br /&gt;
|Tails&#039; tails (Idle)&lt;br /&gt;
|-&lt;br /&gt;
|528.sa2mdl&lt;br /&gt;
|miles_kage.sa2mdl&lt;br /&gt;
|Tails&#039; Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Tails Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|213&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|214&lt;br /&gt;
|miles_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|215&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|216&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|217&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|218&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|219&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|220&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|221&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|222&lt;br /&gt;
|miles_tail_w&lt;br /&gt;
|Tails (Walking)&lt;br /&gt;
|Reference used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|223&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Tail Node&lt;br /&gt;
|Positioning for Tails&#039; tails&lt;br /&gt;
|-&lt;br /&gt;
|224&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|225&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|226&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|227&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|228&lt;br /&gt;
|miles_tail_f&lt;br /&gt;
|Tails (Flying)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|229&lt;br /&gt;
|miles_tail_i&lt;br /&gt;
|Tails (Idle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|528&lt;br /&gt;
|miles_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|529&lt;br /&gt;
|miles_kage&lt;br /&gt;
|Shadow Model Tail Node&lt;br /&gt;
|Positioning for Tails&#039; tails on his drop shadow, SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman Data ==&lt;br /&gt;
=== Eggman Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|230.sa2mdl&lt;br /&gt;
|eggman.sa2mdl&lt;br /&gt;
|Eggman&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|236.sa2mdl&lt;br /&gt;
|eggman_b_kageV.sa2mdl&lt;br /&gt;
|Eggman&#039;s Body Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|528.sa2mdl&lt;br /&gt;
|eggman_kage.sa2mdl&lt;br /&gt;
|Eggman&#039;s Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Eggman Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|230&lt;br /&gt;
|eggman&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|231&lt;br /&gt;
|eggman&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|232&lt;br /&gt;
|eggman&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|233&lt;br /&gt;
|eggman&lt;br /&gt;
|Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|236&lt;br /&gt;
|eggman_b_kageV&lt;br /&gt;
|Body Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|237&lt;br /&gt;
|eggman&lt;br /&gt;
|Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|238&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|239&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|240&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|241&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|242&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|243&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|244&lt;br /&gt;
|eggman&lt;br /&gt;
|Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|246&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|247&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|527&lt;br /&gt;
|eggman_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Eggman Data ==&lt;br /&gt;
=== Mech Eggman Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;EWALKMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Mech Eggman&#039;s data, the &amp;lt;code&amp;gt;ewalk&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;ewalk1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;ewalk1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;ewalk2mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;ewalk2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hewalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hewalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xewalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xewalk&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|248.sa2mdl&lt;br /&gt;
|ewalk_a.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Model&lt;br /&gt;
|-&lt;br /&gt;
|252.sa2mdl&lt;br /&gt;
|ewalk_b_kageV.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Body Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|255.sa2mdl&lt;br /&gt;
|ewalk_f_kageV.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Foot Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|258.sa2mdl&lt;br /&gt;
|ewalk_normalgun.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Missile Blaster&lt;br /&gt;
|-&lt;br /&gt;
|260.sa2mdl&lt;br /&gt;
|ewalk_powergun.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Laser Blaster&lt;br /&gt;
|-&lt;br /&gt;
|263.sa2mdl&lt;br /&gt;
|ewalk_bazooka.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon&lt;br /&gt;
|-&lt;br /&gt;
|266.sa2mdl&lt;br /&gt;
|ewalk_cannon.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Vulcan Cannon&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|ewalk_bullet.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|268.sa2mdl&lt;br /&gt;
|ewalk_punch.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Boxing Glove&lt;br /&gt;
|-&lt;br /&gt;
|272.sa2mdl&lt;br /&gt;
|ewalk_bazookabullet.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot&lt;br /&gt;
|-&lt;br /&gt;
|274.sa2mdl&lt;br /&gt;
|ewalk_jetengineR.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine (Right)&lt;br /&gt;
|-&lt;br /&gt;
|276.sa2mdl&lt;br /&gt;
|ewalk_jetengineL.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine (Left)&lt;br /&gt;
|-&lt;br /&gt;
|278.sa2mdl&lt;br /&gt;
|ewalk_extrashield.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Protection Armor&lt;br /&gt;
|-&lt;br /&gt;
|279.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka1.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 1&lt;br /&gt;
|-&lt;br /&gt;
|280.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka2.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 2&lt;br /&gt;
|-&lt;br /&gt;
|281.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka3.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 3&lt;br /&gt;
|-&lt;br /&gt;
|282.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka4.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 4&lt;br /&gt;
|-&lt;br /&gt;
|283.sa2mdl&lt;br /&gt;
|ewalk_eff_jet.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine Thrust&lt;br /&gt;
|-&lt;br /&gt;
|284.sa2mdl&lt;br /&gt;
|ewalk_eff_monitor.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Cockpit Monitor&lt;br /&gt;
|-&lt;br /&gt;
|285.sa2mdl&lt;br /&gt;
|ewalk_eff_lamp.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Headlight&lt;br /&gt;
|-&lt;br /&gt;
|286.sa2mdl&lt;br /&gt;
|ewalk_eff_brake.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Brake Lights&lt;br /&gt;
|-&lt;br /&gt;
|287.sa2mdl&lt;br /&gt;
|ewalk_lasercannon.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser Cannon&lt;br /&gt;
|-&lt;br /&gt;
|288.sa2mdl&lt;br /&gt;
|ewalk_eff_laser1.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|289.sa2mdl&lt;br /&gt;
|ewalk_eff_laser2.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|290.sa2mdl&lt;br /&gt;
|ewalk_eff_laser3.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|291.sa2mdl&lt;br /&gt;
|ewalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|292.sa2mdl&lt;br /&gt;
|ewalk_rocket.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Rocket&lt;br /&gt;
|-&lt;br /&gt;
|462.sa2mdl&lt;br /&gt;
|ewalk_window.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Cockpit Window&lt;br /&gt;
|-&lt;br /&gt;
|463.sa2mdl&lt;br /&gt;
|ewalk_kage.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Mech Eggman Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|248&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|249&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|250&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Pilot Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|251&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|252&lt;br /&gt;
|ewalk_b_kageV&lt;br /&gt;
|Body Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|253&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|254&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|255&lt;br /&gt;
|ewalk_f_kageV&lt;br /&gt;
|Foot Modifier&lt;br /&gt;
|DC only&lt;br /&gt;
|-&lt;br /&gt;
|256&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node&lt;br /&gt;
|Positioning for weapon attachments, Node 11 in SA2B or Node 13 on DC&lt;br /&gt;
|-&lt;br /&gt;
|257&lt;br /&gt;
|ewalk_normalgun&lt;br /&gt;
|Missile Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|258&lt;br /&gt;
|ewalk_normalgun&lt;br /&gt;
|Missile Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|259&lt;br /&gt;
|ewalk_powergun&lt;br /&gt;
|Laser Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|260&lt;br /&gt;
|ewalk_powergun&lt;br /&gt;
|Laser Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|261&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node 2&lt;br /&gt;
|Positioning for cannon attachments, Node 12 in SA2B or Node 11 on DC&lt;br /&gt;
|-&lt;br /&gt;
|262&lt;br /&gt;
|ewalk_bazooka&lt;br /&gt;
|Large Cannon Barrel Node&lt;br /&gt;
|Positioning for Large Cannon Shot&lt;br /&gt;
|-&lt;br /&gt;
|263&lt;br /&gt;
|ewalk_bazooka&lt;br /&gt;
|Large Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|264&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|265&lt;br /&gt;
|ewalk_cannon&lt;br /&gt;
|Vulkan Cannon Barrel Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|266&lt;br /&gt;
|ewalk_cannon&lt;br /&gt;
|Vulkan Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|ewalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|268&lt;br /&gt;
|ewalk_punch&lt;br /&gt;
|Boxing Glove (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|269&lt;br /&gt;
|ewalk_punch&lt;br /&gt;
|Boxing Glove (Without Mechanism)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|270&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|271&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node 3&lt;br /&gt;
|Positioning for Lock-on Laser, Node 13 in SA2B or Node 12 on DC&lt;br /&gt;
|-&lt;br /&gt;
|272&lt;br /&gt;
|ewalk_bazookabullet&lt;br /&gt;
|Large Cannon Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|273&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Right Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|274&lt;br /&gt;
|ewalk_jetengineR&lt;br /&gt;
|Jet Engine (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|275&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Left Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|276&lt;br /&gt;
|ewalk_jetengineL&lt;br /&gt;
|Jet Engine (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|277&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|278&lt;br /&gt;
|ewalk_extrashield&lt;br /&gt;
|Protection Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|279&lt;br /&gt;
|ewalk_eff_bazooka1&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|280&lt;br /&gt;
|ewalk_eff_bazooka2&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|281&lt;br /&gt;
|ewalk_eff_bazooka3&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|282&lt;br /&gt;
|ewalk_eff_bazooka4&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|283&lt;br /&gt;
|ewalk_eff_jet&lt;br /&gt;
|Jet Engine thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|284&lt;br /&gt;
|ewalk_eff_monitor&lt;br /&gt;
|Cockpit Monitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|285&lt;br /&gt;
|ewalk_eff_lamp&lt;br /&gt;
|Headlight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|286&lt;br /&gt;
|ewalk_eff_brake&lt;br /&gt;
|Brake Lights&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|287&lt;br /&gt;
|ewalk_lasercannon&lt;br /&gt;
|Power Laser Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|288&lt;br /&gt;
|ewalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|289&lt;br /&gt;
|ewalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|290&lt;br /&gt;
|ewalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|291&lt;br /&gt;
|ewalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|292&lt;br /&gt;
|ewalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|462&lt;br /&gt;
|ewalk_window&lt;br /&gt;
|Cockpit Window&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|463&lt;br /&gt;
|ewalk_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Tails Data ==&lt;br /&gt;
=== Mech Tails Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;TWALKMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Mech Tails&#039; data, the &amp;lt;code&amp;gt;twalk&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;twalk1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;twalk1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;htwalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;htwalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xtwalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xtwalk&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|twalk_bullet.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|293.sa2mdl&lt;br /&gt;
|twalk_a.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Model&lt;br /&gt;
|-&lt;br /&gt;
|297.sa2mdl&lt;br /&gt;
|twalk_b_kageV.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Body Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|300.sa2mdl&lt;br /&gt;
|twalk_f_kageV.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Foot Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|304.sa2mdl&lt;br /&gt;
