The Death Egg Saga Thickens...
Name:
Sonic the Hedgehog 3 - North America
Sonic the Hedgehog 3 - Japan
Sonic 3 – Europe
Additional Name: Sonic & Knuckles - All three nations
Other Names (Nicknames): Sonic 3, S&K, "Sonic & Knux", Sonic the Hedgehog 3 & Knuckles, Sonic 3 & Knuckles, Knuckles in Sonic 2, Knuckles in Sonic 3, "The Best/Last Good Sonic Game"
Release Dates:
February 2nd, 1994/October 18th, 1994 - North America
February 24th, 1994/October 18th, 1994 - Europe
May 27th, 1994/November, 1994 – Japan
Quality: 16-Bit, Side-Scrolling Platformer
Game System(s): Sega Mega Drive/Genesis
Also released on:
(1). Sega Saturn - Sonic Jam Collection
(2). Internet - RealPlayer Arcade, Sega B-Club
(3). PC - Sonic & Knuckles Collection, Sonic Action 4 Pack
(4). GameCube/PlayStation 2/Xbox/PC - Sonic Mega Collection (Plus)
(5). Nintendo Wii - Virtual Console
(6). Tectoy – Techtoy Mega Drive 3
(7). Xbox 360/PlayStation 3 – Sonic's Ultimate Genesis Collection
(8). Microsoft Xbox 360 - Xbox Live Arcade
Developer(s): Sonic Team and Sega Technical Institute
Publisher(s): Sega Corporation
Credits:
Executive Producer: Hayao Nakayama
Executive Management: Shoichiro Irimajiri, Paul Rioux, Tom Kalinske
Executive Coordinator: Mamoru Shigeta, Tomio Takami, Diane A. Fornasier, Roger Hector, Takaharu Utsunomiya
Project Managers: Shinobu Toyoda, Masaharu Yoshii, Hisashi Suzuki
Producer: Yuji Naka
Director: Hirokazu Yasuhara
Lead Game Designer: Hirokazu Yasuhara
Senior Game Designers: Takashi Iizuka, Hisayoshi Yoshida
Lead Programmer: Yuji Naka
Senior Programmers: Masanobu Yamamoto, Hiroshi Nikaidoh, Takahiro Hamano
Character Designer: Takashi Thomas Yuda
CG Artist: Kunitake Aoki
Animator: Takashi Thomas Yuda
Enemy Artist: Satoshi Yokokawa
Scene Artists: Shigeru Okada, Satoshi Yokokawa, Chie Yoshida, Takashi Thomas Yuda, Kunitake Aoki, Tsuneko Aoki
Art Assistant: Osamu Ohashi
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, "Scirocco", Michael Jackson (Uncredited), Howard Drossin
SEGA Sound Team: Masaru Setsumaru, Jun Senoue, Tatsuyuki Maeda, "Milpo", Tokuhiko "Bo" Uwabo, Sachio Ogawa, Tomonori Sawada, Naofumi Hataya
Sound Project Coordinator: Hisaki Nimiya
Product Manager/Marketing: Pamela Kelly
Sound Special Thanks: Mayumi Nina Sakazaki (Mrm), Cube Corp., Opus Corp., Masanori Nakayama (Studio Who), Howard Drossin
Special Thanks: Deborah McCracken, Emi Kawamura, Jina Ishiwatari, Taku Makino
Character Introductions: Knuckles the Echidna and Silver Sonic mk. 2 (AKA Mecha Sonic)
Region Game Takes Place On: Angel Island (known as the Floating Island in the US at this point)
Concept Introductions: Sonic has a new double-jump maneuver known as the Insta-Shield; this triggers a brief shield that increases his attack range and protects him from damage upon quickly tapping the jump button twice. Three new additional powerups are created, each of which brings a new element to Sonic's gameplay, along with protecting any character from the same "elements": the Water Shield (which renders those stray underwater bubbles moot and lets Sonic bounce like a rubber ball), Flame Shield (protecting one from fire and granting Sonic a "Fireball Spin Dash". This attack is basically Sonic doing a Jump Dash with his Flame Shield) and the Lightning Shield (attracts rings and gives Sonic a really high double jump. This is the only shield of the three to last throughout the rest of the series). These three shield types completely replace the conventional bubble shield from its two predecessors. New sub-bosses are added at the end of the first act of each zone.
