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Difference between revisions of "Sonic the Hedgehog 3"

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{{Bob
 
{{Bob
 
| bobscreen=Sonic3_title.png
 
| bobscreen=Sonic3_title.png
| publisher=[[Sega]]
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| publisher=[[sega:Sega|Sega]]
| developer=[[Sonic Team]]
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| developer=[[sega:Sonic Team|Sonic Team]]
| producer=[[Yuji Naka]]
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| producer=[[sega:Yuji Naka|Yuji Naka]]
| director=[[Hirokazu Yasuhara]]
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| director=[[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]]
| system=[[Sega Mega Drive]], [[Virtual Console]]
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| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]]
| romsize=2 Megabytes
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| romsize=2 MB
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| players=1-2
 
| releases=
 
| releases=
{{release|MD|US|1994-02-02|$54.99|1079}}
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{{release|MD|US|1994-02-02|$69.99{{fileref|GamePro US 056.pdf|page=44}}|1079}}
{{release|MD|EU|1994-02-24}}
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{{release|MD|EU|1994-02-24|£49.99 {{fileref|CVG UK 163.pdf|page=66}}|1079}}
 
{{release|MD|JP|1994-05-27|¥5,800|G-5531}}
 
{{release|MD|JP|1994-05-27|¥5,800|G-5531}}
 
{{release|MD|AU (Plat)|||FSON07SMC}}
 
{{release|MD|AU (Plat)|||FSON07SMC}}
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| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a
 
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a
 
}}
 
}}
'''''Sonic the Hedgehog 3''''' (ソニック・ザ・ヘッジホッグ3) is the third game in the classic series released on the [[sega:Sega Mega Drive|Sega Mega Drive]] and the second in the "[[Death Egg Saga]]" that started in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', continues in ''[[Sonic & Knuckles]]'', and ends at ''[[Sonic the Hedgehog 4]]''. Introducing [[Knuckles the Echidna]] and further expanding the world of [[Sonic the Hedgehog]], the game (when connected to its direct sequel through the use of "[[Lock-On Technology]]") is considered to be one of the best in the entire franchise, and has become the standard that every two-dimensional Sonic title has been compared to.
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'''''Sonic the Hedgehog 3''''' (ソニック・ザ・ヘッジホッグ3) is the third game in the classic series released on the [[sega:Sega Mega Drive|Sega Mega Drive]] and the second in the original "[[Death Egg Saga]]" that started in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and concluded in ''[[Sonic & Knuckles]]''. Introducing [[Knuckles the Echidna]] and further expanding the world of [[Sonic the Hedgehog]], the game (when connected to its direct sequel through the use of "[[Lock-On Technology]]") is considered to be one of the best in the entire franchise, and has become the standard that every two-dimensional Sonic title has been compared to.
  
The game was also met with a huge publicity campaign, connected to the date it was released in the United States. February 2nd, traditionally known as [[wiki:Groundhog Day|Groundhog Day]], was renamed "Hedgehog Day" by Sega. In the U.K., Sega of Europe approached the pop group Right Said Fred to create a song suitable for radio play, which resulted in the Sonic-inspired single "[[Wonderman]]".
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The game was met with a huge publicity campaign, connected to the date it was released in the United States. February 2nd, traditionally known as [[Wikipedia:Groundhog Day|Groundhog Day]], was renamed "Hedgehog Day" by Sega's P.R. machine. In the U.K., Sega of Europe approached the pop group Right Said Fred to create a song suitable for radio play, which resulted in the Sonic-inspired single "[[Wonderman]]".
  
 
==Story==
 
==Story==
 
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[[File:Sonic3 MD JP SonicJam manual.pdf|thumb|page=3|190px|The story to ''Sonic the Hedgehog 3''.]]
[[File:Sonic3 jp manual 04 05.gif|thumb|190px|The story to ''Sonic the Hedgehog 3''.]]
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During the final moments of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'', [[Sonic the Hedgehog]] had succeeded in defeating [[Dr. Eggman]]'s latest scheme, knocking the [[Death Egg]] out of the sky and collecting all seven [[Chaos Emeralds]], keeping them out of the mad genius' hands. As Sonic and [[Miles "Tails" Prower]] flew off in their bi-plane the [[Tornado]], they paid little attention to the broken space station plummeting towards the earth. Fretting about, Dr. Eggman could not control the direction of the falling sphere as it broke into the atmosphere, but as fate can be a strange mistress, it just so happened that in the pathway of the rapidly descending fortress was a landmass thought only to exist in legend. Hiding under the shadow of clouds and the occasional Flicky laid Angel Island, a floating atoll that moved across the oceans but never touching them. Perhaps the island would have stayed out of the keen sight of the doctor had it not been for this moment, when the Death Egg collided into the surface of the isle, shaking it to its very core. For the first time in eons, the island began to fall, pushed by the force of Eggman's creation. Colliding into the ocean, a massive tidal wave erupted on all sides. Though many were to notice the towering waves from miles away, none knew of the island that now sat idle in the ocean, untouched by the disaster except for the once-proud invention silently waiting to rise up once more...
At the end of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', [[Sonic the Hedgehog]] had defeated [[Dr. Eggman]]'s latest scheme, putting a stop to his [[Death Egg]] and collecting all seven [[Chaos Emeralds]]. As Sonic and [[Miles "Tails" Prower]] flew off in the [[Tornado]], they paid little attention to the broken space station plummeting towards Earth. Breaking into the atmosphere once more, Dr. Eggman could not control the direction of the falling sphere, each cloud passing over the machine being guided by fate and nothing more. As fate can be a strange mistress, it just so happened that in the pathway of the rapidly descending fortress was an island that was thought to only exist in legend. Hiding in the atmosphere under the shadow of clouds lay Angel Island, a floating island that moved across the oceans but never touching them. Perhaps the island would have stayed out of the eyesight of the doctor if not for this one moment, when the Death Egg collied into the surface of the island, shaking it to its very core. For the first time in eons, the island began falling as well, pushed by the force of Eggman's creation. Colliding into the ocean, a massive tidal wave erupted on all sides. Though many were to notice the towering waves from miles away, none knew of the island that now sat idle in the ocean, untouched by the disaster except for the once-proud invention silently waiting to rise up once more...
 
  
 
A few days after this event, the young fox "Tails" was busy finishing up an invention of his own, the Jewel Radar. Fine tuning it, the machine came to life, immediately picking up the signal of Chaos Energy located somewhere beyond the shore. Thinking that it may have something to do with the strange tidal wave only days before, "Tails" flew out the door, heading towards the beach where he knew Sonic the Hedgehog was.
 
A few days after this event, the young fox "Tails" was busy finishing up an invention of his own, the Jewel Radar. Fine tuning it, the machine came to life, immediately picking up the signal of Chaos Energy located somewhere beyond the shore. Thinking that it may have something to do with the strange tidal wave only days before, "Tails" flew out the door, heading towards the beach where he knew Sonic the Hedgehog was.
  
Sonic, who had been taking a much-deserved nap, awoke the exact same moment "Tails" hopped out the door. Looking about at the beach, the blue hedgehog spotted a strange ring washed up on shore. Running over to it, Sonic picked up the ring, noticing the characters of an ancient language carved onto its surface. Immediately, Sonic was reminded of a legend that he had heard long ago, about an ancient civilization that lived upon an island. Creating a society of peace and harmony, the people who lived within attributed their great prosperity to the "Stone of Power," a sacred gem whose energy guided them. One day, as these stories often go, a sect of wise men decided that they wanted to take the power of the stone for their own selfish gain, and tried to seize the energy. Unable to control it, their foolishness caused the great civilization to disappear in the blink of an eye, their way of life being forgotten. In its wake, the gods took the land, rebuilt it, and sent it, along with the "Stone of Power" into the sky...
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Sonic, who had been taking a much-deserved nap, awoke the exact same moment "Tails" hopped out the door. Looking about at the beach, the blue hedgehog spotted a strange ring washed up on shore. Running over to it, Sonic picked up the ring, noticing the characters of an ancient language carved onto its surface. Immediately, Sonic was reminded of a legend that he had heard long ago, about an ancient civilization that lived upon an island. Creating a society of peace and harmony, the people who lived within attributed their great prosperity to the "Stone of Power," a sacred gem whose energy guided them. One day, as these stories often go, a sect of wise men decided that they wanted to take the power of the stone for their own selfish gain, and tried to seize the energy. Unable to control it, their foolishness caused the great civilization to disappear in the blink of an eye, their way of life forgotten with time. In its wake, the gods took the land, rebuilt it, and sent it, along with the "Stone of Power" into the sky...
  