|twalk_normalgun.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Missile Blaster&lt;br /&gt;
|-&lt;br /&gt;
|306.sa2mdl&lt;br /&gt;
|twalk_laserblaster.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Laser Blaster&lt;br /&gt;
|-&lt;br /&gt;
|309.sa2mdl&lt;br /&gt;
|twalk_bazooka.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Bazooka&lt;br /&gt;
|-&lt;br /&gt;
|312.sa2mdl&lt;br /&gt;
|twalk_cannon.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Vulcan Cannon&lt;br /&gt;
|-&lt;br /&gt;
|313.sa2mdl&lt;br /&gt;
|twalk_punch.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Propeller Punch Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|317.sa2mdl&lt;br /&gt;
|twalk_eff_jet.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Booster Thrust&lt;br /&gt;
|-&lt;br /&gt;
|319.sa2mdl&lt;br /&gt;
|twalk_boosterR.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Booster (Right)&lt;br /&gt;
|-&lt;br /&gt;
|321.sa2mdl&lt;br /&gt;
|twalk_boosterL.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Booster (Left)&lt;br /&gt;
|-&lt;br /&gt;
|322.sa2mdl&lt;br /&gt;
|twalk_eff_laser1.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Power Laser (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|323.sa2mdl&lt;br /&gt;
|twalk_eff_laser2.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Power Laser (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|324.sa2mdl&lt;br /&gt;
|twalk_eff_laser3.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Power Laser (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|325.sa2mdl&lt;br /&gt;
|twalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|326.sa2mdl&lt;br /&gt;
|twalk_rocket.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Rocket&lt;br /&gt;
|-&lt;br /&gt;
|327.sa2mdl&lt;br /&gt;
|twalk_bazookabullet.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Bazooka Shot&lt;br /&gt;
|-&lt;br /&gt;
|464.sa2mdl&lt;br /&gt;
|twalk_kage.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Mech Tails Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|twalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|293&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|294&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|295&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Pilot Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|296&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|297&lt;br /&gt;
|twalk_b_kageV&lt;br /&gt;
|Body Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|298&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|299&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|300&lt;br /&gt;
|twalk_f_kageV&lt;br /&gt;
|Foot Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|twalk_f_kageV&lt;br /&gt;
|Foot Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|twalk_normalgun&lt;br /&gt;
|Missile Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|twalk_normalgun&lt;br /&gt;
|Missile Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|twalk_laserblaster&lt;br /&gt;
|Laser Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|twalk_laserblaster&lt;br /&gt;
|Laser Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|twalk_bazooka&lt;br /&gt;
|Bazooka Barrel Node&lt;br /&gt;
|Positioning for Bazooka Shot&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
|twalk_bazooka&lt;br /&gt;
|Bazooka&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|twalk_cannon&lt;br /&gt;
|Vulkan Cannon Barrel Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|312&lt;br /&gt;
|twalk_cannon&lt;br /&gt;
|Vulkan Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|313&lt;br /&gt;
|twalk_punch&lt;br /&gt;
|Propeller Punch (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|314&lt;br /&gt;
|twalk_punch&lt;br /&gt;
|Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|315&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|316&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Mech Accessory Node&lt;br /&gt;
|Positioning for Lock-on Laser, Node 4&lt;br /&gt;
|-&lt;br /&gt;
|317&lt;br /&gt;
|twalk_eff_jet&lt;br /&gt;
|Booster thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|318&lt;br /&gt;
|twalk_a&lt;br /&gt;
|RIght Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|319&lt;br /&gt;
|twalk_boosterR&lt;br /&gt;
|Booster (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|320&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Left Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|321&lt;br /&gt;
|twalk_boosterL&lt;br /&gt;
|Booster (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|322&lt;br /&gt;
|twalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|323&lt;br /&gt;
|twalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|324&lt;br /&gt;
|twalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|325&lt;br /&gt;
|twalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|326&lt;br /&gt;
|twalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|327&lt;br /&gt;
|twalk_bazookabullet&lt;br /&gt;
|Bazooka Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|464&lt;br /&gt;
|twalk_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Sonic Data ==&lt;br /&gt;
=== Super Sonic Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|0.sa2mdl&lt;br /&gt;
|sonic_kihon.sa2mdl&lt;br /&gt;
|Sonic&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|7.sa2mdl&lt;br /&gt;
|sonic_h_kageV.sa2mdl&lt;br /&gt;
|Sonic&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|328.sa2mdl&lt;br /&gt;
|ssonic_kihon.sa2mdl&lt;br /&gt;
|Super Sonic&#039;s model&lt;br /&gt;
|}&lt;br /&gt;
=== Super Sonic Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|sonic_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|328&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|329&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|330&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|331&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|332&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|333&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|335&lt;br /&gt;
|sonic_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|336&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|337&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|338&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|339&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|340&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|343&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|344&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|345&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|346&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|349&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|350&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|351&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|352&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Shadow Data == &lt;br /&gt;
=== Super Shadow Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|65.sa2mdl&lt;br /&gt;
|terios_kihon.sa2mdl&lt;br /&gt;
|Shadow&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|72.sa2mdl&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Shadow&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|92.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|93.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|94.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|95.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|96.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|97.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|98.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|99.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|355.sa2mdl&lt;br /&gt;
|sshadow_kihon.sa2mdl&lt;br /&gt;
|Super Shadow&#039;s model&lt;br /&gt;
|}&lt;br /&gt;
== Super Shadow Model IDs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|terios_eff_jet_lf1&lt;br /&gt;
|Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|terios_eff_jet_lf2&lt;br /&gt;
|Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|terios_eff_jet_lb2&lt;br /&gt;
|Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|terios_eff_jet_lb1&lt;br /&gt;
|Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|terios_eff_jet_rf1&lt;br /&gt;
|Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|terios_eff_jet_rf2&lt;br /&gt;
|Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|terios_eff_jet_rb2&lt;br /&gt;
|Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|terios_eff_jet_rb1&lt;br /&gt;
|Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|355&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|356&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|357&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|358&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|359&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|360&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|362&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|363&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|364&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|365&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|366&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|367&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|370&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|371&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|372&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|373&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|376&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|377&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|378&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|379&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|380&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|381&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|382&lt;br /&gt;
|terios_eff_jet_lf1&lt;br /&gt;
|Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|383&lt;br /&gt;
|terios_eff_jet_lf2&lt;br /&gt;
|Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|384&lt;br /&gt;
|terios_eff_jet_lb2&lt;br /&gt;
|Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|385&lt;br /&gt;
|terios_eff_jet_lb1&lt;br /&gt;
|Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|386&lt;br /&gt;
|terios_eff_jet_rf1&lt;br /&gt;
|Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|387&lt;br /&gt;
|terios_eff_jet_rf2&lt;br /&gt;
|Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|388&lt;br /&gt;
|terios_eff_jet_rb2&lt;br /&gt;
|Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|389&lt;br /&gt;
|terios_eff_jet_rb1&lt;br /&gt;
|Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multiplayer Character Model IDs =&lt;br /&gt;
In the Dreamcast version, all of the multiplayer characters occupy the model slots for their respective main game counterparts (Amy uses Sonic&#039;s model structure, for example). The following pertains only to the updated models seen in SA2B unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
Big&#039;s model uses Mech Eggman&#039;s model numbers, except he lacks all upgrades (barring the permanently-attached Jet Engine parts) and the Boxing Glove is replaced with Froggy&lt;br /&gt;
&lt;br /&gt;
== Amy Data == &lt;br /&gt;
=== Amy Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|19.sa2mdl&lt;br /&gt;
|amy_aura.sa2mdl&lt;br /&gt;
|Amy&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|20.sa2mdl&lt;br /&gt;
|amy_trail.sa2mdl&lt;br /&gt;
|Amy&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|395.sa2mdl&lt;br /&gt;
|amy_kihon.sa2mdl&lt;br /&gt;
|Amy&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|401.sa2mdl&lt;br /&gt;
|amy_jumpball.sa2mdl&lt;br /&gt;
|Amy&#039;s Jumpball&lt;br /&gt;
|-&lt;br /&gt;
|504.sa2mdl&lt;br /&gt;
|amy_heart.sa2mdl&lt;br /&gt;
|Storming Heart&lt;br /&gt;
|-&lt;br /&gt;
|505.sa2mdl&lt;br /&gt;
|amy_eff_flash.sa2mdl&lt;br /&gt;
|Amy Flash Kiss Heart&lt;br /&gt;
|-&lt;br /&gt;
|506.sa2mdl&lt;br /&gt;
|amy_hammer.sa2mdl&lt;br /&gt;
|Amy&#039;s Piko-Piko Hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|amy_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|amy_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|391&lt;br /&gt;
|amy_kihon (DC)&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|393&lt;br /&gt;
|amy_kihon (DC)&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|395&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|396&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|397&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|398&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|399&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|400&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|amy_jumpball&lt;br /&gt;
|Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|405&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|410&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|411&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|412&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|413&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|414&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|415&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|416&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|417&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|504&lt;br /&gt;
|amy_heart&lt;br /&gt;
|Storming Heart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|505&lt;br /&gt;
|amy_eff_flash&lt;br /&gt;
|Amy Flash Heart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|506&lt;br /&gt;
|amy_hammer&lt;br /&gt;
|Piko-Piko Hammer&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal Sonic Data == &lt;br /&gt;