Tails can finally fly and to great heights at that, allowing one to do more exploration than before. Moreover, he can carry Sonic a ways. And if that weren't enough, this translates to a doggie-paddle swimming ability. He can't do either for long, though, before he gets tired. And sadly, he doesn't get any of the special moves the new shields give Sonic.
Once you've messed around with those two, you'll discover that indeed, Knuckles the Echidna is also playable. He's slower than Sonic and Tails (not that you'll notice) and his jumping sucks, but he can bust through walls and barriers that they can't, as well as climb walls and glide great distances.
The Special Stages have been given another overhaul. This time, you're running along a checkered globe turning Blue Spheres red. You have to get them all to get the Chaos Emerald. They're usually either in a line of some sort or set in a squared, four-cornered group. Getting the blue spheres along the outside of such a group, will turn them all into rings. Getting 50 rings in a Special Stage grants a continue and getting the all grants a "perfect" bonus at the end. Of course, there's other spheres to watch out for. Don't be careless around the red ones, lest you get sent back to the level. The white ones with red stars are bumpers, which, of course, knock you back some. And the yellow ones are springs which launch you a fair distance.
Concept Deductions: The Eggman powerdown returns from Sonic 2's multiplayer mode and it's just as troublesome here as it was there. Special Stage entrance once again returns to the ring portals, but instead of finding them at the end of the zones, the ring portals are hidden in small caves throughout the zones. No rings are required to enter them. The powerup monitor's appearance changes, along with the checkpoint markers. The sign post at the end of the zone is no longer just standing there, but instead drops when you finish the first act and bounces around depending on how many times you hit it to gather points. It drops once you defeat a sub-boss. Occasionally it'll bounce off the ground and leave a powerup.
Main Framework: The level design is more structured here and, it would seem, more focused. You have to be more mindful of where you're going so you don't zoom into something dangerous.
Storyline:
Sonic the Hedgehog 3 picks up right after the events of Sonic the Hedgehog 2. Sure, Sonic & Tails thought they managed to knock the Death Egg out of the sky at the end of Sonic 2, but nope. Instead, it crash landed on the legendary Angel Island, an island ascended high in the skies. The mountains crush and forests are set ablaze as the impact of the Death Egg drives the Angel Island into the ocean, creating a huge tsunami.
Meanwhile, it was just a casual day for Tails. That's until his emerald radar goes off, the readings coming from Angel Island. But that didn't make sense. He and Sonic still had the Chaos Emeralds (all seven even) from when they were at Westside Island! Curious as to whether or not this had to do with the recent tsunami, Tails took off in Sonic's plane to check it out. The Tornado's, however, was just enjoying a casual lay on the beach until a strange ring washed up on the shore with an engraving on its surface. Its appearance caused him to remember about the legend of the Angel Island, which was once part of the main continent. It was inhabited by a thriving civilization who based their power off of the Mighty Stone, which is known as the Master Emerald. However, the leaders got greedy, wanting to use the power of the stone for themselves. When they attempted to forcefully use the stone, the supposed shattering of the destroyed the entire civilization, while with the test of time, a god descended and restored part of the civilization, also raising a part of the land up as what is now known as Angel Island, with the Master Emerald being the source behind its ascension.
Tails eventually returned. After putting two and two together, they both got their asses in gear and set off for their next big adventure. Using the Chaos Emeralds to jet over the water, Super Sonic manages to fly onto the surface of Angel Island. The welcome wagon, however, was anything but, as a dreadlocked red echidna, named Knuckles, ambushed Sonic by surprise and snatched the 7 Chaos Emeralds. It appears this echidna was tricked by Dr. Robotnik into thinking Sonic & Tails were here to take the emerald(s) for themselves. So while Knuckles kept our heroes at bay, Eggman was repairing the Death Egg at his self-built Launch Base.
After Sonic's story...
Knuckles was feeling rather well about the way things were going. Eggman was beaten, the Master Emerald was safe, Angel Island was healing and he'd gained some new allies. All was right with the world, right?
AS IF.
