Upon its day of release in Japan,
The Sacred Stones sold 97,842 units, achieving a sell-through rate of just over 64%. By the end of 2004, the game had sold 233,280 units, reaching #48 in
Famitsus annual video game sales rankings. In North America,
The Sacred Stones was among the top 20 games in the Nintendo hardware charts, with sales of 96,000 units. Although no exact total sales figures have been published, Nintendo cited the game as being among its successful Game Boy Advance titles for 2005.
Famitsu praised the story, with one reviewer saying the characters had a tasteful charm. Karen Chu of
1UP.com said the story shone through, keeping players from burning out after the battle segments.
IGNs Craig Harris called the storytelling "absolutely top-notch, if just a little wordy for comfort", praising the writing for making him care about his characters. David Chapman of
GameSpy noted the storyline being rich.
GameSpots
Greg Kasavin said that
The Sacred Stones had "a well-written, surprisingly sophisticated narrative featuring plenty of endearing heroes and villains".
Eurogamers Tom Bramwell called the storytelling "wonderful", positively noting the more exotic narrative when compared to its predecessor. Simon Parkin, writing for
NGC Magazine, praised the game's "delightful, uncurling narrative", and positively noted the translation quality as it helped him understand the workings of the game's world and characters.
PALGN reviewer Mark Marrow said the story was a step above its predecessor, calling it "a beautiful narrative featuring plenty of action from villains and heroes, and even some comic relief in-between all of this". Matthew Foster of
RPGamer, while noting the quality of the translation, said that the story was the game's weakest point due to its clichéd nature.
RPGFans Alan Knight called the plot "light and fairly easy-going", noting its eccentric characters eased players along. Speaking about the gameplay,
Famitsu enjoyed the tactical gameplay and new elements, along with appreciating the thrill induced by permadeath. A minor criticism was issues with the pacing. Harris enjoyed the gameplay despite noting that little had changed since the release of
Fire Emblem, saying that players would not find any notable changes from their original experience. Chapman positively noted the improvements made since the release of
Fire Emblem, along with positively noting the multiplayer options. Kasavin praised the deep strategy gameplay, and positively noted that it was geared towards players of various ages and skill levels. Foster called the gameplay the game's biggest feature and greatest strength despite not having changed much since the previous game. Knight enjoyed the gameplay experience, but was mixed about the lack of true innovations, feeling that it was an overly similar experience to earlier
Fire Emblem games. Bramwell enjoyed the gameplay despite getting frustrated with permadeath and positively noted the nuances in character customization. Parkin stated that it was quite easy to spend large amounts of time creating the perfect strategy, and that restarting a level after a character died or going to one of the EXP maps to boost character levels was extremely tempting. In the latter case, he noted it might upset the game's intended difficulty. Marrow enjoyed his time with the game, and praised the additional features that made playing easier for newcomers. ==Notes==