=== Metal Sonic Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|418.sa2mdl&lt;br /&gt;
|metalsonic_kihon.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|436.sa2mdl&lt;br /&gt;
|metalsonic_aura.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|437.sa2mdl&lt;br /&gt;
|metalsonic_trail.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|530.sa2mdl&lt;br /&gt;
|metalsonic_eff_glow.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s Black Shield Glow&lt;br /&gt;
|-&lt;br /&gt;
|531.sa2mdl&lt;br /&gt;
|metalsonic_shield.sa2mdl&lt;br /&gt;
|Black Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Sonic Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|418&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|419&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|420&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|421&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|422&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|423&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|425&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|426&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|427&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|428&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|429&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|432&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|433&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|434&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|435&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|436&lt;br /&gt;
|metalsonic_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|437&lt;br /&gt;
|metalsonic_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|438&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|439&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|440&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|441&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|530&lt;br /&gt;
|metalsonic_eff_glow&lt;br /&gt;
|Black Shield (Metal Sonic&#039;s Glow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|531&lt;br /&gt;
|metalsonic_shield&lt;br /&gt;
|Black Shield&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chao Walker Data ==&lt;br /&gt;
=== Chao Walker Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|cwalk_bullet.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|283.sa2mdl&lt;br /&gt;
|cwalk_eff_jet.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Booster Thrust&lt;br /&gt;
|-&lt;br /&gt;
|442.sa2mdl&lt;br /&gt;
|cwalk_a.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Model&lt;br /&gt;
|-&lt;br /&gt;
|451.sa2mdl&lt;br /&gt;
|cwalk_msger.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Omochao Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|455.sa2mdl&lt;br /&gt;
|cwalk_eff_laser1.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Zap Laser (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|456.sa2mdl&lt;br /&gt;
|cwalk_eff_laser2.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Zap Laser (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|457.sa2mdl&lt;br /&gt;
|cwalk_eff_laser3.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Zap Laser (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|458.sa2mdl&lt;br /&gt;
|cwalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|459.sa2mdl&lt;br /&gt;
|cwalk_rocket.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Rocket&lt;br /&gt;
|-&lt;br /&gt;
|460.sa2mdl&lt;br /&gt;
|cwalk_window.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Cockpit Window&lt;br /&gt;
|}&lt;br /&gt;
=== Chao Walker Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|cwalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|283&lt;br /&gt;
|cwalk_eff_jet&lt;br /&gt;
|Jet Engine thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|442&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|443&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|444&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|445&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Right Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|446&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Left Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|447&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Floating Ball&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|448&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Mech&#039;s Right Eye Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|449&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Mech&#039;s Left Eye Node&lt;br /&gt;
|Positioning for Lock-on Laser&lt;br /&gt;
|-&lt;br /&gt;
|450&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|451&lt;br /&gt;
|cwalk_msger&lt;br /&gt;
|Omochao (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|452&lt;br /&gt;
|cwalk_msger&lt;br /&gt;
|Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|453&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|454&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|455&lt;br /&gt;
|cwalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|456&lt;br /&gt;
|cwalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|457&lt;br /&gt;
|cwalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|458&lt;br /&gt;
|cwalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|459&lt;br /&gt;
|cwalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|460&lt;br /&gt;
|cwalk_window&lt;br /&gt;
|Cockpit Window&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Chao Walker Data ==&lt;br /&gt;
=== Dark Chao Walker Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|dwalk_bullet.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|283.sa2mdl&lt;br /&gt;
|dwalk_eff_jet.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Booster Thrust&lt;br /&gt;
|-&lt;br /&gt;
|461.sa2mdl&lt;br /&gt;
|dwalk_window.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Cockpit Window&lt;br /&gt;
|-&lt;br /&gt;
|465.sa2mdl&lt;br /&gt;
|dwalk_a.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Model&lt;br /&gt;
|-&lt;br /&gt;
|474.sa2mdl&lt;br /&gt;
|dwalk_msger.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Omochao Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|478.sa2mdl&lt;br /&gt;
|dwalk_eff_laser1.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Dark Finish (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|479.sa2mdl&lt;br /&gt;
|dwalk_eff_laser2.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Dark Finish (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|480.sa2mdl&lt;br /&gt;
|dwalk_eff_laser3.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Dark Finish (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|481.sa2mdl&lt;br /&gt;
|dwalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|482.sa2mdl&lt;br /&gt;
|dwalk_rocket.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Rocket&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Chao Walker Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|dwalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|283&lt;br /&gt;
|dwalk_eff_jet&lt;br /&gt;
|Jet Engine thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|461&lt;br /&gt;
|dwalk_window&lt;br /&gt;
|Cockpit Window&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|465&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|466&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|467&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|468&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Right Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|469&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Left Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|470&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Floating Ball&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|471&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Mech&#039;s Right Eye Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|472&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Mech&#039;s Left Eye Node&lt;br /&gt;
|Positioning for Lock-on Laser&lt;br /&gt;
|-&lt;br /&gt;
|473&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|474&lt;br /&gt;
|dwalk_msger&lt;br /&gt;
|Dark Omochao (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|475&lt;br /&gt;
|dwalk_msger&lt;br /&gt;
|Dark Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|476&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|477&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|478&lt;br /&gt;
|dwalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|479&lt;br /&gt;
|dwalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|480&lt;br /&gt;
|dwalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|481&lt;br /&gt;
|dwalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|482&lt;br /&gt;
|dwalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal Data ==&lt;br /&gt;
=== Tikal Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|483.sa2mdl&lt;br /&gt;
|tikal.sa2mdl&lt;br /&gt;
|Tikal&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|501.sa2mdl&lt;br /&gt;
|tikal_k_head0.sa2mdl&lt;br /&gt;
|Tikal&#039;s Gliding Head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tikal Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|483&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|484&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|485&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|486&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|487&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|488&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|489&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|490&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|491&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|492&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Hand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|493&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Hand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|494&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|495&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|496&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|497&lt;br /&gt;
|tikal&lt;br /&gt;
|Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|498&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|499&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|500&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|501&lt;br /&gt;
|tikal_k_head0&lt;br /&gt;
|Head (Gliding)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|502&lt;br /&gt;
|tikal&lt;br /&gt;
|Torso&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|503&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos Zero Data ==&lt;br /&gt;
=== Chaos Zero Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|507.sa2mdl&lt;br /&gt;
|c0_kihon.sa2mdl&lt;br /&gt;
|Chaos Zero&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|525.sa2mdl&lt;br /&gt;
|c0_eff_kihon.sa2mdl&lt;br /&gt;
|Chaos Zero&#039;s body glow model&lt;br /&gt;
|-&lt;br /&gt;
|526.sa2mdl&lt;br /&gt;
|c0_manju.sa2mdl&lt;br /&gt;
|Chaos Zero&#039;s puddle form&lt;br /&gt;
|}&lt;br /&gt;
=== Chaos Zero Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|507&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|508&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|509&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|510&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Torso&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|511&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|512&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|513&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|514&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|515&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|516&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|517&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|518&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|519&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|520&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|522&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Brain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|523&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|524&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|525&lt;br /&gt;
|c0_eff_kihon&lt;br /&gt;
|Body Glow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|526&lt;br /&gt;
|c0_manju&lt;br /&gt;
|Puddle Form&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
	<entry>
		<id>https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Model_IDs&amp;diff=742</id>
		<title>Sonic Adventure 2/Character Model IDs</title>
		<link rel="alternate" type="text/html" href="https://sadocs.unreliable.network/index.php?title=Sonic_Adventure_2/Character_Model_IDs&amp;diff=742"/>
		<updated>2026-04-09T07:25:47Z</updated>

		<summary type="html">&lt;p&gt;End User: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Model Packs =&lt;br /&gt;
SA Tools Hub extracts all of these packs and places their contents in the &amp;lt;code&amp;gt;(Project Name)\figure\bin\&amp;lt;/code&amp;gt; folder path. Normally, none of the extracted files have proper names, instead using their first instance found within the MDL pack (e.g. &amp;lt;code&amp;gt;0.sa2mdl&amp;lt;/code&amp;gt; is Sonic&#039;s model, &amp;lt;code&amp;gt;25.sa2mdl&amp;lt;/code&amp;gt; is Sonic&#039;s Flame Ring, etc.). SA2 projects created with SA Tools Hub have the ability to provide filenames for each of these models, and their information will be listed alongside the original ID-based filenames for reference.&lt;br /&gt;