As Rad Red chilled out with the animal inhabitants, a strange bomb was dropped right in front of him. Knuckles barely had time to get up before it blew up, knocking him back and scaring the animals. This clearly meant one thing: Eggman was back! Or was he? It seemed that a lone Egg Robo had emerged from the wreckage of Dr. Robotnik's failed conquest and it was determined to honor its master's wishes, picking up right where Eggman started, play by play.
Knuckles, however, wasn't having it. He'd failed his home once. IT WOULD NOT HAPPEN AGAIN. Thus, he set out to put an end to the menace once and for all!!
Personal Criticism/Opinion (by Ryan the Game Master):
Ah, Sonic 3, the highlight of the Classic Era. Despite how good a game this is (really good) this is one of 2 Sonic games I'm absolutely sick of hearing about (the other being Sonic CD).
Before I get to that, let's put things into perspective. Sonic was HUGE when this game was released. Everyone knew him, everyone liked him. Heck, the day Sonic 3 was released (Feb. 2nd) was called "Hedgehog Day" instead of Groundhog Day. It's safe to say that this is the Blue Blur's prime. It would've been nice if this and Sonic & Knuckles were combined from the get go, however. I don't find this annoying as everyone else, but it did leave something to be desired at the time.
Sonic the Hedgehog 3 isn't as fast as the first two (by a minuscule margin) , but what it lacks in that department, in gains in depth and volume, a trend that, believe it or not, has still been honored today (on consoles, at least). The levels, while more realistic, are bigger and just begging for exploration, something I always look for and LOVE in Sonic games. There's mini-bosses, too, which adds a bit more urgency to getting the level finished.
And then there's Knuckles the Echidna. When I first saw and read about him (you know, in the game manual), I didn't know what to make of him. I guess I just assumed that Eggman had gotten a partner for good. I'm certainly glad that wasn't the case. Smile As for multiplayer, it's MUCH better this time around. 3 characters, 5 snazzy levels, powerups, etc. And, best of all, no slowdown of any kind.
As for Episode 2 (yes, I went there), let's look at that part's real claim to fame: THE LOCK-ON FEATURE. This nifty piece of work oozes with so much potential, it's unreal. It almost makes one forgive releasing these two games separately. You see, the top of the game's cartridge has a small door, which hid a built-in cartridge port. Clearly, Sonic 3 was meant to go here, so chunk it in and have at it. You can't really say you've beaten either game without doing this, as now you can play all the levels and get all the Emeralds (Chaos and Super), allowing Sonic & Knuckles to go Hyper and finally giving Tails a Super form.
But the fun doesn't stop there. You can also put Sonic 2 in and play that game as Knuckles! Quite a challenge, given that his strengths and weaknesses translate there without any modifications. Also, any other Genesis cartridge can be used here, allowing you to play through random Special Stages. Using Sonic 1 allows this tidbit to be used in full (Sorry, can't play as Knux in Green Hill or anything).
In closing, Sonic the Hedgehog 3 is indeed one of the best. However, it's not THE best, nor is it the perfect Sonic game ever made (no such thing). I would just really appreciate it if people didn't insist on busting their nuts over this game they way they have. But, what can you do? For good or ill, things would never be the same after this one. *sigh*
GAMER'S PERSPECTIVE:
Replay value? Getting the Chaos Emeralds can keep you busy. Also, there's all kinds of nooks and crannies to explore, which Knuckles is ideal for. Multiplayer's fun, too. I'd say you'll be playing this one for a while. And that's not even factoring S&K's lock-on...
Graphics? Nicely done. Detailed, lush, bright and attention grabbing. I like environments like this. The sprites look nice, too. Sonic doesn't look as flat as he once did and Knuckles looks cool, too. Eggman and, to a smaller extent, Tails, sadly, didn't get quite the same upgrade.
Music & Sound Effects? As always, the music is top notch. Catchy melodies, bumpin' beats, etc. There's a lot to look forward to. It's easy to see why this game's music is usually the most remixed.
Storyline? Better, I suppose. While it directly picks up from the last game, there's little to no in-game explanation of that fact, leaving newbies in the dark. The segways between zones are a nice touch, though.