 
[[File:S3&K Opening.PNG|thumb|190px|Sonic and "Tails" upon the Tornado.]]
 
[[File:S3&K Opening.PNG|thumb|190px|Sonic and "Tails" upon the Tornado.]]
 
Although he knew not of the legend's basis in fact, Sonic decided right then and there that he would set off on yet another adventure, he and "Tails" preparing the Tornado once more.
 
Although he knew not of the legend's basis in fact, Sonic decided right then and there that he would set off on yet another adventure, he and "Tails" preparing the Tornado once more.
  
Unbeknown to the pair, the legend that Sonic recalled was that of Angel Island, upon where the Death Egg had crashed. Only moments before the impact, the lone guardian of the island, [[Knuckles the Echidna]], was going about his duties, protecting the island and making sure that the Chaos Emerald altars scatterd about were safe and secure. Though he was friends with many of the various animals that lived upon the island, he was the last of his kind, and knew of his sacred duty. At this particular moment, Knuckles looked over one of the altars, making sure that the emerald was in place and that nothing wrong had befallen them. Suddenly, the emerald began behaving in a way Knuckles had never seen, the gem glowing and vibrating wildly. Knuckles stood wide-eyed, unsure of what was going on. Before he could make his next move, a bright flash filled the room, a sound piercing through Knuckles' ears as he felt as though he were floating in midair.  
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Unbeknownst to the pair, the legend that Sonic recalled was that of Angel Island, upon where the Death Egg had crashed. Only moments before the impact, the lone guardian of the isle, [[Knuckles the Echidna]], was going about his duties, protecting the island and making sure that the Chaos Emerald altars scattered about were safe and secure. Though he was friends with many of the various animals that lived upon the island, he was the last of his kind, and knew of his sacred duty. At this particular moment, Knuckles looked over one of the altars, making sure that the emerald was in place and that nothing wrong had befallen it. Suddenly, the emerald began behaving in a way the echidna had never seen, the gem glowing and vibrating wildly. Knuckles stood wide-eyed, unsure of what was going on. Before he could make his next move, a bright flash filled the room, a sound piercing through the guardian's ears as he felt as though he were floating in midair.  
  
The next thing Knuckles knew, he was sprawled out at the entrance to the altar, having been knocked out by whatever had happened. Regaining consciousness, Knuckles' first thought was of the Chaos Emerald inside, running back to the altar. Looking about at the half-broken area, Knuckles could not find a single trace of the emerald, with not a clue as to where it could have gone. Emerging out of the altar in a daze, Knuckles was unsure of his next course of action, glancing out at the horizon. It was then that he saw it, a strange, almost egg-shaped object embedded into his island. Snapping back to reality, Knuckles wondered if this object was the same as in a legend he knew of, the egg of the dragon...
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The next thing Knuckles knew, he was sprawled out at the entrance to the altar, having been knocked out by whatever had happened. Regaining consciousness, the lone echidna's first thought was of the Chaos Emerald inside, running back to the altar. Looking about at the half-broken area, he could not find a single trace of the emerald, with not a clue as to where it could have gone. Emerging out of the sacred chamber in a daze, Knuckles was unsure of his next course of action, glancing out at the horizon. It was then that he saw it, a strange, almost egg-shaped object embedded into the landscape. Snapping back to reality, Knuckles wondered if this object was connected to an ancient legend that rushed to the forefront of his mind, the egg of the legendary dragon...
  
Over the next few days, Knuckles explored the rest of the island assessing any damage as he went to the other six Chaos Emerald altars, finding each in the same state as the first. Refusing to give up, Knuckles continued to investigate, knowing that the answer to what had just happened must be on the island. It was during this process that he came across a strange, egg-shaped man wandering about the island. Confronting him, the man merely smiled, and calmly explained that he was a scientist who had come across the island to study the strange egg that had appeared. Making sure to fully trick the guardian, Eggman continued, telling the Echidna that he also knew of the emeralds that were on the island, and that a blue hedgehog by the name of Sonic was the one looking for them. Shocked, Knuckles ran off, the mad genius smiling at his own skillful lie.
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Over the next few days, Knuckles explored the rest of the isle assessing any damage as he went to the other six Chaos Emerald altars, finding each in the same state as the first. Refusing to give up, the guardian continued to investigate, knowing that the answer to what had just happened must be somewhere on his island. It was during this process that he came across a strange, egg-shaped man wandering about the atoll. Confronting him, the man merely smiled, and calmly explained that he was a scientist who had come across the island to study the strange egg that had appeared. Making sure to fully trick the guardian, Eggman continued, telling the echidna that he also knew of the emeralds that were on the island, and that a blue hedgehog by the name of Sonic was the one looking for them. Shocked, Knuckles ran off, the mad genius smiling at his own skillful lie.
  
 
[[File:KnucklesStealsSuperSonic'sEmeralds.png|thumb|190px|A destined meeting.]]
 
[[File:KnucklesStealsSuperSonic'sEmeralds.png|thumb|190px|A destined meeting.]]
As if on cue, the Tornado, flown by "Tails" with Sonic standing atop it, appeared on the horizon. Sonic, noticing the island neither of them had seen before, couldn't help but be overcome by the urge to show off, having brought with him the seven Chaos Emeralds he had gathered on [[West Side Island]]. Transforming into [[Super Sonic]], Sonic ran across the remainder of the ocean between the plane and the island, darting about the shoreline. Caught off guard, a lone knuckled fist swung at Sonic, knocking him off balance, the Chaos Emeralds falling about him. Turning back into his true blue self, Sonic spotted who the fist was connected to, a red Echidna who could only laugh at Sonic's misfortune. Grabbing the emeralds, Knuckles ran off into the jungle beyond. Not knowing what he had gotten himself into, but more than expecting Eggman to be behind it, Sonic and "Tails" ran off to follow the tricked guardian. Knowing Sonic to be on the island, Eggman laughed to himself, setting up the same tricks as before, creating yet another mechanical army to once again seek out the Chaos Emeralds in the hopes of using them to relaunch the Death Egg and finally succeed in his quest for world domination.  
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As if on cue, the Tornado, flown by "Tails" with Sonic standing atop it, appeared on the horizon. Sonic, noticing the island neither of them had seen before, couldn't help but be overcome by the urge to show off, having brought with him the seven Chaos Emeralds he had gathered on [[West Side Island]]. Transforming into [[Super Sonic]], the now yellow hedgehog ran across the remainder of the ocean between the plane and the isle, darting about the shoreline. Caught off guard, a lone knuckled fist swung at Sonic, knocking him off balance, the Chaos Emeralds falling about him. Turning back into his true blue self, Sonic spotted who the fist was connected to, a red echidna who could only laugh at Sonic's misfortune. Grabbing the emeralds, Knuckles ran off into the jungle beyond. Not knowing what he had gotten himself into, but more than expecting Eggman to be behind it, Sonic and "Tails" ran off to follow the tricked guardian. Learning of Sonic's arrival, Eggman laughed to himself, having already prepared for his arch-rival's appearance. Creating yet another mechanical army to once again seek out the Chaos Emeralds in the hopes of using them to relaunch the Death Egg, Dr. Eggman was sure of himself and his quest to finally achieve world domination.  
  
 
"The stage is set once again. From here, Sonic the Hedgehog begins his new adventure."
 
"The stage is set once again. From here, Sonic the Hedgehog begins his new adventure."
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[[File:Hydrocity.png|thumb|190px|Sonic in the second Zone of the game, [[Hydrocity Zone|Hydrocity Zone]].]]
 
[[File:Hydrocity.png|thumb|190px|Sonic in the second Zone of the game, [[Hydrocity Zone|Hydrocity Zone]].]]
Just as in the previous games in the classic series, the object of ''Sonic the Hedgehog 3'' is to get from the beginning to the end of a given level under the span of ten minutes, all the while navigating various traps, pitfalls, and avoiding enemies. Once again, the classic elements that make up a Sonic level are present: the loop-de-loops you run through with enough speed, [[Spring|springs]] to help you get up to higher places, [[Ring|rings]] lined up to protect you from damage, and [[Spikes (obstacle)|spikes]] poised to make you scatter those rings you've collected. Though only six "Zones" long with two "Acts" per Zone, each Act is once again bigger than its predecessor, full of multiple routes and hidden areas just waiting to be explored.
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Just as the previous games in the classic series, the object of ''Sonic the Hedgehog 3'' is to get from the beginning to the end of a given level under the span of ten minutes, all the while navigating various traps, pitfalls, and avoiding enemies. Once again, the classic elements that make up a Sonic level are present: the loop-de-loops you run through with enough speed, [[Spring|springs]] to help you get up to higher places, [[Ring|rings]] lined up to protect you from damage, and [[Spikes (obstacle)|spikes]] poised to make you scatter those rings you've collected. Though only six "Zones" long with two "Acts" per Zone, each Act is once again bigger than its predecessor, full of multiple routes and hidden areas just waiting to be explored.
  