&lt;br /&gt;
NOTE: The extracted filenames are not official. Their designations are primarily to provide an easier way of denoting what IDs are used in which extracted file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Name||Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|amymdl&lt;br /&gt;
|Amy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bknuckmdl&lt;br /&gt;
|Knuckles&#039; Multiplayer Costume&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|brougemdl&lt;br /&gt;
|Rouge&#039;s Multiplayer Costume&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|bwalkmdl&lt;br /&gt;
|Big&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|chaos0mdl&lt;br /&gt;
|Chaos Zero&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|cwalkmdl&lt;br /&gt;
|Chao Walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|dwalkmdl&lt;br /&gt;
|Dark Chao Walker&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|eggmdl&lt;br /&gt;
|Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ewalk2mdl&lt;br /&gt;
|Mech Eggman&#039;s Dark Tank Costume&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|ewalk1mdl&lt;br /&gt;
|Mech Eggman&#039;s Army Camo Costume&lt;br /&gt;
|Only used on DC&lt;br /&gt;
|-&lt;br /&gt;
|ewalkmdl&lt;br /&gt;
|Mech Eggman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|hewalkmdl&lt;br /&gt;
|Mech Eggman&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hknuckmdl&lt;br /&gt;
|Knuckles&#039; Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hrougemdl&lt;br /&gt;
|Rouge&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hshadowmdl&lt;br /&gt;
|Shadow&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|hsonicmdl&lt;br /&gt;
|Sonic&#039;s Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|htwalkmdl&lt;br /&gt;
|Mech Tails&#039; Halloween Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|metalsonicmdl&lt;br /&gt;
|Metal Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|milesmdl&lt;br /&gt;
|Tails&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|psoshadowmdl&lt;br /&gt;
|Shadow&#039;s Multiplayer Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|psosonicmdl&lt;br /&gt;
|Sonic&#039;s Multiplayer Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|rougemdl&lt;br /&gt;
|Rouge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|shadow1mdl&lt;br /&gt;
|Shadow&#039;s Multiplayer Costume&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|sonic1mdl&lt;br /&gt;
|Sonic&#039;s Multiplayer Costume&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|sonicmdl&lt;br /&gt;
|Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sshadowmdl&lt;br /&gt;
|Super Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ssonicmdl&lt;br /&gt;
|Super Sonic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|teriosmdl&lt;br /&gt;
|Shadow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ticalmdl&lt;br /&gt;
|Tikal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|twalk1mdl&lt;br /&gt;
|Mech Tails&#039; Multiplayer Costume&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|twalkmdl&lt;br /&gt;
|Mech Tails&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|xewalkmdl&lt;br /&gt;
|Mech Eggman&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xknuckmdl&lt;br /&gt;
|Knuckles&#039; Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xrougemdl&lt;br /&gt;
|Rouge&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xshadowmdl&lt;br /&gt;
|Shadow&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xsonicmdl&lt;br /&gt;
|Sonic&#039;s Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|xtwalkmdl&lt;br /&gt;
|Mech Tails&#039; Christmas Costume&lt;br /&gt;
|DC Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Main Character Model IDs =&lt;br /&gt;
The following lists denote each character&#039;s model data as it appears within their specified MDL packs. Due to differences in the way drop shadows work between the Dreamcast release and the Battle versions, all characters use the lowest-poly model for drop shadows in Battle, while the Dreamcast version uses modifier volumes that are included within both the character&#039;s model packs and the game&#039;s code.&lt;br /&gt;
&lt;br /&gt;
== Sonic Data ==&lt;br /&gt;
=== Sonic Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;SONICMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Sonic&#039;s data, the &amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;psosonicmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;psosonic&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;sonic1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;sonic1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hsonicmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hsonic&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xsonicmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xsonic&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|0.sa2mdl&lt;br /&gt;
|sonic_kihon.sa2mdl&lt;br /&gt;
|Sonic&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|6.sa2mdl&lt;br /&gt;
|sonic_spinball.sa2mdl&lt;br /&gt;
|Sonic&#039;s Jumpball&lt;br /&gt;
|-&lt;br /&gt;
|7.sa2mdl&lt;br /&gt;
|sonic_h_kageV.sa2mdl&lt;br /&gt;
|Sonic&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|13.sa2mdl&lt;br /&gt;
|sonic_shoesR.sa2mdl&lt;br /&gt;
|Sonic&#039;s Light Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|14.sa2mdl&lt;br /&gt;
|sonic_shoesL.sa2mdl&lt;br /&gt;
|Sonic&#039;s Light Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|19.sa2mdl&lt;br /&gt;
|sonic_aura.sa2mdl&lt;br /&gt;
|Sonic&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|20.sa2mdl&lt;br /&gt;
|sonic_trail.sa2mdl&lt;br /&gt;
|Sonic&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|25.sa2mdl&lt;br /&gt;
|sonic_flamering.sa2mdl&lt;br /&gt;
|Sonic&#039;s Flame Ring&lt;br /&gt;
|-&lt;br /&gt;
|26.sa2mdl&lt;br /&gt;
|sonic_rubberunit.sa2mdl&lt;br /&gt;
|Sonic&#039;s Bounce Bracelet&lt;br /&gt;
|-&lt;br /&gt;
|27.sa2mdl&lt;br /&gt;
|sonic_magicwrist.sa2mdl&lt;br /&gt;
|Sonic&#039;s Magic Gloves&lt;br /&gt;
|-&lt;br /&gt;
|28.sa2mdl&lt;br /&gt;
|sonic_wind.sa2mdl&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|-&lt;br /&gt;
|29.sa2mdl&lt;br /&gt;
|sonic_warp.sa2mdl&lt;br /&gt;
|Sonic&#039;s Chaos Control Warp Effect&lt;br /&gt;
|-&lt;br /&gt;
|30.sa2mdl&lt;br /&gt;
|sonic_dash.sa2mdl&lt;br /&gt;
|Sonic&#039;s Light Dash Afterimage&lt;br /&gt;
|-&lt;br /&gt;
|31.sa2mdl&lt;br /&gt;
|sonic_kihon_l1.sa2mdl&lt;br /&gt;
|Sonic&#039;s model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|48.sa2mdl&lt;br /&gt;
|sonic_kihon_l2.sa2mdl&lt;br /&gt;
|Sonic&#039;s model (Lower-poly)&lt;br /&gt;
|-&lt;br /&gt;
|394.sa2mdl&lt;br /&gt;
|sonic_psoradio.sa2mdl&lt;br /&gt;
|PSO Headset (DC only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sonic Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|sonic_jumpball&lt;br /&gt;
|Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|sonic_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning Light Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning Light Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|sonic_shoesR&lt;br /&gt;
|Light Shoes (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|sonic_shoesL&lt;br /&gt;
|Light Shoes (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|sonic_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|sonic_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code and Bounce Bracelet/Magic Gloves positioning&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code and Flame Ring positioning&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|sonic_flamering&lt;br /&gt;
|Flame Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|sonic_rubberunit&lt;br /&gt;
|Bounce Bracelet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|sonic_magicwrist&lt;br /&gt;
|Magic Gloves&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|sonic_wind&lt;br /&gt;
|Sonic Wind&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|sonic_warp&lt;br /&gt;
|Chaos Control Warp Effect (Ring)&lt;br /&gt;
|Used when activating Time Stop and when Sonic warps in Sonic vs. Shadow 2&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|sonic_dash&lt;br /&gt;
|Light Dash Afterimage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|sonic_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|391&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for headset positioning, PSO/Holiday Sonic costumes only&lt;br /&gt;
|-&lt;br /&gt;
|392&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for headset positioning, PSO/Holiday Sonic costumes only&lt;br /&gt;
|-&lt;br /&gt;
|393&lt;br /&gt;
|sonic_kihon_l2&lt;br /&gt;
|LoD2 Head (Without Muzzle)&lt;br /&gt;
|Reference used for headset positioning, PSO/Holiday Sonic costumes only&lt;br /&gt;
|-&lt;br /&gt;
|394&lt;br /&gt;
|sonic_psoradio&lt;br /&gt;
|Headset&lt;br /&gt;
|PSO Sonic costume only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shadow Data == &lt;br /&gt;
=== Shadow Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;TERIOSMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Shadow&#039;s data, the &amp;lt;code&amp;gt;terios&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;psoshadowmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;psoshadow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shadow1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;shadow1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hshadowmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hshadow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xshadowmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xshadow&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|65.sa2mdl&lt;br /&gt;
|terios_kihon.sa2mdl&lt;br /&gt;
|Shadow&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|71.sa2mdl&lt;br /&gt;
|terios_spinball.sa2mdl&lt;br /&gt;
|Shadow&#039;s Jumpball&lt;br /&gt;
|-&lt;br /&gt;
|72.sa2mdl&lt;br /&gt;
|terios_h_kageV.sa2mdl&lt;br /&gt;
|Shadow&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|78.sa2mdl&lt;br /&gt;
|terios_shoesR.sa2mdl&lt;br /&gt;
|Shadow&#039;s Air Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|79.sa2mdl&lt;br /&gt;
|terios_shoesL.sa2mdl&lt;br /&gt;
|Shadow&#039;s Air Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|84.sa2mdl&lt;br /&gt;
|terios_aura.sa2mdl&lt;br /&gt;
|Shadow&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|85.sa2mdl&lt;br /&gt;
|terios_trail.sa2mdl&lt;br /&gt;
|Shadow&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|92.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|93.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|94.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|95.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|96.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|97.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|98.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|99.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|100.sa2mdl&lt;br /&gt;
|terios_flamering.sa2mdl&lt;br /&gt;
|Shadow&#039;s Flame Ring&lt;br /&gt;
|-&lt;br /&gt;
|101.sa2mdl&lt;br /&gt;
|terios_spear.sa2mdl&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|-&lt;br /&gt;
|102.sa2mdl&lt;br /&gt;
|terios_warp.sa2mdl&lt;br /&gt;
|Shadow&#039;s Chaos Control Warp Effect&lt;br /&gt;
|-&lt;br /&gt;
|103.sa2mdl&lt;br /&gt;
|terios_dash.sa2mdl&lt;br /&gt;
|Shadow&#039;s Light Dash Afterimage&lt;br /&gt;
|-&lt;br /&gt;
|104.sa2mdl&lt;br /&gt;
|terios_kihon_l1.sa2mdl&lt;br /&gt;
|Shadow&#039;s model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|123.sa2mdl&lt;br /&gt;
|terios_kihon_l2.sa2mdl&lt;br /&gt;
|Shadow&#039;s model (Lower-poly)&lt;br /&gt;
|}&lt;br /&gt;
=== Shadow Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|terios_jumpball&lt;br /&gt;
|Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|Reference used for positioning right foot skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|Reference used for positioning left foot skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning Air Shoes (Right)&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning Air Shoes (Left)&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|terios_shoesR&lt;br /&gt;
|Air Shoes (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|79&lt;br /&gt;
|terios_shoesL&lt;br /&gt;
|Air Shoes (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|84&lt;br /&gt;
|terios_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|85&lt;br /&gt;
|terios_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code and Flame Ring positioning&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning right heel skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning left heel skating thrust models&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|terios_eff_jet_lf1&lt;br /&gt;
|Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|terios_eff_jet_lf2&lt;br /&gt;
|Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|terios_eff_jet_lb2&lt;br /&gt;
|Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|terios_eff_jet_lb1&lt;br /&gt;
|Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|terios_eff_jet_rf1&lt;br /&gt;
|Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|terios_eff_jet_rf2&lt;br /&gt;
|Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|terios_eff_jet_rb2&lt;br /&gt;
|Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|terios_eff_jet_rb1&lt;br /&gt;
|Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|terios_flamering&lt;br /&gt;
|Flame Ring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|terios_spear&lt;br /&gt;