*cue level completion jingle*
OVERALL RANK? I give Sonic the Hedgehog 3 an
Sonic the Hedgehog 3 - North America
Sonic the Hedgehog 3 - Japan
Sonic 3 – Europe
Additional Name: Sonic & Knuckles - All three nations
Other Names (Nicknames): Sonic 3, S&K, "Sonic & Knux", Sonic the Hedgehog 3 & Knuckles, Sonic 3 & Knuckles, Knuckles in Sonic 2, Knuckles in Sonic 3, "The Best/Last Good Sonic Game"
Release Dates:
February 2nd, 1994/October 18th, 1994 - North America
February 24th, 1994/October 18th, 1994 - Europe
May 27th, 1994/November, 1994 – Japan
Quality: 16-Bit, Side-Scrolling Platformer
Game System(s): Sega Mega Drive/Genesis
Also released on:
(1). Sega Saturn - Sonic Jam Collection
(2). Internet - RealPlayer Arcade, Sega B-Club
(3). PC - Sonic & Knuckles Collection, Sonic Action 4 Pack
(4). GameCube/PlayStation 2/Xbox/PC - Sonic Mega Collection (Plus)
(5). Nintendo Wii - Virtual Console
(6). Tectoy – Techtoy Mega Drive 3
(7). Xbox 360/PlayStation 3 – Sonic's Ultimate Genesis Collection
(8). Microsoft Xbox 360 - Xbox Live Arcade
Developer(s): Sonic Team and Sega Technical Institute
Publisher(s): Sega Corporation
Credits:
Executive Producer: Hayao Nakayama
Executive Management: Shoichiro Irimajiri, Paul Rioux, Tom Kalinske
Executive Coordinator: Mamoru Shigeta, Tomio Takami, Diane A. Fornasier, Roger Hector, Takaharu Utsunomiya
Project Managers: Shinobu Toyoda, Masaharu Yoshii, Hisashi Suzuki
Producer: Yuji Naka
Director: Hirokazu Yasuhara
Lead Game Designer: Hirokazu Yasuhara
Senior Game Designers: Takashi Iizuka, Hisayoshi Yoshida
Lead Programmer: Yuji Naka
Senior Programmers: Masanobu Yamamoto, Hiroshi Nikaidoh, Takahiro Hamano
Character Designer: Takashi Thomas Yuda
CG Artist: Kunitake Aoki
Animator: Takashi Thomas Yuda
Enemy Artist: Satoshi Yokokawa
Scene Artists: Shigeru Okada, Satoshi Yokokawa, Chie Yoshida, Takashi Thomas Yuda, Kunitake Aoki, Tsuneko Aoki
Art Assistant: Osamu Ohashi
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, "Scirocco", Michael Jackson (Uncredited), Howard Drossin
SEGA Sound Team: Masaru Setsumaru, Jun Senoue, Tatsuyuki Maeda, "Milpo", Tokuhiko "Bo" Uwabo, Sachio Ogawa, Tomonori Sawada, Naofumi Hataya
Sound Project Coordinator: Hisaki Nimiya
Product Manager/Marketing: Pamela Kelly
Sound Special Thanks: Mayumi Nina Sakazaki (Mrm), Cube Corp., Opus Corp., Masanori Nakayama (Studio Who), Howard Drossin
Special Thanks: Deborah McCracken, Emi Kawamura, Jina Ishiwatari, Taku Makino
Character Introductions: Knuckles the Echidna and Silver Sonic mk. 2 (AKA Mecha Sonic)
Region Game Takes Place On: Angel Island (known as the Floating Island in the US at this point)
Concept Introductions: Sonic has a new double-jump maneuver known as the Insta-Shield; this triggers a brief shield that increases his attack range and protects him from damage upon quickly tapping the jump button twice. Three new additional powerups are created, each of which brings a new element to Sonic's gameplay, along with protecting any character from the same "elements": the Water Shield (which renders those stray underwater bubbles moot and lets Sonic bounce like a rubber ball), Flame Shield (protecting one from fire and granting Sonic a "Fireball Spin Dash". This attack is basically Sonic doing a Jump Dash with his Flame Shield) and the Lightning Shield (attracts rings and gives Sonic a really high double jump. This is the only shield of the three to last throughout the rest of the series). These three shield types completely replace the conventional bubble shield from its two predecessors. New sub-bosses are added at the end of the first act of each zone.