Sonic's speed proves to once again be one of your greatest assets in the sprawling platformer, allowing Sonic to build up momentum to pass even the steepest of slopes. For the uninitiated, the [[Spin Dash|spin dash]] from ''Sonic the Hedgehog 2'' makes its reappearance, allowing Sonic to build up speed from a stationary point before blasting off against the terrain or a string of enemies in his wake. Another classic move that returns is the [[Spin Attack|spin attack]], the jump that makes Sonic curl into a ball and face off against whatever badnik may be in his way from any angle, as long as spikes or dangerous projectiles don't get in the hedgehog's way. A new move to ''Sonic 3'' is an addition to the traditional spin attack. After having Sonic jump in the air, if a player presses the jump button once more, a shield will surround Sonic briefly, extending his attack radius and protecting him from enemies in that second. Called the "[[Insta-Shield|W Spin Attack]]," the move proves extremely useful in tight situations, especially when various [[Orbinaut|uni-related]] badniks start eying up Sonic. Sonic can also use his spin attack on the ground if the player presses down on the control pad while Sonic is running, though the W Spin Attack is only achievable in the air.
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Sonic's speed proves to once again be one of your greatest assets in the sprawling platformer, allowing Sonic to build up momentum to pass even the steepest of slopes. For the uninitiated, the [[Spin Dash|spin dash]] from ''Sonic the Hedgehog 2'' makes its reappearance, allowing Sonic to build up speed from a stationary point before blasting off against the terrain or a string of enemies in his wake. Another classic move that returns is the [[Spin Attack|spin attack]], the jump that makes Sonic curl into a ball and face off against whatever badnik may be in his way from any angle, as long as spikes or dangerous projectiles don't get in the hedgehog's way. A new move to ''Sonic 3'' is an addition to the traditional spin attack. After having Sonic jump in the air, if a player presses the jump button once more, a shield will surround Sonic briefly, extending his attack radius and protecting him from enemies in that second. Called the "[[Insta-Shield|W Spin Attack]]," the move proves extremely useful in tight situations, especially when various [[Orbinaut|uni-related]] badniks start eying up the hedgehog. Sonic can also use his spin attack on the ground if the player presses down on the control pad while running. The W Spin Attack is only achievable in the air.
  
Though Sonic is once again the main star of the game, Miles "Tails" Prower, the constant companion of ''Sonic 2'', makes his return appearance. If the player chooses to have "Tails" follow Sonic around, the use of the second control pad will once again allow the two-tailed fox to be a separately controllable character. However, while in the previous game "Tails" controlled exactly like Sonic, in ''Sonic 3'' the ability to make "Tails" fly on his own has been programmed in. By simply pressing jump twice on the control pad, "Tails" will be able to fly for a short period of time, the ability giving him access to routes and platforms that Sonic can not normally get to. As the camera for the game is always focused on Sonic, "Tails" also has the ability in this co-op "1.5 player" mode to carry Sonic up to these heights. Because the flight is not indefinite, "Tails" will eventually tire with or without carrying Sonic, causing him to fall back to Earth. The ability to fly is fully maintained in a "Tails"-only playthrough of the game.
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Though Sonic is once again the main star of the game, Miles "Tails" Prower, the constant companion of ''Sonic 2'', also makes his return appearance. While in the previous game "Tails" controlled exactly the same as the title character, ''Sonic 3'' now gives players the ability to make "Tails" fly on command. By simply pressing jump twice on the control pad, "Tails" will be able to fly, giving him access to routes and platforms that Sonic can not normally get to. Continuously pressing jump will allow "Tails" to fly even higher, but there is a time limit to the fox's air-bound antics. Eventually, he will tire out, falling back to the ground no matter what may be underneath him, though the player still has control of him on the horizontal axis. Similar to ''Sonic 2'', the choice of having "Tails" follow Sonic around in a 1 player game is available. Using the second control pad allows the two-tailed fox to be a separately controllable character, complete with an infinite amount of lives, respawning as long as Sonic is going strong. Even though both characters can be moved independently, the camera will solely be focused on the first player. However, one added benefit of having "Tails" follow behind in this co-op "1.5 player" mode to the ability for "Tails" to carry Sonic. If the first player jumps into the second player as they achieve flight, "Tails" is put in charge, and can bring his hero to previously unseen heights.
  
 
[[File:Iczsubboss.png|thumb|190px|One of the many sub-bosses in the game.]]
 
[[File:Iczsubboss.png|thumb|190px|One of the many sub-bosses in the game.]]
The [[Item Box|item boxes]] of ''Sonic 1'' and ''Sonic 2'' also reappear, sometimes placed in plain sight and other times being hidden or just out of reach. Though the speed shoes, invincibility, ten-ring box, and 1-up boxes return, a collection of new items join the repertoire of Sonic powerups. Replacing the classic [[shield]], a series of three new shields are found in the game, each with their own special abilities. The "[[Water Shield|Aqua Barrier]]" proves most useful in underwater levels, allowing Sonic to stay under the surface for as long as possible without needing to seek out an air bubble to breathe. As it is a shield, pressing jump twice while Sonic is inside will not cause the W spin attack to initiate. Instead, a pseudo-double jump will happen, the shield bouncing and allowing Sonic to reach heights his normal jump can not. The second of these new shields is the "[[Fire Shield|Flame Barrier]]," which protect Sonic from flame-based attacks without having to forfeit the protection. In addition, pressing jump twice will cause Sonic to burst forward in a flame-based attack. The third, the "[[Lightning Shield|Thunder Barrier]]," not only protects Sonic from electrical attacks, but will also attract any nearby rings. Pressing jump twice will also give Sonic a proper double-jump. Unfortunately, both this and the "Flame Barrier" will immediately disappear if Sonic falls into a body of water. While all three shields will protect Sonic from certain projectiles, they will still be removed by a single hit from an oncoming badnik. There is also a final item box marked with the face of Dr. Eggman, which will cause the same effect as if Sonic were hit by an enemy. Though uncommon, they can creep up when you least expect it.
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The [[Item Box|item boxes]] of ''Sonic 1'' and ''Sonic 2'' continue to be a staple of the series, hiding out in the many zones of the game, sometimes in secret rooms and sometimes just sitting out in plain sight. Speed shoes, invincibility, the ten-ring box, and 1-up boxes return, joined by a collection of new power ups that become part of the repertoire. Replacing the traditional [[shield]] of the earlier games are a trio of elemental-based barriers, each with their own special abilities. Popping open a box with a water, fire, or spark icon will cause the new shield to surround the character on screen, in the process exchanging Sonic's W spin attack with a move unique to each shield. These extra abilities are exclusive to Sonic, as "Tails" retains his ability to fly. The "[[Water Shield|Aqua Barrier]]" proves most useful in underwater levels, allowing Sonic to stay under the surface for as long as possible without the need to seek out air bubbles. Pressing jump twice causes Sonic to slam on the ground, destroying any non-spiked badniks that might be in the way, then bounces him back upwards exceeding the height a normal jump would allow. The second of these new shields is the "[[Fire Shield|Flame Barrier]]," which protect Sonic from flame-based attacks without having to forfeit the protection. The added ability the flame provides is the most proactive of the three in terms of offense, causing Sonic to burst forward in attack. The third, the "[[Lightning Shield|Thunder Barrier]]," not only protects Sonic from electrical hazards, but will also attract any nearby rings. Tapping the jump input twice will give Sonic a proper double-jump. While all three shields will protect Sonic or "Tails" from certain projectiles, they are all still vulnerable from a single direct hit by an oncoming badnik. The latter two shields unfortunately suffer from another weakness, any contact with water immediately snuffing them out. There is also a final item box marked with the face of Dr. Eggman, which will cause the same effect as if Sonic were hit by an enemy. Though uncommon, they can creep up when you least expect it.
  