|Chaos Spear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|terios_warp&lt;br /&gt;
|Chaos Control Warp Effect (Ring)&lt;br /&gt;
|Used when activating the Chaos Control special attack and when Shadow warps in Sonic vs. Shadow 2&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|terios_dash&lt;br /&gt;
|Light Dash Afterimage&lt;br /&gt;
|Unused&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|113&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|114&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|115&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|116&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|117&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|118&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|119&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|terios_kihon_l1&lt;br /&gt;
|LoD2 Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|124&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|134&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|135&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|136&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|137&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|138&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|139&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|terios_kihon_l2&lt;br /&gt;
|LoD2 Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knuckles Data ==&lt;br /&gt;
=== Knuckles Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;KNUCKMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Knuckles&#039; data, the &amp;lt;code&amp;gt;knuck&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;bknuckmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;bknuck&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hknuckmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hknuck&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xknuckmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xknuck&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|142.sa2mdl&lt;br /&gt;
|knuck_a.sa2mdl&lt;br /&gt;
|Knuckles&#039; model&lt;br /&gt;
|-&lt;br /&gt;
|148.sa2mdl&lt;br /&gt;
|knuck_h_kageV.sa2mdl&lt;br /&gt;
|Knuckles&#039; Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|161.sa2mdl&lt;br /&gt;
|knuck_sunglass.sa2mdl&lt;br /&gt;
|Knuckles&#039; Sunglasses&lt;br /&gt;
|-&lt;br /&gt;
|162.sa2mdl&lt;br /&gt;
|knuck_clawsR.sa2mdl&lt;br /&gt;
|Knuckles&#039; Shovel Claws (Right)&lt;br /&gt;
|-&lt;br /&gt;
|163.sa2mdl&lt;br /&gt;
|knuck_clawsL.sa2mdl&lt;br /&gt;
|Knuckles&#039; Shovel Claws (Left)&lt;br /&gt;
|-&lt;br /&gt;
|164.sa2mdl&lt;br /&gt;
|knuck_glovesR.sa2mdl&lt;br /&gt;
|Knuckles&#039; Hammer Gloves (Right)&lt;br /&gt;
|-&lt;br /&gt;
|165.sa2mdl&lt;br /&gt;
|knuck_glovesL.sa2mdl&lt;br /&gt;
|Knuckles&#039; Hammer Gloves (Left)&lt;br /&gt;
|-&lt;br /&gt;
|166.sa2mdl&lt;br /&gt;
|knuck_k_head0.sa2mdl&lt;br /&gt;
|Knuckles&#039; Gliding Head&lt;br /&gt;
|-&lt;br /&gt;
|168.sa2mdl&lt;br /&gt;
|knuck_air.sa2mdl&lt;br /&gt;
|Knuckles&#039; Air Necklace&lt;br /&gt;
|-&lt;br /&gt;
|169.sa2mdl&lt;br /&gt;
|knuck_b.sa2mdl&lt;br /&gt;
|Knuckles&#039; Model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|170.sa2mdl&lt;br /&gt;
|knuck_dive.sa2mdl&lt;br /&gt;
|Knuckles&#039; Drill Claw Afterimage&lt;br /&gt;
|}&lt;br /&gt;
=== Knuckles Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|145&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|146&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|147&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|148&lt;br /&gt;
|knuck_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|149&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Hand&lt;br /&gt;
|Reference used for positioning right hand upgrade models&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Hand&lt;br /&gt;
|Reference used for positioning left hand upgrade models&lt;br /&gt;
|-&lt;br /&gt;
|154&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|155&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|156&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|157&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|158&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|159&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for Sunglasses positioning&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|knuck_sunglass&lt;br /&gt;
|Sunglasses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|knuck_clawsR&lt;br /&gt;
|Shovel Claw (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|163&lt;br /&gt;
|knuck_clawsL&lt;br /&gt;
|Shovel Claw (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|164&lt;br /&gt;
|knuck_glovesR&lt;br /&gt;
|Hammer Glove (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|165&lt;br /&gt;
|knuck_glovesL&lt;br /&gt;
|Hammer Glove (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|166&lt;br /&gt;
|knuck_k_head0&lt;br /&gt;
|Head (Gliding)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|167&lt;br /&gt;
|knuck_a&lt;br /&gt;
|Torso&lt;br /&gt;
|Reference used for Air Necklace positioning&lt;br /&gt;
|-&lt;br /&gt;
|168&lt;br /&gt;
|knuck_air&lt;br /&gt;
|Air Necklace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|169&lt;br /&gt;
|knuck_b&lt;br /&gt;
|LoD Model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|knuck_dive&lt;br /&gt;
|Drill Claw Afterimage&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rouge Data ==&lt;br /&gt;
=== Rouge Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;ROUGEMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Rouge&#039;s data, the &amp;lt;code&amp;gt;rouge&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;brougemdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;brouge&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hrougemdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hrouge&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xrougemdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xrouge&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|171.sa2mdl&lt;br /&gt;
|rouge_a.sa2mdl&lt;br /&gt;
|Rouge&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|178.sa2mdl&lt;br /&gt;
|rouge_h_kageV.sa2mdl&lt;br /&gt;
|Rouge&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|190.sa2mdl&lt;br /&gt;
|rouge_wing.sa2mdl&lt;br /&gt;
|Rouge&#039;s Wings&lt;br /&gt;
|-&lt;br /&gt;
|192.sa2mdl&lt;br /&gt;
|rouge_heartR.sa2mdl&lt;br /&gt;
|Rouge&#039;s Heart Plate (Right)&lt;br /&gt;
|-&lt;br /&gt;
|195.sa2mdl&lt;br /&gt;
|rouge_nailsR.sa2mdl&lt;br /&gt;
|Rouge&#039;s Pick Nails (Right)&lt;br /&gt;
|-&lt;br /&gt;
|196.sa2mdl&lt;br /&gt;
|rouge_heartL.sa2mdl&lt;br /&gt;
|Rouge&#039;s Heart Plate (Left)&lt;br /&gt;
|-&lt;br /&gt;
|199.sa2mdl&lt;br /&gt;
|rouge_nailsL.sa2mdl&lt;br /&gt;
|Rouge&#039;s Pick Nails (Left)&lt;br /&gt;
|-&lt;br /&gt;
|201.sa2mdl&lt;br /&gt;
|rouge_bootsR.sa2mdl&lt;br /&gt;
|Rouge&#039;s Iron Boots (Right)&lt;br /&gt;
|-&lt;br /&gt;
|203.sa2mdl&lt;br /&gt;
|rouge_bootsL.sa2mdl&lt;br /&gt;
|Rouge&#039;s Iron Boots (Left)&lt;br /&gt;
|-&lt;br /&gt;
|205.sa2mdl&lt;br /&gt;
|rouge_scope.sa2mdl&lt;br /&gt;
|Rouge&#039;s Treasure Scope&lt;br /&gt;
|-&lt;br /&gt;
|206.sa2mdl&lt;br /&gt;
|rouge_b.sa2mdl&lt;br /&gt;
|Rouge&#039;s Model (Low-poly)&lt;br /&gt;
|-&lt;br /&gt;
|207.sa2mdl&lt;br /&gt;
|rouge_dive.sa2mdl&lt;br /&gt;
|Rouge&#039;s Drill Dive Afterimage&lt;br /&gt;
|}&lt;br /&gt;
=== Rouge Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|171&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|172&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Torso&lt;br /&gt;
|Reference used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|176&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|177&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|178&lt;br /&gt;
|rouge_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|179&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|184&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|185&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|186&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for the jiggle feature and mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|187&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|188&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|189&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|190&lt;br /&gt;
|rouge_wing&lt;br /&gt;
|Wings&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|191&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Torso&lt;br /&gt;
|Reference used for positioning the wings&lt;br /&gt;
|-&lt;br /&gt;
|192&lt;br /&gt;
|rouge_heartR&lt;br /&gt;
|Heart Plate (Right Foot)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|193&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|Reference used for positioning the right Heart Plate and Pick Nails (Right)&lt;br /&gt;
|-&lt;br /&gt;
|194&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|195&lt;br /&gt;
|rouge_nailsR&lt;br /&gt;
|Pick Nails (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|196&lt;br /&gt;
|rouge_heartL&lt;br /&gt;
|Heart Plate (Left Foot)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|197&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|Reference used for positioning the left Heart Plate and Pick Nails (Left)&lt;br /&gt;
|-&lt;br /&gt;
|198&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|199&lt;br /&gt;
|rouge_nailsL&lt;br /&gt;
|Pick Nails (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|Reference used for positioning Iron Boots (Right)&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|rouge_bootsR&lt;br /&gt;
|Iron Boots (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|rouge_a&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|Reference used for positioning Iron Boots (Left)&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|rouge_bootsL&lt;br /&gt;
|Iron Boots (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for Treasure Scope positioning&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|rouge_scope&lt;br /&gt;
|Treasure Scope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|rouge_b&lt;br /&gt;
|LoD Model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|rouge_dive&lt;br /&gt;
|Drill Dive Afterimage&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tails Data ==&lt;br /&gt;
=== Tails Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|208.sa2mdl&lt;br /&gt;
|miles_kihon.sa2mdl&lt;br /&gt;
|Tails&#039; model&lt;br /&gt;
|-&lt;br /&gt;
|214.sa2mdl&lt;br /&gt;
|miles_h_kageV.sa2mdl&lt;br /&gt;
|Tails&#039; Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|222.sa2mdl&lt;br /&gt;
|miles_tail_w.sa2mdl&lt;br /&gt;
|Tails&#039; tails (Walking)&lt;br /&gt;
|-&lt;br /&gt;
|228.sa2mdl&lt;br /&gt;
|miles_tail_f.sa2mdl&lt;br /&gt;
|Tails&#039; tails (Flying)&lt;br /&gt;
|-&lt;br /&gt;
|229.sa2mdl&lt;br /&gt;
|miles_tail_i.sa2mdl&lt;br /&gt;
|Tails&#039; tails (Idle)&lt;br /&gt;
|-&lt;br /&gt;
|528.sa2mdl&lt;br /&gt;
|miles_kage.sa2mdl&lt;br /&gt;
|Tails&#039; Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Tails Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|212&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|213&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|Reference used for the head tracking feature&lt;br /&gt;
|-&lt;br /&gt;
|214&lt;br /&gt;
|miles_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|215&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|216&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|217&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|218&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|219&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|220&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|221&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|222&lt;br /&gt;
|miles_tail_w&lt;br /&gt;
|Tails (Walking)&lt;br /&gt;
|Reference used for the jiggle feature&lt;br /&gt;
|-&lt;br /&gt;
|223&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Tail Node&lt;br /&gt;
|Positioning for Tails&#039; tails&lt;br /&gt;
|-&lt;br /&gt;
|224&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|225&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|226&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|227&lt;br /&gt;
|miles_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|Reference used for mini-event model hiding code&lt;br /&gt;
|-&lt;br /&gt;
|228&lt;br /&gt;
|miles_tail_f&lt;br /&gt;
|Tails (Flying)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|229&lt;br /&gt;
|miles_tail_i&lt;br /&gt;
|Tails (Idle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|528&lt;br /&gt;
|miles_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|529&lt;br /&gt;
|miles_kage&lt;br /&gt;
|Shadow Model Tail Node&lt;br /&gt;
|Positioning for Tails&#039; tails on his drop shadow, SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggman Data ==&lt;br /&gt;
=== Eggman Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|230.sa2mdl&lt;br /&gt;
|eggman.sa2mdl&lt;br /&gt;
|Eggman&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|236.sa2mdl&lt;br /&gt;
|eggman_b_kageV.sa2mdl&lt;br /&gt;
|Eggman&#039;s Body Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|528.sa2mdl&lt;br /&gt;
|eggman_kage.sa2mdl&lt;br /&gt;
|Eggman&#039;s Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Eggman Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|230&lt;br /&gt;
|eggman&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|231&lt;br /&gt;
|eggman&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|232&lt;br /&gt;
|eggman&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|233&lt;br /&gt;