Tails can finally fly and to great heights at that, allowing one to do more exploration than before. Moreover, he can carry Sonic a ways. And if that weren't enough, this translates to a doggie-paddle swimming ability. He can't do either for long, though, before he gets tired. And sadly, he doesn't get any of the special moves the new shields give Sonic.
Once you've messed around with those two, you'll discover that indeed, Knuckles the Echidna is also playable. He's slower than Sonic and Tails (not that you'll notice) and his jumping sucks, but he can bust through walls and barriers that they can't, as well as climb walls and glide great distances.
The Special Stages have been given another overhaul. This time, you're running along a checkered globe turning Blue Spheres red. You have to get them all to get the Chaos Emerald. They're usually either in a line of some sort or set in a squared, four-cornered group. Getting the blue spheres along the outside of such a group, will turn them all into rings. Getting 50 rings in a Special Stage grants a continue and getting the all grants a "perfect" bonus at the end. Of course, there's other spheres to watch out for. Don't be careless around the red ones, lest you get sent back to the level. The white ones with red stars are bumpers, which, of course, knock you back some. And the yellow ones are springs which launch you a fair distance.
Concept Deductions: The Eggman powerdown returns from Sonic 2's multiplayer mode and it's just as troublesome here as it was there. Special Stage entrance once again returns to the ring portals, but instead of finding them at the end of the zones, the ring portals are hidden in small caves throughout the zones. No rings are required to enter them. The powerup monitor's appearance changes, along with the checkpoint markers. The sign post at the end of the zone is no longer just standing there, but instead drops when you finish the first act and bounces around depending on how many times you hit it to gather points. It drops once you defeat a sub-boss. Occasionally it'll bounce off the ground and leave a powerup.
Main Framework: The level design is more structured here and, it would seem, more focused. You have to be more mindful of where you're going so you don't zoom into something dangerous.
Storyline:
Sonic the Hedgehog 3 picks up right after the events of Sonic the Hedgehog 2. Sure, Sonic & Tails thought they managed to knock the Death Egg out of the sky at the end of Sonic 2, but nope. Instead, it crash landed on the legendary Angel Island, an island ascended high in the skies. The mountains crush and forests are set ablaze as the impact of the Death Egg drives the Angel Island into the ocean, creating a huge tsunami.
Meanwhile, it was just a casual day for Tails. That's until his emerald radar goes off, the readings coming from Angel Island. But that didn't make sense. He and Sonic still had the Chaos Emeralds (all seven even) from when they were at Westside Island! Curious as to whether or not this had to do with the recent tsunami, Tails took off in Sonic's plane to check it out. The Tornado's, however, was just enjoying a casual lay on the beach until a strange ring washed up on the shore with an engraving on its surface. Its appearance caused him to remember about the legend of the Angel Island, which was once part of the main continent. It was inhabited by a thriving civilization who based their power off of the Mighty Stone, which is known as the Master Emerald. However, the leaders got greedy, wanting to use the power of the stone for themselves. When they attempted to forcefully use the stone, the supposed shattering of the destroyed the entire civilization, while with the test of time, a god descended and restored part of the civilization, also raising a part of the land up as what is now known as Angel Island, with the Master Emerald being the source behind its ascension.
Tails eventually returned. After putting two and two together, they both got their asses in gear and set off for their next big adventure. Using the Chaos Emeralds to jet over the water, Super Sonic manages to fly onto the surface of Angel Island. The welcome wagon, however, was anything but, as a dreadlocked red echidna, named Knuckles, ambushed Sonic by surprise and snatched the 7 Chaos Emeralds. It appears this echidna was tricked by Dr. Robotnik into thinking Sonic & Tails were here to take the emerald(s) for themselves. So while Knuckles kept our heroes at bay, Eggman was repairing the Death Egg at his self-built Launch Base.
After Sonic's story...
Knuckles was feeling rather well about the way things were going. Eggman was beaten, the Master Emerald was safe, Angel Island was healing and he'd gained some new allies. All was right with the world, right?
AS IF.