The [[Checkpoint|point markers]] of ''Sonic the Hedgehog 2'' return, which not only save your spot in the level if you lose a life, but also bring back with it the familiar circle of stars if you pass it with fifty rings. However, instead of being transported to a [[Special Stage]] if you jump in the stars, you are transported to a [[Bonus Stage (Sonic 3 & Knuckles)#Sonic 3 bonus stage|Bonus Stage]]. Styled after a gumball machine, Sonic is bounced around, flipping the crank at the top to let out a "gumball" that contains within it one of the various power-ups that are also found inside item boxes.
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The [[Checkpoint|point markers]] of ''Sonic the Hedgehog 2'' return, which not only save your spot in the level if you lose a life, but also bring back with it the familiar circle of stars if you pass by with fifty rings. However, instead of being transported to a [[Special Stage]], jumping into the stars sends you to a [[Bonus Stage (Sonic 3 & Knuckles)#Sonic 3 bonus stage|Bonus Stage]]. Styled after a gumball machine, Sonic is bounced around, flipping the crank at the top to let out a "gumball" that contains within it one of the various power-ups that are also found inside item boxes.
  
 
[[File:LB Boss 2.PNG|thumb|190px|Sonic and "Tails" working together against Dr. Eggman.]]
 
[[File:LB Boss 2.PNG|thumb|190px|Sonic and "Tails" working together against Dr. Eggman.]]
Instead, the [[Chaos Emeralds]] and the [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] are accessed through the re-introduction of the [[Giant Ring]]. However, instead of needing fifty rings at the end of an Act as done in the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog CD]]'', the rings are found hidden within the levels themselves, oftentimes in corners and secret rooms that the player must hunt around for. When one of these illustrious rings are found, Sonic and/or "Tails" are warped to a miniature world in pseudo-3D. The object in these courses is to collect all of the blue spheres while avoiding the red ones, collecting them all resulting in the reward of a Chaos Emerald. If all seven are collected, not only is the "good ending" revealed, but Sonic gains the ability to once again transform into [[Super Sonic]], the super-fast, invulnerable version of classic Sonic. If fifty rings are in tow, the player must press the jump button twice to activate this form, though Sonic is still susceptible to drowning, being crushed, and falling down the occasional bottomless pit. It should be noted that, even if Sonic has all seven emeralds and fifty rings, Sonic can not transform if he is wearing a shield, though shields can be used once Super Sonic is activated, allowing such abilities as attracting rings and breathing underwater becoming available to the super form of Sonic.
+
Instead, the [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] of ''Sonic 3'' are accessed through the re-introduction of the [[Giant Ring]], as seen in the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog CD|Sonic CD]]'', This time around, the rings are found hidden within the levels themselves, oftentimes in corners and secret rooms that the player must hunt through the playfield for. When one of these illustrious rings are found, Sonic and/or "Tails" are warped to a miniature world in pseudo-3D. The goal of these courses is to collect all of the blue spheres while avoiding the red ones, touching them all resulting in the reward of a [[Chaos Emerald]]. If all seven are collected, not only does one get to watch the "good ending," but Sonic gains the ability to once again transform into [[Super Sonic]], the super-fast, invulnerable version of classic Sonic. If fifty rings are in tow, the player must press the jump button twice to activate this form, though Sonic is still susceptible to drowning, being crushed, and falling down the occasional bottomless pit. It should be noted that, even if Sonic has all seven emeralds and fifty rings, he will be unable to transform if he is wearing a shield. Once Super Sonic is activated, though, Sonic can jump upon a shield item box and gain the extra abilities the shield provides, such as attracting rings and breathing underwater, though no visual cue will surround the character.
  
Also important is that, unlike the first two numbered games, ''Sonic the Hedgehog 3'' has the ability to save one's progress in the game. Given six unique slots (along with a no-save option) you can save your game as either Sonic, "Tails," or the pair. Saving only by Zone and not by Act, the save file also keeps track of the number of Chaos Emeralds you have. When clearing a file, the option to go back and start at any given level is unlocked, and since it keeps track of the number of emeralds you have, you can go back to a previous level and a Giant Ring location you know of and collect the seven emeralds after the fact. The save itself uses an [[FRAM]] chip (similar to an [[SRAM]] chip but not needing an internal battery to save).
+
Also important is that, unlike the first two numbered games, ''Sonic the Hedgehog 3'' has the ability to save one's progress in the game. Given six unique slots (along with a no-save option) you can save your game as either Sonic, "Tails," or the pair. Saving only by Zone and not by Act, the file also keeps track of the number of Chaos Emeralds you have. When clearing a file, the option to go back and start at any given level is unlocked, which gives the unprecedented ability to go back to a previous level and a Giant Ring location you had discovered before and collect the seven emeralds after the fact. The save itself uses an [[FRAM]] chip (similar to an [[SRAM]] chip but not needing an internal battery to save).
  
 
===Competition Mode===
 
===Competition Mode===
  
 
[[Image:s3_2player.png|thumb|190px|The race results screen.]]
 
[[Image:s3_2player.png|thumb|190px|The race results screen.]]
A two-player "versus" mode is once again found in a Sonic title, albeit in a far different format than in the previous game. While ''Sonic the Hedgehog 2'' used three existing Zones and made them work in a split-screen setting, ''Sonic the Hedgehog 3'' has five new Zones created specifically for the Competition Mode. Because of this, the stretched-out effect found in ''Sonic 2'' is gone, the sprites for Sonic and company also completely redrawn for the two-player mode.
+
In addition to the regular one-player experience, a two-player "versus" mode is available on the cart, albeit in a far different format than the previous game. While ''Sonic the Hedgehog 2'' used three existing Zones and made them work in a split-screen setting, ''Sonic 3'' has five new Zones created specifically for the Competition Mode. Because of this, the stretched-out effect found in ''Sonic 2'' is gone, the sprites for Sonic and company also completely redrawn for the two-player experience.
  
Three options are available immediately upon entering the Competition choice on the title screen: "Grand Prix," "Match Race," and "Time Attack." The first of these modes is a straight run through of the five multiplayer levels available, done in alphabetical order. The second, "Match Race," brings up another selection screen where the players can choose any of the five in any order they want, being able to play the same Zone over and over if they so choose. The third is similar to the second with the exception that it is a single player mode, intended more for practice or just playing about when a second player isn't available, the fastest times being saved on the internal memory.
+
Three options are available immediately upon entering the Competition choice on the title screen: "Grand Prix," "Match Race," and "Time Attack." The first of these modes is a straight run through of the five multiplayer levels available, done in alphabetical order. The second, "Match Race," brings up another selection screen where the players can choose any of the five in any order they want, being able to play the same Zone over and over if they so choose. The third is similar to the second with the exception that it is a single player trial, intended more for practice or just playing about when a second player isn't available, the fastest times being saved on the internal memory.
  
 
Regardless of which mode you choose, the same three playable characters are available - Sonic, "Tails," and Knuckles. There is not much difference between the three, all able to use the spin attack and the spin dash. "Tails" is the only one with an added ability, that of flight. Because of this, all three characters are on nearly equal footing when it comes to the competition. The levels themselves are set up far differently than those in the regular game, the two-player mode being a race between whoever is selected. Each level begins at a start pole, with a countdown signaling the round. If one of the players passes the starting line before the countdown begins, the message "FAULT" appears on screen, the pair restarting in their initial places. Once the word "GO" appears, the race begins, Sonic, "Tails" or Knuckles running through the miniature Zone. Much smaller than the single Acts in the standard mode of play, the small courses loop on the x-axis, resembling a racing game in function. The race does not officially end until one of the players completes five laps successfully, the first to do so winning the round. In the "Grand Prix" option, the person who wins the most out of the five is the overall winner, while in "Match Race" the number of races that are competed in are solely up to the players.
 
Regardless of which mode you choose, the same three playable characters are available - Sonic, "Tails," and Knuckles. There is not much difference between the three, all able to use the spin attack and the spin dash. "Tails" is the only one with an added ability, that of flight. Because of this, all three characters are on nearly equal footing when it comes to the competition. The levels themselves are set up far differently than those in the regular game, the two-player mode being a race between whoever is selected. Each level begins at a start pole, with a countdown signaling the round. If one of the players passes the starting line before the countdown begins, the message "FAULT" appears on screen, the pair restarting in their initial places. Once the word "GO" appears, the race begins, Sonic, "Tails" or Knuckles running through the miniature Zone. Much smaller than the single Acts in the standard mode of play, the small courses loop on the x-axis, resembling a racing game in function. The race does not officially end until one of the players completes five laps successfully, the first to do so winning the round. In the "Grand Prix" option, the person who wins the most out of the five is the overall winner, while in "Match Race" the number of races that are competed in are solely up to the players.
  
 
[[Image:Endlessmine.png|thumb|190px|Sonic and Knuckles racing in [[Endless Mine]].]]
 