|eggman&lt;br /&gt;
|Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|236&lt;br /&gt;
|eggman_b_kageV&lt;br /&gt;
|Body Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|237&lt;br /&gt;
|eggman&lt;br /&gt;
|Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|238&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|239&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|240&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|241&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|242&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|243&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|244&lt;br /&gt;
|eggman&lt;br /&gt;
|Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|246&lt;br /&gt;
|eggman&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|247&lt;br /&gt;
|eggman&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|527&lt;br /&gt;
|eggman_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Eggman Data ==&lt;br /&gt;
=== Mech Eggman Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;EWALKMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Mech Eggman&#039;s data, the &amp;lt;code&amp;gt;ewalk&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;ewalk1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;ewalk1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;ewalk2mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;ewalk2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;hewalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;hewalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xewalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xewalk&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|248.sa2mdl&lt;br /&gt;
|ewalk_a.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Model&lt;br /&gt;
|-&lt;br /&gt;
|252.sa2mdl&lt;br /&gt;
|ewalk_b_kageV.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Body Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|255.sa2mdl&lt;br /&gt;
|ewalk_f_kageV.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Foot Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|258.sa2mdl&lt;br /&gt;
|ewalk_normalgun.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Missile Blaster&lt;br /&gt;
|-&lt;br /&gt;
|260.sa2mdl&lt;br /&gt;
|ewalk_powergun.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Laser Blaster&lt;br /&gt;
|-&lt;br /&gt;
|263.sa2mdl&lt;br /&gt;
|ewalk_bazooka.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon&lt;br /&gt;
|-&lt;br /&gt;
|266.sa2mdl&lt;br /&gt;
|ewalk_cannon.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Vulcan Cannon&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|ewalk_bullet.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|268.sa2mdl&lt;br /&gt;
|ewalk_punch.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Boxing Glove&lt;br /&gt;
|-&lt;br /&gt;
|272.sa2mdl&lt;br /&gt;
|ewalk_bazookabullet.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot&lt;br /&gt;
|-&lt;br /&gt;
|274.sa2mdl&lt;br /&gt;
|ewalk_jetengineR.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine (Right)&lt;br /&gt;
|-&lt;br /&gt;
|276.sa2mdl&lt;br /&gt;
|ewalk_jetengineL.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine (Left)&lt;br /&gt;
|-&lt;br /&gt;
|278.sa2mdl&lt;br /&gt;
|ewalk_extrashield.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Protection Armor&lt;br /&gt;
|-&lt;br /&gt;
|279.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka1.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 1&lt;br /&gt;
|-&lt;br /&gt;
|280.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka2.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 2&lt;br /&gt;
|-&lt;br /&gt;
|281.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka3.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 3&lt;br /&gt;
|-&lt;br /&gt;
|282.sa2mdl&lt;br /&gt;
|ewalk_eff_bazooka4.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Large Cannon Shot Exhaust 4&lt;br /&gt;
|-&lt;br /&gt;
|283.sa2mdl&lt;br /&gt;
|ewalk_eff_jet.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Jet Engine Thrust&lt;br /&gt;
|-&lt;br /&gt;
|284.sa2mdl&lt;br /&gt;
|ewalk_eff_monitor.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Cockpit Monitor&lt;br /&gt;
|-&lt;br /&gt;
|285.sa2mdl&lt;br /&gt;
|ewalk_eff_lamp.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Headlight&lt;br /&gt;
|-&lt;br /&gt;
|286.sa2mdl&lt;br /&gt;
|ewalk_eff_brake.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Brake Lights&lt;br /&gt;
|-&lt;br /&gt;
|287.sa2mdl&lt;br /&gt;
|ewalk_lasercannon.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser Cannon&lt;br /&gt;
|-&lt;br /&gt;
|288.sa2mdl&lt;br /&gt;
|ewalk_eff_laser1.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|289.sa2mdl&lt;br /&gt;
|ewalk_eff_laser2.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|290.sa2mdl&lt;br /&gt;
|ewalk_eff_laser3.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Power Laser (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|291.sa2mdl&lt;br /&gt;
|ewalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|292.sa2mdl&lt;br /&gt;
|ewalk_rocket.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Rocket&lt;br /&gt;
|-&lt;br /&gt;
|462.sa2mdl&lt;br /&gt;
|ewalk_window.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Cockpit Window&lt;br /&gt;
|-&lt;br /&gt;
|463.sa2mdl&lt;br /&gt;
|ewalk_kage.sa2mdl&lt;br /&gt;
|Mech Eggman&#039;s Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Mech Eggman Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|248&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|249&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|250&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Pilot Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|251&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|252&lt;br /&gt;
|ewalk_b_kageV&lt;br /&gt;
|Body Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|253&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|254&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|255&lt;br /&gt;
|ewalk_f_kageV&lt;br /&gt;
|Foot Modifier&lt;br /&gt;
|DC only&lt;br /&gt;
|-&lt;br /&gt;
|256&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node&lt;br /&gt;
|Positioning for weapon attachments, Node 11 in SA2B or Node 13 on DC&lt;br /&gt;
|-&lt;br /&gt;
|257&lt;br /&gt;
|ewalk_normalgun&lt;br /&gt;
|Missile Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|258&lt;br /&gt;
|ewalk_normalgun&lt;br /&gt;
|Missile Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|259&lt;br /&gt;
|ewalk_powergun&lt;br /&gt;
|Laser Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|260&lt;br /&gt;
|ewalk_powergun&lt;br /&gt;
|Laser Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|261&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node 2&lt;br /&gt;
|Positioning for cannon attachments, Node 12 in SA2B or Node 11 on DC&lt;br /&gt;
|-&lt;br /&gt;
|262&lt;br /&gt;
|ewalk_bazooka&lt;br /&gt;
|Large Cannon Barrel Node&lt;br /&gt;
|Positioning for Large Cannon Shot&lt;br /&gt;
|-&lt;br /&gt;
|263&lt;br /&gt;
|ewalk_bazooka&lt;br /&gt;
|Large Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|264&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|265&lt;br /&gt;
|ewalk_cannon&lt;br /&gt;
|Vulkan Cannon Barrel Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|266&lt;br /&gt;
|ewalk_cannon&lt;br /&gt;
|Vulkan Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|ewalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|268&lt;br /&gt;
|ewalk_punch&lt;br /&gt;
|Boxing Glove (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|269&lt;br /&gt;
|ewalk_punch&lt;br /&gt;
|Boxing Glove (Without Mechanism)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|270&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|271&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Mech Accessory Node 3&lt;br /&gt;
|Positioning for Lock-on Laser, Node 13 in SA2B or Node 12 on DC&lt;br /&gt;
|-&lt;br /&gt;
|272&lt;br /&gt;
|ewalk_bazookabullet&lt;br /&gt;
|Large Cannon Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|273&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Right Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|274&lt;br /&gt;
|ewalk_jetengineR&lt;br /&gt;
|Jet Engine (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|275&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Left Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|276&lt;br /&gt;
|ewalk_jetengineL&lt;br /&gt;
|Jet Engine (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|277&lt;br /&gt;
|ewalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|278&lt;br /&gt;
|ewalk_extrashield&lt;br /&gt;
|Protection Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|279&lt;br /&gt;
|ewalk_eff_bazooka1&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|280&lt;br /&gt;
|ewalk_eff_bazooka2&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|281&lt;br /&gt;
|ewalk_eff_bazooka3&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|282&lt;br /&gt;
|ewalk_eff_bazooka4&lt;br /&gt;
|Large Cannon Shot (exhaust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|283&lt;br /&gt;
|ewalk_eff_jet&lt;br /&gt;
|Jet Engine thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|284&lt;br /&gt;
|ewalk_eff_monitor&lt;br /&gt;
|Cockpit Monitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|285&lt;br /&gt;
|ewalk_eff_lamp&lt;br /&gt;
|Headlight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|286&lt;br /&gt;
|ewalk_eff_brake&lt;br /&gt;
|Brake Lights&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|287&lt;br /&gt;
|ewalk_lasercannon&lt;br /&gt;
|Power Laser Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|288&lt;br /&gt;
|ewalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|289&lt;br /&gt;
|ewalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|290&lt;br /&gt;
|ewalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|291&lt;br /&gt;
|ewalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|292&lt;br /&gt;
|ewalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|462&lt;br /&gt;
|ewalk_window&lt;br /&gt;
|Cockpit Window&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|-&lt;br /&gt;
|463&lt;br /&gt;
|ewalk_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mech Tails Data ==&lt;br /&gt;
=== Mech Tails Filenames ===&lt;br /&gt;
NOTE: The following model files are formatted as if they were to come from &amp;lt;code&amp;gt;TWALKMDL.PRS&amp;lt;/code&amp;gt;. For the other variants of Mech Tails&#039; data, the &amp;lt;code&amp;gt;twalk&amp;lt;/code&amp;gt; portion of each filename is replaced as follows:&lt;br /&gt;
* &amp;lt;code&amp;gt;twalk1mdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;twalk1&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;htwalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;htwalk&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xtwalkmdl.prs&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;xtwalk&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|twalk_bullet.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|293.sa2mdl&lt;br /&gt;
|twalk_a.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Model&lt;br /&gt;
|-&lt;br /&gt;
|297.sa2mdl&lt;br /&gt;
|twalk_b_kageV.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Body Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|300.sa2mdl&lt;br /&gt;
|twalk_f_kageV.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Foot Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|304.sa2mdl&lt;br /&gt;
|twalk_normalgun.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Missile Blaster&lt;br /&gt;
|-&lt;br /&gt;
|306.sa2mdl&lt;br /&gt;
|twalk_laserblaster.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Laser Blaster&lt;br /&gt;
|-&lt;br /&gt;
|309.sa2mdl&lt;br /&gt;
|twalk_bazooka.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Bazooka&lt;br /&gt;
|-&lt;br /&gt;
|312.sa2mdl&lt;br /&gt;
|twalk_cannon.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Vulcan Cannon&lt;br /&gt;
|-&lt;br /&gt;
|313.sa2mdl&lt;br /&gt;
|twalk_punch.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Propeller Punch Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|317.sa2mdl&lt;br /&gt;
|twalk_eff_jet.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Booster Thrust&lt;br /&gt;
|-&lt;br /&gt;
|319.sa2mdl&lt;br /&gt;
|twalk_boosterR.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Booster (Right)&lt;br /&gt;
|-&lt;br /&gt;
|321.sa2mdl&lt;br /&gt;
|twalk_boosterL.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Booster (Left)&lt;br /&gt;
|-&lt;br /&gt;
|322.sa2mdl&lt;br /&gt;
|twalk_eff_laser1.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Power Laser (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|323.sa2mdl&lt;br /&gt;
|twalk_eff_laser2.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Power Laser (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|324.sa2mdl&lt;br /&gt;
|twalk_eff_laser3.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Power Laser (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|325.sa2mdl&lt;br /&gt;
|twalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|326.sa2mdl&lt;br /&gt;
|twalk_rocket.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Rocket&lt;br /&gt;
|-&lt;br /&gt;
|327.sa2mdl&lt;br /&gt;
|twalk_bazookabullet.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Bazooka Shot&lt;br /&gt;
|-&lt;br /&gt;
|464.sa2mdl&lt;br /&gt;
|twalk_kage.sa2mdl&lt;br /&gt;
|Mech Tails&#039; Shadow Model&lt;br /&gt;
|}&lt;br /&gt;