As Rad Red chilled out with the animal inhabitants, a strange bomb was dropped right in front of him. Knuckles barely had time to get up before it blew up, knocking him back and scaring the animals. This clearly meant one thing: Eggman was back! Or was he? It seemed that a lone Egg Robo had emerged from the wreckage of Dr. Robotnik's failed conquest and it was determined to honor its master's wishes, picking up right where Eggman started, play by play.
Knuckles, however, wasn't having it. He'd failed his home once. IT WOULD NOT HAPPEN AGAIN. Thus, he set out to put an end to the menace once and for all!!
Personal Criticism/Opinion (by Ryan the Game Master):
Ah, Sonic 3, the highlight of the Classic Era. Despite how good a game this is (really good) this is one of 2 Sonic games I'm absolutely sick of hearing about (the other being Sonic CD).
Before I get to that, let's put things into perspective. Sonic was HUGE when this game was released. Everyone knew him, everyone liked him. Heck, the day Sonic 3 was released (Feb. 2nd) was called "Hedgehog Day" instead of Groundhog Day. It's safe to say that this is the Blue Blur's prime. It would've been nice if this and Sonic & Knuckles were combined from the get go, however. I don't find this annoying as everyone else, but it did leave something to be desired at the time.
Sonic the Hedgehog 3 isn't as fast as the first two (by a minuscule margin) , but what it lacks in that department, in gains in depth and volume, a trend that, believe it or not, has still been honored today (on consoles, at least). The levels, while more realistic, are bigger and just begging for exploration, something I always look for and LOVE in Sonic games. There's mini-bosses, too, which adds a bit more urgency to getting the level finished.
And then there's Knuckles the Echidna. When I first saw and read about him (you know, in the game manual), I didn't know what to make of him. I guess I just assumed that Eggman had gotten a partner for good. I'm certainly glad that wasn't the case. Smile As for multiplayer, it's MUCH better this time around. 3 characters, 5 snazzy levels, powerups, etc. And, best of all, no slowdown of any kind.
As for Episode 2 (yes, I went there), let's look at that part's real claim to fame: THE LOCK-ON FEATURE. This nifty piece of work oozes with so much potential, it's unreal. It almost makes one forgive releasing these two games separately. You see, the top of the game's cartridge has a small door, which hid a built-in cartridge port. Clearly, Sonic 3 was meant to go here, so chunk it in and have at it. You can't really say you've beaten either game without doing this, as now you can play all the levels and get all the Emeralds (Chaos and Super), allowing Sonic & Knuckles to go Hyper and finally giving Tails a Super form.
But the fun doesn't stop there. You can also put Sonic 2 in and play that game as Knuckles! Quite a challenge, given that his strengths and weaknesses translate there without any modifications. Also, any other Genesis cartridge can be used here, allowing you to play through random Special Stages. Using Sonic 1 allows this tidbit to be used in full (Sorry, can't play as Knux in Green Hill or anything).
In closing, Sonic the Hedgehog 3 is indeed one of the best. However, it's not THE best, nor is it the perfect Sonic game ever made (no such thing). I would just really appreciate it if people didn't insist on busting their nuts over this game they way they have. But, what can you do? For good or ill, things would never be the same after this one. *sigh*
GAMER'S PERSPECTIVE:
Replay value? Getting the Chaos Emeralds can keep you busy. Also, there's all kinds of nooks and crannies to explore, which Knuckles is ideal for. Multiplayer's fun, too. I'd say you'll be playing this one for a while. And that's not even factoring S&K's lock-on...
Graphics? Nicely done. Detailed, lush, bright and attention grabbing. I like environments like this. The sprites look nice, too. Sonic doesn't look as flat as he once did and Knuckles looks cool, too. Eggman and, to a smaller extent, Tails, sadly, didn't get quite the same upgrade.
Music & Sound Effects? As always, the music is top notch. Catchy melodies, bumpin' beats, etc. There's a lot to look forward to. It's easy to see why this game's music is usually the most remixed.
Storyline? Better, I suppose. While it directly picks up from the last game, there's little to no in-game explanation of that fact, leaving newbies in the dark. The segways between zones are a nice touch, though.
*cue level completion jingle*
OVERALL RANK? I give Sonic the Hedgehog 3 an
(Get used to that track, by the way. You'll be hearing it A LOT in this series.)