[[Image:Endlessmine.png|thumb|190px|Sonic and Knuckles racing in [[Endless Mine]].]]
While spikes and the occasional switch (to block the other player briefly from the main course) are part of the landscape, other such staples as rings and badniks are not present. Instead, before the races begin, the option is available to either turn on or off power-ups in the game. The items are not found in the traditional item boxes but are instead found floating in a circle somewhere in each Zone. It is only at this point that a ring can be obtained or a generic enemy can impede your process. There are also a variety of other power-ups found here that are not available in the rest of the game, such as making a spring appear, placing a banana to make your opponent unexpectedly slide, and slow-down shoes that will prevent you from reaching your top speeds. The speed shoes from the standard game are also available.
+
While spikes and the occasional switch (to block the other player briefly from the main course) are part of the landscape, other such staples as rings and badniks are not present. Instead, before the races begin, the option is available to either turn on or off power-ups in the game. The items are not found in the traditional item boxes but are instead found floating in a circle somewhere in each Zone. It is only at this point that a ring can be obtained or a generic enemy can impede your process. There are also a variety of other power-ups found here that are not available in the rest of the game, such as making a spring appear, placing a banana to make your opponent unexpectedly slide, and slow-down shoes that will prevent you from reaching your top speed. The speed shoes from the standard game are also available.
  
The possibility of losing a life is still intact in this mode, though an infinite number of lives are present for each player. If the unthinkable happens, the character will restart at the end of his last lap, the timer still going as if nothing had happened. Also of note is that if, during the race, a player is overtaken by the desire to run backwards through the level, the number of laps completed will start to decrease with each pass of the starting line.
+
The possibility of losing a life is still intact in this mode, though an infinite number of lives are present for each player. If the unthinkable happens, the character will restart at the end of his last lap, the timer still going strong. Also of note is that if, during the race, a player is overtaken by the desire to run backwards through the level, the number of laps completed will start to decrease with each pass of the starting line.
  
 
===Scoring===
 
===Scoring===
  
The following is an explanation on how the scoring process works in the game:
+
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
 +
 
 +
Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper
 +
 
 +
Enemy Chains:
  
Hitting bumpers: 10 points for each of the first ten hits on
+
*First Enemy = 100
any given bumper; after that no more points can be gained from that bumper
+
*Second Enemy = 200
 +
*Third Enemy = 500
 +
*Fourth through Fifteenth Enemies = 1,000 each
 +
*Sixteenth and all Subsequent Enemies = 10,000 each
  
Hitting enemies: ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)''
+
(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)
*First enemy in a chain = 100
 
*Second enemy in a chain = 200
 
*Third enemy in a chain = 500
 
*Fourth through 15th enemies in a chain = 1,000 each
 
*16th and all subsequent enemies in a chain = 10,000 each
 
  
Destroying a [[Dr. Eggman]] boss robot or mini-boss: 1,000 points
+
Sub-Boss: 1,000 points<br>
 +
Dr. Eggman Boss: 1,000 points
  
Ring bonus at end of level: 100 points for each ring held
+
End Level Ring Bonus: 100 points for each ring held
  
 
Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.
 
Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.
  
Time bonus at end of level:
+
End Level Time Bonus:
*Game clock reads 0:59 or less = 50,000
+
 
*Game clock reads 1:00 to 1:29 = 10,000
+
*0:59 or less = 50,000
*Game clock reads 1:30 to 1:59 = 5,000
+
*1:00 to 1:29 = 10,000
*Game clock reads 2:00 to 2:29 = 4,000
+
*1:30 to 1:59 = 5,000
*Game clock reads 2:30 to 2:59 = 3,000
+
*2:00 to 2:29 = 4,000
*Game clock reads 3:00 to 3:29 = 1,000
+
*2:30 to 2:59 = 3,000
*Game clock reads 3:30 to 9:58 = 100
+
*3:00 to 3:29 = 1,000
*Game clock reads 9:59 exactly = 100,000
+
*3:30 to 9:58 = 100
 +
*9:59 exactly = 100,000
  
Special stage: 100 points for each ring held. If you collect all rings, you also get a 50,000-point [[Perfect Bonus]] (even if you don't get the Emerald).
+
Special Stage:  
  
==Sound Test==
+
*Rings: 100 points for each ring held.
 +
*[[Perfect Bonus]]: 50,000 points If you collect all rings, even if you don't get the emerald
 +
</div>
  
 +
==Sound test==
 
[[File:Sonic3LevelSelect.png|thumb|190px|The level select to ''Sonic the Hedgehog 3'', which contains the sound test.]]
 
[[File:Sonic3LevelSelect.png|thumb|190px|The level select to ''Sonic the Hedgehog 3'', which contains the sound test.]]
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic the Hedgehog 3 OSV]].
+
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code:
 
{{multicol|
 
{{multicol|
 
*01: [[Angel Island Zone]] Act 1
 
*01: [[Angel Island Zone]] Act 1
*02: [[Angel Island Zone]] Act 2
+
*02: Angel Island Zone Act 2
 
*03: [[Hydrocity Zone]] Act 1
 
*03: [[Hydrocity Zone]] Act 1
*04: [[Hydrocity Zone]] Act 2
+
*04: Hydrocity Zone Act 2
 
*05: [[Marble Garden Zone]] Act 1
 
*05: [[Marble Garden Zone]] Act 1
*06: [[Marble Garden Zone]] Act 2
+
*06: Marble Garden Zone Act 2
 
*07: [[Carnival Night Zone]] Act 1
 
*07: [[Carnival Night Zone]] Act 1
*08: [[Carnival Night Zone]] Act 2
+
*08: Carnival Night Zone Act 2
 
*09: [[Flying Battery Zone]] Act 1 (Unused)
 
*09: [[Flying Battery Zone]] Act 1 (Unused)
*0A: [[Flying Battery Zone]] Act 2 (Unused)
+
*0A: Flying Battery Zone Act 2 (Unused)
 
*0B: [[Icecap Zone]] Act 1
 
*0B: [[Icecap Zone]] Act 1
*0C: [[Icecap Zone]] Act 2
+
*0C: Icecap Zone Act 2
 
*0D: [[Launch Base Zone]] Act 1
 
*0D: [[Launch Base Zone]] Act 1
*0E: [[Launch Base Zone]] Act 2
+
*0E: Launch Base Zone Act 2
 
*0F: [[Mushroom Hill Zone]] Act 1 (Unused)
 
*0F: [[Mushroom Hill Zone]] Act 1 (Unused)
*10: [[Mushroom Hill Zone]] Act 2 (Unused)
+
*10: Mushroom Hill Zone Act 2 (Unused)
 
*11: [[Sandopolis Zone]] Act 1 (Unused)
 
*11: [[Sandopolis Zone]] Act 1 (Unused)
*12: [[Sandopolis Zone]] Act 2 (Unused)
+
*12: Sandopolis Zone Act 2 (Unused)
 
*13: [[Lava Reef Zone]] Act 1 (Unused)
 
*13: [[Lava Reef Zone]] Act 1 (Unused)
*14: [[Lava Reef Zone]] Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]] (Unused)
+
*14: Lava Reef Zone Act 2/[[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]] (Unused)
 
*15: [[Sky Sanctuary Zone]] (Unused)
 
*15: [[Sky Sanctuary Zone]] (Unused)
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1 (Unused)
+
*16: [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]] Act 1 (Unused)
*17: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 2 (Unused)
+
*17: Death Egg Zone Act 2 (Unused)
*18: Act 1 Boss ([[Sonic & Knuckles]]) (Unused)
+
*18: Act 1 Boss (''[[Sonic & Knuckles]]'') (Unused)
 
*19: Act 2 Boss
 
*19: Act 2 Boss
 
*1A: [[The Doomsday Zone]] (Unused)
 
*1A: [[The Doomsday Zone]] (Unused)
Line 150: Line 157:
 
*1D: Bonus Stage: Slot Machine (Unused)
 
*1D: Bonus Stage: Slot Machine (Unused)
 
*1E: Bonus Stage: Gumball Machine
 
*1E: Bonus Stage: Gumball Machine
*1F: Knuckles' Theme ([[Sonic the Hedgehog 3|Sonic 3]])
+
*1F: Knuckles' Theme (''Sonic 3'')
 
*20: [[Azure Lake Zone]]
 
*20: [[Azure Lake Zone]]
 
*21: [[Balloon Park Zone]]
 
*21: [[Balloon Park Zone]]
Line 156: Line 163:
 
*23: [[Chrome Gadget Zone]]
 
*23: [[Chrome Gadget Zone]]
 
*24: [[Endless Mine Zone]]
 