=== Mech Tails Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|twalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|293&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|294&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|295&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Pilot Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|296&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|297&lt;br /&gt;
|twalk_b_kageV&lt;br /&gt;
|Body Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|298&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|299&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|300&lt;br /&gt;
|twalk_f_kageV&lt;br /&gt;
|Foot Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|twalk_f_kageV&lt;br /&gt;
|Foot Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|twalk_normalgun&lt;br /&gt;
|Missile Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|twalk_normalgun&lt;br /&gt;
|Missile Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|twalk_laserblaster&lt;br /&gt;
|Laser Blaster Barrel Node&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|twalk_laserblaster&lt;br /&gt;
|Laser Blaster&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|twalk_bazooka&lt;br /&gt;
|Bazooka Barrel Node&lt;br /&gt;
|Positioning for Bazooka Shot&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
|twalk_bazooka&lt;br /&gt;
|Bazooka&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|twalk_cannon&lt;br /&gt;
|Vulkan Cannon Barrel Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|312&lt;br /&gt;
|twalk_cannon&lt;br /&gt;
|Vulkan Cannon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|313&lt;br /&gt;
|twalk_punch&lt;br /&gt;
|Propeller Punch (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|314&lt;br /&gt;
|twalk_punch&lt;br /&gt;
|Propeller Punch&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|315&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|316&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Mech Accessory Node&lt;br /&gt;
|Positioning for Lock-on Laser, Node 4&lt;br /&gt;
|-&lt;br /&gt;
|317&lt;br /&gt;
|twalk_eff_jet&lt;br /&gt;
|Booster thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|318&lt;br /&gt;
|twalk_a&lt;br /&gt;
|RIght Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|319&lt;br /&gt;
|twalk_boosterR&lt;br /&gt;
|Booster (Right)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|320&lt;br /&gt;
|twalk_a&lt;br /&gt;
|Left Calf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|321&lt;br /&gt;
|twalk_boosterL&lt;br /&gt;
|Booster (Left)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|322&lt;br /&gt;
|twalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|323&lt;br /&gt;
|twalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|324&lt;br /&gt;
|twalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|325&lt;br /&gt;
|twalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|326&lt;br /&gt;
|twalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|327&lt;br /&gt;
|twalk_bazookabullet&lt;br /&gt;
|Bazooka Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|464&lt;br /&gt;
|twalk_kage&lt;br /&gt;
|Shadow Model&lt;br /&gt;
|SA2B Only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Sonic Data ==&lt;br /&gt;
=== Super Sonic Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|0.sa2mdl&lt;br /&gt;
|sonic_kihon.sa2mdl&lt;br /&gt;
|Sonic&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|7.sa2mdl&lt;br /&gt;
|sonic_h_kageV.sa2mdl&lt;br /&gt;
|Sonic&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|328.sa2mdl&lt;br /&gt;
|ssonic_kihon.sa2mdl&lt;br /&gt;
|Super Sonic&#039;s model&lt;br /&gt;
|}&lt;br /&gt;
=== Super Sonic Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|sonic_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|sonic_kihon&lt;br /&gt;
|Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|328&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|329&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|330&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|331&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|332&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|333&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|335&lt;br /&gt;
|sonic_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|336&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|337&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|338&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|339&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|340&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|343&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|344&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|345&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|346&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|349&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|350&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|351&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|352&lt;br /&gt;
|ssonic_kihon&lt;br /&gt;
|Super Sonic Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Shadow Data == &lt;br /&gt;
=== Super Shadow Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|65.sa2mdl&lt;br /&gt;
|terios_kihon.sa2mdl&lt;br /&gt;
|Shadow&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|72.sa2mdl&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Shadow&#039;s Head Modifier Volume (DC only)&lt;br /&gt;
|-&lt;br /&gt;
|92.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|93.sa2mdl&lt;br /&gt;
|terios_eff_jet_lf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|94.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|95.sa2mdl&lt;br /&gt;
|terios_eff_jet_lb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|96.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|97.sa2mdl&lt;br /&gt;
|terios_eff_jet_rf2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|98.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb2.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|-&lt;br /&gt;
|99.sa2mdl&lt;br /&gt;
|terios_eff_jet_rb1.sa2mdl&lt;br /&gt;
|Shadow&#039;s Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|-&lt;br /&gt;
|355.sa2mdl&lt;br /&gt;
|sshadow_kihon.sa2mdl&lt;br /&gt;
|Super Shadow&#039;s model&lt;br /&gt;
|}&lt;br /&gt;
== Super Shadow Model IDs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|81&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|82&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|83&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|86&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|87&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|88&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|89&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|91&lt;br /&gt;
|terios_kihon&lt;br /&gt;
|Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|92&lt;br /&gt;
|terios_eff_jet_lf1&lt;br /&gt;
|Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|93&lt;br /&gt;
|terios_eff_jet_lf2&lt;br /&gt;
|Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|94&lt;br /&gt;
|terios_eff_jet_lb2&lt;br /&gt;
|Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|terios_eff_jet_lb1&lt;br /&gt;
|Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96&lt;br /&gt;
|terios_eff_jet_rf1&lt;br /&gt;
|Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|97&lt;br /&gt;
|terios_eff_jet_rf2&lt;br /&gt;
|Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98&lt;br /&gt;
|terios_eff_jet_rb2&lt;br /&gt;
|Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|99&lt;br /&gt;
|terios_eff_jet_rb1&lt;br /&gt;
|Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|355&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|356&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|357&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|358&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|359&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|360&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|362&lt;br /&gt;
|terios_h_kageV&lt;br /&gt;
|Head Modifier&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|363&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|364&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|365&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|366&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|367&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|370&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|371&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|372&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|373&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|376&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|377&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|378&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|379&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|380&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|381&lt;br /&gt;
|sshadow_kihon&lt;br /&gt;
|Super Shadow Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|382&lt;br /&gt;
|terios_eff_jet_lf1&lt;br /&gt;
|Skating Thrust (Left Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|383&lt;br /&gt;
|terios_eff_jet_lf2&lt;br /&gt;
|Skating Thrust (Left Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|384&lt;br /&gt;
|terios_eff_jet_lb2&lt;br /&gt;
|Skating Thrust (Left Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|385&lt;br /&gt;
|terios_eff_jet_lb1&lt;br /&gt;
|Skating Thrust (Left Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|386&lt;br /&gt;
|terios_eff_jet_rf1&lt;br /&gt;
|Skating Thrust (Right Toe, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|387&lt;br /&gt;
|terios_eff_jet_rf2&lt;br /&gt;
|Skating Thrust (Right Toe, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|388&lt;br /&gt;
|terios_eff_jet_rb2&lt;br /&gt;
|Skating Thrust (Right Heel, Wide)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|389&lt;br /&gt;
|terios_eff_jet_rb1&lt;br /&gt;
|Skating Thrust (Right Heel, Narrow)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multiplayer Character Model IDs =&lt;br /&gt;
In the Dreamcast version, all of the multiplayer characters occupy the model slots for their respective main game counterparts (Amy uses Sonic&#039;s model structure, for example). The following pertains only to the updated models seen in SA2B unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
Big&#039;s model uses Mech Eggman&#039;s model numbers, except he lacks all upgrades (barring the permanently-attached Jet Engine parts) and the Boxing Glove is replaced with Froggy&lt;br /&gt;
&lt;br /&gt;
== Amy Data == &lt;br /&gt;
=== Amy Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|19.sa2mdl&lt;br /&gt;
|amy_aura.sa2mdl&lt;br /&gt;
|Amy&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|20.sa2mdl&lt;br /&gt;
|amy_trail.sa2mdl&lt;br /&gt;
|Amy&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|395.sa2mdl&lt;br /&gt;
|amy_kihon.sa2mdl&lt;br /&gt;
|Amy&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|401.sa2mdl&lt;br /&gt;
|amy_jumpball.sa2mdl&lt;br /&gt;
|Amy&#039;s Jumpball&lt;br /&gt;
|-&lt;br /&gt;
|504.sa2mdl&lt;br /&gt;
|amy_heart.sa2mdl&lt;br /&gt;
|Storming Heart&lt;br /&gt;
|-&lt;br /&gt;
|505.sa2mdl&lt;br /&gt;
|amy_eff_flash.sa2mdl&lt;br /&gt;
|Amy Flash Kiss Heart&lt;br /&gt;
|-&lt;br /&gt;
|506.sa2mdl&lt;br /&gt;
|amy_hammer.sa2mdl&lt;br /&gt;
|Amy&#039;s Piko-Piko Hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amy Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|amy_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|amy_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|391&lt;br /&gt;
|amy_kihon (DC)&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|393&lt;br /&gt;
|amy_kihon (DC)&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|DC Only&lt;br /&gt;
|-&lt;br /&gt;
|395&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|396&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|397&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|398&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|399&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|400&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|amy_jumpball&lt;br /&gt;
|Jumpball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|405&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|410&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|411&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|412&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|413&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|414&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|415&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|416&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|417&lt;br /&gt;
|amy_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|504&lt;br /&gt;
|amy_heart&lt;br /&gt;
|Storming Heart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|505&lt;br /&gt;
|amy_eff_flash&lt;br /&gt;
|Amy Flash Heart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|506&lt;br /&gt;
|amy_hammer&lt;br /&gt;
|Piko-Piko Hammer&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal Sonic Data == &lt;br /&gt;
=== Metal Sonic Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|418.sa2mdl&lt;br /&gt;
|metalsonic_kihon.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|436.sa2mdl&lt;br /&gt;
|metalsonic_aura.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s Ball Aura&lt;br /&gt;
|-&lt;br /&gt;
|437.sa2mdl&lt;br /&gt;
|metalsonic_trail.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s Dash Trail&lt;br /&gt;
|-&lt;br /&gt;
|530.sa2mdl&lt;br /&gt;
|metalsonic_eff_glow.sa2mdl&lt;br /&gt;
|Metal Sonic&#039;s Black Shield Glow&lt;br /&gt;
|-&lt;br /&gt;