*24: [[Endless Mine Zone]]
*25: Title ([[Sonic the Hedgehog 3|Sonic 3]])
+
*25: Title (Sonic 3)
*26: Staff Roll ([[Sonic the Hedgehog 3|Sonic 3]])
+
*26: Staff Roll (''Sonic 3'')
 
*27: Game Over
 
*27: Game Over
 
*28: Continue/Competition Results
 
*28: Continue/Competition Results
 
*29: Act Clear
 
*29: Act Clear
*2A: 1-Up ([[Sonic the Hedgehog 3|Sonic 3]])
+
*2A: 1-Up (''Sonic 3'')
 
*2B: Chaos Emerald
 
*2B: Chaos Emerald
*2C: Invincibility/Super Theme ([[Sonic the Hedgehog 3|Sonic 3]])
+
*2C: Invincibility/Super Theme (''Sonic 3'')
 
*2D: Competition
 
*2D: Competition
*2E: Act 1 Boss ([[Sonic the Hedgehog 3|Sonic 3]])
+
*2E: Act 1 Boss (''Sonic 3'')
 
*2F: Data Select Screen
 
*2F: Data Select Screen
 
*30: Final Boss
 
*30: Final Boss
 
*31: Drowning
 
*31: Drowning
*32: All Clear ([[Sonic the Hedgehog 3|Sonic 3]])
+
*32: All Clear (''Sonic 3'')
 
*FF: Sega (From Title Screen) In Poor Quality Sound
 
*FF: Sega (From Title Screen) In Poor Quality Sound
}}
+
|cols=3}}
 
 
==Connection with Sonic & Knuckles==
 
Sonic the Hedgehog 3 was originally planned to be a single game, including all of the [[Sonic & Knuckles]] zones and having [[Knuckles]] as a playable character. However, this was cancelled due to time constraints and the large ROM size required for such a large game. Some remnants of the all-in-one game can still be found in Sonic 3's level select, including all of Sonic & Knuckles' music in the sound test, as well as entries for [[Mushroom Hill Zone|Mushroom Hill]] (listed as '''Mushroom Valley'''), [[Flying Battery]] (which appears between [[Carnival Night Zone|Carnival Night]] and [[IceCap Zone|IceCap]]), and [[Sandopolis Zone|Sandopolis]] (which appears after [[Mushroom Hill Zone|Mushroom Hill]]. Instead of simply dropping the extra levels, they were released as a separate game, [[Sonic & Knuckles]]. This game features an expansion port, which allows "locking on" Sonic 3 in order to get what would have been the full game, "Sonic 3 & Knuckles".
 
 
 
==Flying Battery Zone and Knuckles==
 
 
 
As [[Flying Battery Zone]] (and the rest of the zones of Sonic & Knuckles as well) and [[Knuckles]] were originally planned to be in Sonic 3. Flying Battery was supposed to be between Carnival Night, and Icecap. The zone still can be accessed, with a [[Game Genie]] code. The game loads the zone with many errors, is highly recommend to use debug mode in it. [[Knuckles]] too, can be accessed with a Game Genie code, although the game loads him as Sonic, the icons, and other things appears as Knuckles, including, in the final part of each zone.
 
  
 
==Production Credits==
 
==Production Credits==
 
+
{{multicol|
 
Executive Producer: [[Hayao Nakayama]]<br>
 
Executive Producer: [[Hayao Nakayama]]<br>
 
Project Manager: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br>
 
Project Manager: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br>
 
Producer: [[Yuji Naka]]<br>
 
Producer: [[Yuji Naka]]<br>
 
Director: [[Hirokazu Yasuhara]]<br>
 
Director: [[Hirokazu Yasuhara]]<br>
Lead Game Designer: [[Hirokazu Yasuhara]]<br>
+
Lead Game Designer: Hirokazu Yasuhara<br>
 
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br>
 
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br>
Lead Programmer: [[Yuji Naka]]<br>
+
Lead Programmer: Yuji Naka<br>
 
Senior Programmers: Hiroshi Nikaidoh, [[Masanobu Yamamoto]]<br>
 
Senior Programmers: Hiroshi Nikaidoh, [[Masanobu Yamamoto]]<br>
 
Character Designer: [[Takashi Thomas Yuda]]<br>
 
Character Designer: [[Takashi Thomas Yuda]]<br>
Line 194: Line 194:
 
Animator: [[Takashi Thomas Yuda]]<br>
 
Animator: [[Takashi Thomas Yuda]]<br>
 
Enemy Artist: [[Satoshi Yokokawa]]<br>
 
Enemy Artist: [[Satoshi Yokokawa]]<br>
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], [[Takashi Thomas Yuda]], [[Satoshi Yokokawa]]<br>
+
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], Takashi Thomas Yuda, [[Satoshi Yokokawa]]<br>
 
Art Assistant: [[Osamu Ohashi]]<br>
 
Art Assistant: [[Osamu Ohashi]]<br>
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco<br>
+
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco, [[Michael Jackson]] (uncredited)<br>
* [[Michael Jackson]] (uncredited)
 
 
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br>
 
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br>
 
Sound Project Coordinator: [[sega:Hisaki Nimiya|Hisaki Nimiya]]<br>
 
Sound Project Coordinator: [[sega:Hisaki Nimiya|Hisaki Nimiya]]<br>
Line 206: Line 205:
 
Special Thanks: [[Deborah McCracken]], Emi Kawamura, [[Jina Ishiwatari]]<br>
 
Special Thanks: [[Deborah McCracken]], Emi Kawamura, [[Jina Ishiwatari]]<br>
 
Presented by: [[Sega]]<br>
 
Presented by: [[Sega]]<br>
 +
}}
 +
 +
==Release==
 +
===Sales Data===
 +
NOTE: The following data includes sources that comprise of individual sales of ''Sonic & Knuckles'' in addition to individual sales of ''Sonic the Hedgehog 3'', as well as the combined sales of both ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles''.
 +
 +
{| class="prettytable"
 +
|-
 +
! Number of copies sold
 +
! Platform
 +
! Game
 +
! Region
 +
! Reference
 +
|-
 +
| 4,000,000
 +
| Sega Mega Drive / Genesis
 +
| ''Sonic 3'' + ''Sonic & Knuckles''
 +
| N/A
 +
| [http://www.youtube.com/watch?v=Qbu4TEE1_pE Sonic the Hedgehog Retrospective, Part 4] (Not viewable in the US.)
 +
|-
 +
| 1,020,000
 +
| "
 +
| ''Sonic 3''
 +
| US
 +
| [http://www.the-magicbox.com/Chart-USPlatinum.shtml The Magic Box - US Platinum Videogame Chart]
 +
|-
 +
| 1,240,000
 +
| "
 +
| ''Sonic & Knuckles''
 +
| "
 +
| "
 +
|}
  
 
==Manuals==
 
==Manuals==
 
+
{{main|Sonic the Hedgehog 3 manuals}}
* [[Sonic the Hedgehog 3 JP Manual]]
+
<gallery>
* [[Sonic the Hedgehog 3 US Manual]]
+
Sonic3 MD EU manual.pdf|Mega Drive, EU
* [[Sonic the Hedgehog 3 EU Manual]]
+
Sonic3 MD KR manual.pdf|Mega Drive, KR
* [[Sonic the Hedgehog 3 Korean Manual]]
+
Sonic3 MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP
 +
Sonic3 MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US
 +
</gallery>
  
 
==Miscellaneous==
 
==Miscellaneous==
Line 225: Line 258:
  
 
*''[[Sonic the Hedgehog 3 (LCD game)|Sonic the Hedgehog 3]]'' for [[Tiger Electronics|Tiger]] LCD (1994)
 
*''[[Sonic the Hedgehog 3 (LCD game)|Sonic the Hedgehog 3]]'' for [[Tiger Electronics|Tiger]] LCD (1994)
 +
*''[[sega:Double Pack: Sonic 3 and Mega Games 1|Double Pack: Sonic 3 and Mega Games 1]] (199x)
 
*''[[Sonic & Knuckles Collection]]'' for PC (1997)
 
*''[[Sonic & Knuckles Collection]]'' for PC (1997)
 
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)
 
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)
Line 233: Line 267:
 
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)
 
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)
 
*''[[Sega PC Mega Pack]]'' for the PC (2003)
 
*''[[Sega PC Mega Pack]]'' for the PC (2003)
*''[[Sonic Mega Collection Plus]]'' for [[Sony PlayStation 2]] and [[Microsoft Xbox]] (2004)
+
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Microsoft Xbox]] (2005)
+
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)
* [[Virtual Console]] on [[Nintendo Wii]] (2007)
+
* [[Virtual Console]] on [[Wii]] (2007)
 
* [[Tectoy Mega Drive 3]] for the [[Tectoy]] Plug and play console (2008)
 
* [[Tectoy Mega Drive 3]] for the [[Tectoy]] Plug and play console (2008)
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[Sony PlayStation 2]] (2009)
+
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[Sony PlayStation 3]] and [[Xbox 360]] (2009)
+
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)
 
*''[[Sonic the Hedgehog 3 (Xbox Live Arcade)]]'' on Xbox Live Arcade (2009)
 
*''[[Sonic the Hedgehog 3 (Xbox Live Arcade)]]'' on Xbox Live Arcade (2009)
 
*''[[Sonic PC Collection]]'' for the PC (2009)
 
*''[[Sonic PC Collection]]'' for the PC (2009)
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==Adaptations==
 
==Adaptations==
  
To help advertise the numbered sequel both [[Archie Comics]] and [[Fleetway]] published adaptations to ''Sonic the Hedgehog 3'', though both took very different approaches to the material. The U.S. ''[[Sonic the Hedgehog (Archie comic)|Sonic the Hedgehog]]'' adapted the game in its [[Sonic the Hedgehog 013 (Archie)|13th issue]], introducing the character of Knuckles the Echidna, making him the guardian of the Floating Island and the single Chaos Emerald that kept it afloat. The U.K.-based ''[[Sonic the Comic]]'' covered its adaptation of the game in multiple issues, starting with the [[Sonic Summer Special 1994]] and continuing into [[Sonic the Comic 033|issue 33]]. The adaptation lasted multiple issues, culminating in [[Sonic the Comic 038|issue 38]].  
+
To help advertise the numbered sequel both [[Archie Comics]] and [[Fleetway]] published adaptations to ''Sonic the Hedgehog 3'', though both took very different approaches to the material. The U.S. ''[[Sonic the Hedgehog (Archie comic)|Sonic the Hedgehog]]'' adapted the game in its [[Sonic the Hedgehog 013 (Archie)|13th issue]], using the 12 page story to introduce the character of Knuckles the Echidna, establishing him as the guardian of the Floating Island and the single Chaos Emerald that keeps it afloat. The U.K.-based ''[[Sonic the Comic]]'' covered its adaptation of the game in multiple issues, starting with the [[Sonic Summer Special 1994]] and continuing into [[Sonic the Comic 033|issue 33]]. The adaptation lasted multiple issues, culminating in [[Sonic the Comic 038|issue 38]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].
  
 
==Resources==
 
==Resources==
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| cvg_source={{num|148|page=}}
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| cvg_source={{num|148|page=34/35/36|pdf=CVG UK 148.pdf|pdfpage=34}}
|egm=95
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|highscore=100
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| gamepro_source={{num|56|page=42-44|pdf=GamePro US 056.pdf|pdfpage=44}}
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| gamesmaster_source={{num|15|page=32/33/34}}
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| highscore=100
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| mdag=92
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| mdag_source={{num|20|page=50-53}}
 
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| megaaction=93
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| megaaction_source={{num|11|page=14/15/16/17}}
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| megatech=93
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| megatech_source={{num|27|page=76/77/78/79}}
 
|mms=94
 
|mms=94
 
|mms_source={{Num|[[Mega Drive Review - Sonic 3 (Mean Machines Sega, March 1994)|17]]}}
 
|mms_source={{Num|[[Mega Drive Review - Sonic 3 (Mean Machines Sega, March 1994)|17]]}}
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|segapro=87
 
|segapro=87
 
|segapro_source=[[Review - Sonic the Hedgehog 3 (Sega Pro, April 1994)|#30 Pg 40/41/42/43]]
 
|segapro_source=[[Review - Sonic the Hedgehog 3 (Sega Pro, April 1994)|#30 Pg 40/41/42/43]]
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| stc=
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| stc_source={{num|19|page=10/11}}
 
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}}
 
}}
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====Physical Scans====
 
====Physical Scans====
Later releases were packaged in a cardboard box.
 
 
 
{{Scanbox
 
{{Scanbox
 
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}}{{Scanbox
 
}}{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
| region=US (Cardboard box [[sega:Mega Hit Series|Mega Hit Series]])
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| region=US ([[sega:Mega Hit Series|Mega Hit Series]])
 
| front=Sonic3 md us megahit cover.jpg
 
| front=Sonic3 md us megahit cover.jpg
 
| cart=Sonic3 md us megahit cart.jpg
 
| cart=Sonic3 md us megahit cart.jpg
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| carttop=Sonic3 md us megahit cart top.jpg
 
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| manual=Sonic3 MD EU manual.pdf
 
}}{{Scanbox
 
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| front=Sonic3 MD BR Box.jpg
 
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* [http://vc.sega.jp/vc_sonic3/ Sega of Japan Virtual Console page (Japanese)]
 
* [http://vc.sega.jp/vc_sonic3/ Sega of Japan Virtual Console page (Japanese)]
 
* [http://www.theghz.com/sonic/son3/son3.html ''Sonic the Hedgehog 3''] on [[The Green Hill Zone]]
 
* [http://www.theghz.com/sonic/son3/son3.html ''Sonic the Hedgehog 3''] on [[The Green Hill Zone]]
* [http://soniczone0.com/games/sonic3/backgroundinfo/ ''Sonic the Hedgehog 3''] on the site [[Zone: 0]]
+
* [http://soniczone0.com/games/sonic3/backgroundinfo/ ''Sonic the Hedgehog 3''] on [[Zone: 0]]
 +
 
 +
==References==
 +
<references/>
  
{{Sonic3&KOmni}}
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{{S3Omni}}
 
{{SonicGenesisGames}}
 
{{SonicGenesisGames}}
 
{{SonicVirtualConsole/WiiWareGames}}
 
{{SonicVirtualConsole/WiiWareGames}}

Revision as of 09:07, 29 September 2017

n/a

Sonic3 title.png
Sonic the Hedgehog 3
System(s): Sega Mega Drive, Virtual Console
Publisher: Sega
Developer:
ROM size: 2 MB
Genre: 2D Platform, Racing
Number of players: 1-2
Release Date RRP Code Rating
Sega Mega Drive
US
1994-02-02 $69.99[1] 1079
Sega Mega Drive
EU
1994-02-24 £49.99 [2] 1079
Sega Mega Drive
JP
1994-05-27 ¥5,800 G-5531
Sega Mega Drive
AU (Plat)
?  ? FSON07SMC
Sega Mega Drive
AS
?  ? 1079
Sega Mega Drive
BR
1994  ? 046190
Sega Mega Drive
KR
?  ? GM93050JG
Wii Virtual Console
JP
2007-08-21 600 pts ?
Wii Virtual Console
EU
2007-09-07 800 pts ?
Wii Virtual Console
US
2007-09-10 800 pts ?

Sonic the Hedgehog 3 (ソニック・ザ・ヘッジホッグ3) is the third game in the classic series released on the Sega Mega Drive and the second in the original "Death Egg Saga" that started in Sonic the Hedgehog 2 and concluded in Sonic & Knuckles. Introducing Knuckles the Echidna and further expanding the world of Sonic the Hedgehog, the game (when connected to its direct sequel through the use of "Lock-On Technology") is considered to be one of the best in the entire franchise, and has become the standard that every two-dimensional Sonic title has been compared to.

The game was met with a huge publicity campaign, connected to the date it was released in the United States. February 2nd, traditionally known as Groundhog Day, was renamed "Hedgehog Day" by Sega's P.R. machine. In the U.K., Sega of Europe approached the pop group Right Said Fred to create a song suitable for radio play, which resulted in the Sonic-inspired single "Wonderman".

Story

File:Sonic3 MD JP SonicJam manual.pdf During the final moments of Sonic 2, Sonic the Hedgehog had succeeded in defeating Dr. Eggman's latest scheme, knocking the Death Egg out of the sky and collecting all seven Chaos Emeralds, keeping them out of the mad genius' hands. As Sonic and Miles "Tails" Prower flew off in their bi-plane the Tornado, they paid little attention to the broken space station plummeting towards the earth. Fretting about, Dr. Eggman could not control the direction of the falling sphere as it broke into the atmosphere, but as fate can be a strange mistress, it just so happened that in the pathway of the rapidly descending fortress was a landmass thought only to exist in legend. Hiding under the shadow of clouds and the occasional Flicky laid Angel Island, a floating atoll that moved across the oceans but never touching them. Perhaps the island would have stayed out of the keen sight of the doctor had it not been for this moment, when the Death Egg collided into the surface of the isle, shaking it to its very core. For the first time in eons, the island began to fall, pushed by the force of Eggman's creation. Colliding into the ocean, a massive tidal wave erupted on all sides. Though many were to notice the towering waves from miles away, none knew of the island that now sat idle in the ocean, untouched by the disaster except for the once-proud invention silently waiting to rise up once more...