|531.sa2mdl&lt;br /&gt;
|metalsonic_shield.sa2mdl&lt;br /&gt;
|Black Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Sonic Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|418&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|419&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|420&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|421&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|422&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|423&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|425&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|426&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|427&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|428&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|429&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Foot Heel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|432&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|433&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|434&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|435&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|436&lt;br /&gt;
|metalsonic_aura&lt;br /&gt;
|Ball Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|437&lt;br /&gt;
|metalsonic_trail&lt;br /&gt;
|Dash Trail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|438&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|439&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|440&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|441&lt;br /&gt;
|metalsonic_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|530&lt;br /&gt;
|metalsonic_eff_glow&lt;br /&gt;
|Black Shield (Metal Sonic&#039;s Glow)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|531&lt;br /&gt;
|metalsonic_shield&lt;br /&gt;
|Black Shield&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chao Walker Data ==&lt;br /&gt;
=== Chao Walker Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|cwalk_bullet.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|283.sa2mdl&lt;br /&gt;
|cwalk_eff_jet.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Booster Thrust&lt;br /&gt;
|-&lt;br /&gt;
|442.sa2mdl&lt;br /&gt;
|cwalk_a.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Model&lt;br /&gt;
|-&lt;br /&gt;
|451.sa2mdl&lt;br /&gt;
|cwalk_msger.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Omochao Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|455.sa2mdl&lt;br /&gt;
|cwalk_eff_laser1.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Zap Laser (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|456.sa2mdl&lt;br /&gt;
|cwalk_eff_laser2.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Zap Laser (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|457.sa2mdl&lt;br /&gt;
|cwalk_eff_laser3.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Zap Laser (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|458.sa2mdl&lt;br /&gt;
|cwalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|459.sa2mdl&lt;br /&gt;
|cwalk_rocket.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Rocket&lt;br /&gt;
|-&lt;br /&gt;
|460.sa2mdl&lt;br /&gt;
|cwalk_window.sa2mdl&lt;br /&gt;
|Chao Walker&#039;s Cockpit Window&lt;br /&gt;
|}&lt;br /&gt;
=== Chao Walker Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|cwalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|283&lt;br /&gt;
|cwalk_eff_jet&lt;br /&gt;
|Jet Engine thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|442&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|443&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|444&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|445&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Right Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|446&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Left Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|447&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Floating Ball&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|448&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Mech&#039;s Right Eye Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|449&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Mech&#039;s Left Eye Node&lt;br /&gt;
|Positioning for Lock-on Laser&lt;br /&gt;
|-&lt;br /&gt;
|450&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|451&lt;br /&gt;
|cwalk_msger&lt;br /&gt;
|Omochao (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|452&lt;br /&gt;
|cwalk_msger&lt;br /&gt;
|Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|453&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|454&lt;br /&gt;
|cwalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|455&lt;br /&gt;
|cwalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|456&lt;br /&gt;
|cwalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|457&lt;br /&gt;
|cwalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|458&lt;br /&gt;
|cwalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|459&lt;br /&gt;
|cwalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|460&lt;br /&gt;
|cwalk_window&lt;br /&gt;
|Cockpit Window&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Chao Walker Data ==&lt;br /&gt;
=== Dark Chao Walker Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|267.sa2mdl&lt;br /&gt;
|dwalk_bullet.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Vulcan Shot&lt;br /&gt;
|-&lt;br /&gt;
|283.sa2mdl&lt;br /&gt;
|dwalk_eff_jet.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Booster Thrust&lt;br /&gt;
|-&lt;br /&gt;
|461.sa2mdl&lt;br /&gt;
|dwalk_window.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Cockpit Window&lt;br /&gt;
|-&lt;br /&gt;
|465.sa2mdl&lt;br /&gt;
|dwalk_a.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Model&lt;br /&gt;
|-&lt;br /&gt;
|474.sa2mdl&lt;br /&gt;
|dwalk_msger.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Omochao Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|478.sa2mdl&lt;br /&gt;
|dwalk_eff_laser1.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Dark Finish (Top Layer)&lt;br /&gt;
|-&lt;br /&gt;
|479.sa2mdl&lt;br /&gt;
|dwalk_eff_laser2.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Dark Finish (Bottom Layer)&lt;br /&gt;
|-&lt;br /&gt;
|480.sa2mdl&lt;br /&gt;
|dwalk_eff_laser3.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Dark Finish (Thrust)&lt;br /&gt;
|-&lt;br /&gt;
|481.sa2mdl&lt;br /&gt;
|dwalk_rocketlauncher.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Rocket Launcher&lt;br /&gt;
|-&lt;br /&gt;
|482.sa2mdl&lt;br /&gt;
|dwalk_rocket.sa2mdl&lt;br /&gt;
|Dark Chao Walker&#039;s Rocket&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Chao Walker Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|267&lt;br /&gt;
|dwalk_bullet&lt;br /&gt;
|Vulkan Shot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|283&lt;br /&gt;
|dwalk_eff_jet&lt;br /&gt;
|Jet Engine thrust&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|461&lt;br /&gt;
|dwalk_window&lt;br /&gt;
|Cockpit Window&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|465&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|466&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|467&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|468&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Right Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|469&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Left Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|470&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Floating Ball&lt;br /&gt;
|Positioning for homing missile shots&lt;br /&gt;
|-&lt;br /&gt;
|471&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Mech&#039;s Right Eye Node&lt;br /&gt;
|Positioning for Vulkan Shot&lt;br /&gt;
|-&lt;br /&gt;
|472&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Mech&#039;s Left Eye Node&lt;br /&gt;
|Positioning for Lock-on Laser&lt;br /&gt;
|-&lt;br /&gt;
|473&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|474&lt;br /&gt;
|dwalk_msger&lt;br /&gt;
|Dark Omochao (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|475&lt;br /&gt;
|dwalk_msger&lt;br /&gt;
|Dark Omochao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|476&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Right Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|477&lt;br /&gt;
|dwalk_a&lt;br /&gt;
|Left Foot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|478&lt;br /&gt;
|dwalk_eff_laser1&lt;br /&gt;
|Power Laser (Top Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|479&lt;br /&gt;
|dwalk_eff_laser2&lt;br /&gt;
|Power Laser (Bottom Layer)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|480&lt;br /&gt;
|dwalk_eff_laser3&lt;br /&gt;
|Power Laser (Top Layer Thrust)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|481&lt;br /&gt;
|dwalk_rocketlauncher&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|482&lt;br /&gt;
|dwalk_rocket&lt;br /&gt;
|Rockets&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tikal Data ==&lt;br /&gt;
=== Tikal Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|483.sa2mdl&lt;br /&gt;
|tikal.sa2mdl&lt;br /&gt;
|Tikal&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|501.sa2mdl&lt;br /&gt;
|tikal_k_head0.sa2mdl&lt;br /&gt;
|Tikal&#039;s Gliding Head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tikal Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|483&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|484&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|485&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|486&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|487&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|488&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|489&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|490&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|491&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|492&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Hand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|493&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Hand&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|494&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|495&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|496&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|497&lt;br /&gt;
|tikal&lt;br /&gt;
|Muzzle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|498&lt;br /&gt;
|tikal&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|499&lt;br /&gt;
|tikal&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|500&lt;br /&gt;
|tikal&lt;br /&gt;
|Head (Without Muzzle)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|501&lt;br /&gt;
|tikal_k_head0&lt;br /&gt;
|Head (Gliding)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|502&lt;br /&gt;
|tikal&lt;br /&gt;
|Torso&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|503&lt;br /&gt;
|tikal&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos Zero Data ==&lt;br /&gt;
=== Chaos Zero Filenames ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!ID Filename||Descriptive Filename||Description&lt;br /&gt;
|-&lt;br /&gt;
|507.sa2mdl&lt;br /&gt;
|c0_kihon.sa2mdl&lt;br /&gt;
|Chaos Zero&#039;s model&lt;br /&gt;
|-&lt;br /&gt;
|525.sa2mdl&lt;br /&gt;
|c0_eff_kihon.sa2mdl&lt;br /&gt;
|Chaos Zero&#039;s body glow model&lt;br /&gt;
|-&lt;br /&gt;
|526.sa2mdl&lt;br /&gt;
|c0_manju.sa2mdl&lt;br /&gt;
|Chaos Zero&#039;s puddle form&lt;br /&gt;
|}&lt;br /&gt;
=== Chaos Zero Model IDs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;|ID!!data-sort-type=&amp;quot;name&amp;quot;|File Source!!class=&amp;quot;unsortable&amp;quot;|Description!!class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|507&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Model Root&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|508&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Model Root 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|509&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Model Root 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|510&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Torso&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|511&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|512&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|513&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Eye&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|514&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Head (Complete)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|515&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|516&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Foot Toe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|517&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|518&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|519&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|520&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Arm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|522&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Brain&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|523&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Right Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|524&lt;br /&gt;
|c0_kihon&lt;br /&gt;
|Left Hand Parent Node&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|525&lt;br /&gt;
|c0_eff_kihon&lt;br /&gt;
|Body Glow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|526&lt;br /&gt;
|c0_manju&lt;br /&gt;
|Puddle Form&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SA2Navbox}}&lt;/div&gt;</summary>
		<author><name>End User</name></author>
	</entry>
</feed>