A few days after this event, the young fox "Tails" was busy finishing up an invention of his own, the Jewel Radar. Fine tuning it, the machine came to life, immediately picking up the signal of Chaos Energy located somewhere beyond the shore. Thinking that it may have something to do with the strange tidal wave only days before, "Tails" flew out the door, heading towards the beach where he knew Sonic the Hedgehog was.

Sonic, who had been taking a much-deserved nap, awoke the exact same moment "Tails" hopped out the door. Looking about at the beach, the blue hedgehog spotted a strange ring washed up on shore. Running over to it, Sonic picked up the ring, noticing the characters of an ancient language carved onto its surface. Immediately, Sonic was reminded of a legend that he had heard long ago, about an ancient civilization that lived upon an island. Creating a society of peace and harmony, the people who lived within attributed their great prosperity to the "Stone of Power," a sacred gem whose energy guided them. One day, as these stories often go, a sect of wise men decided that they wanted to take the power of the stone for their own selfish gain, and tried to seize the energy. Unable to control it, their foolishness caused the great civilization to disappear in the blink of an eye, their way of life forgotten with time. In its wake, the gods took the land, rebuilt it, and sent it, along with the "Stone of Power" into the sky...

Sonic and "Tails" upon the Tornado.

Although he knew not of the legend's basis in fact, Sonic decided right then and there that he would set off on yet another adventure, he and "Tails" preparing the Tornado once more.

Unbeknownst to the pair, the legend that Sonic recalled was that of Angel Island, upon where the Death Egg had crashed. Only moments before the impact, the lone guardian of the isle, Knuckles the Echidna, was going about his duties, protecting the island and making sure that the Chaos Emerald altars scattered about were safe and secure. Though he was friends with many of the various animals that lived upon the island, he was the last of his kind, and knew of his sacred duty. At this particular moment, Knuckles looked over one of the altars, making sure that the emerald was in place and that nothing wrong had befallen it. Suddenly, the emerald began behaving in a way the echidna had never seen, the gem glowing and vibrating wildly. Knuckles stood wide-eyed, unsure of what was going on. Before he could make his next move, a bright flash filled the room, a sound piercing through the guardian's ears as he felt as though he were floating in midair.

The next thing Knuckles knew, he was sprawled out at the entrance to the altar, having been knocked out by whatever had happened. Regaining consciousness, the lone echidna's first thought was of the Chaos Emerald inside, running back to the altar. Looking about at the half-broken area, he could not find a single trace of the emerald, with not a clue as to where it could have gone. Emerging out of the sacred chamber in a daze, Knuckles was unsure of his next course of action, glancing out at the horizon. It was then that he saw it, a strange, almost egg-shaped object embedded into the landscape. Snapping back to reality, Knuckles wondered if this object was connected to an ancient legend that rushed to the forefront of his mind, the egg of the legendary dragon...

Over the next few days, Knuckles explored the rest of the isle assessing any damage as he went to the other six Chaos Emerald altars, finding each in the same state as the first. Refusing to give up, the guardian continued to investigate, knowing that the answer to what had just happened must be somewhere on his island. It was during this process that he came across a strange, egg-shaped man wandering about the atoll. Confronting him, the man merely smiled, and calmly explained that he was a scientist who had come across the island to study the strange egg that had appeared. Making sure to fully trick the guardian, Eggman continued, telling the echidna that he also knew of the emeralds that were on the island, and that a blue hedgehog by the name of Sonic was the one looking for them. Shocked, Knuckles ran off, the mad genius smiling at his own skillful lie.

A destined meeting.

As if on cue, the Tornado, flown by "Tails" with Sonic standing atop it, appeared on the horizon. Sonic, noticing the island neither of them had seen before, couldn't help but be overcome by the urge to show off, having brought with him the seven Chaos Emeralds he had gathered on West Side Island. Transforming into Super Sonic, the now yellow hedgehog ran across the remainder of the ocean between the plane and the isle, darting about the shoreline. Caught off guard, a lone knuckled fist swung at Sonic, knocking him off balance, the Chaos Emeralds falling about him. Turning back into his true blue self, Sonic spotted who the fist was connected to, a red echidna who could only laugh at Sonic's misfortune. Grabbing the emeralds, Knuckles ran off into the jungle beyond. Not knowing what he had gotten himself into, but more than expecting Eggman to be behind it, Sonic and "Tails" ran off to follow the tricked guardian. Learning of Sonic's arrival, Eggman laughed to himself, having already prepared for his arch-rival's appearance. Creating yet another mechanical army to once again seek out the Chaos Emeralds in the hopes of using them to relaunch the Death Egg, Dr. Eggman was sure of himself and his quest to finally achieve world domination.

"The stage is set once again. From here, Sonic the Hedgehog begins his new adventure."

Game Mechanics

Gameplay

Sonic in the second Zone of the game, Hydrocity Zone.

Just as the previous games in the classic series, the object of Sonic the Hedgehog 3 is to get from the beginning to the end of a given level under the span of ten minutes, all the while navigating various traps, pitfalls, and avoiding enemies. Once again, the classic elements that make up a Sonic level are present: the loop-de-loops you run through with enough speed, springs to help you get up to higher places, rings lined up to protect you from damage, and spikes poised to make you scatter those rings you've collected. Though only six "Zones" long with two "Acts" per Zone, each Act is once again bigger than its predecessor, full of multiple routes and hidden areas just waiting to be explored.

Sonic's speed proves to once again be one of your greatest assets in the sprawling platformer, allowing Sonic to build up momentum to pass even the steepest of slopes. For the uninitiated, the spin dash from Sonic the Hedgehog 2 makes its reappearance, allowing Sonic to build up speed from a stationary point before blasting off against the terrain or a string of enemies in his wake. Another classic move that returns is the spin attack, the jump that makes Sonic curl into a ball and face off against whatever badnik may be in his way from any angle, as long as spikes or dangerous projectiles don't get in the hedgehog's way. A new move to Sonic 3 is an addition to the traditional spin attack. After having Sonic jump in the air, if a player presses the jump button once more, a shield will surround Sonic briefly, extending his attack radius and protecting him from enemies in that second. Called the "W Spin Attack," the move proves extremely useful in tight situations, especially when various uni-related badniks start eying up the hedgehog. Sonic can also use his spin attack on the ground if the player presses down on the control pad while running. The W Spin Attack is only achievable in the air.

Though Sonic is once again the main star of the game, Miles "Tails" Prower, the constant companion of Sonic 2, also makes his return appearance. While in the previous game "Tails" controlled exactly the same as the title character, Sonic 3 now gives players the ability to make "Tails" fly on command. By simply pressing jump twice on the control pad, "Tails" will be able to fly, giving him access to routes and platforms that Sonic can not normally get to. Continuously pressing jump will allow "Tails" to fly even higher, but there is a time limit to the fox's air-bound antics. Eventually, he will tire out, falling back to the ground no matter what may be underneath him, though the player still has control of him on the horizontal axis. Similar to Sonic 2, the choice of having "Tails" follow Sonic around in a 1 player game is available. Using the second control pad allows the two-tailed fox to be a separately controllable character, complete with an infinite amount of lives, respawning as long as Sonic is going strong. Even though both characters can be moved independently, the camera will solely be focused on the first player. However, one added benefit of having "Tails" follow behind in this co-op "1.5 player" mode to the ability for "Tails" to carry Sonic. If the first player jumps into the second player as they achieve flight, "Tails" is put in charge, and can bring his hero to previously unseen heights.

One of the many sub-bosses in the game.

The item boxes of Sonic 1 and Sonic 2 continue to be a staple of the series, hiding out in the many zones of the game, sometimes in secret rooms and sometimes just sitting out in plain sight. Speed shoes, invincibility, the ten-ring box, and 1-up boxes return, joined by a collection of new power ups that become part of the repertoire. Replacing the traditional shield of the earlier games are a trio of elemental-based barriers, each with their own special abilities. Popping open a box with a water, fire, or spark icon will cause the new shield to surround the character on screen, in the process exchanging Sonic's W spin attack with a move unique to each shield. These extra abilities are exclusive to Sonic, as "Tails" retains his ability to fly. The "Aqua Barrier" proves most useful in underwater levels, allowing Sonic to stay under the surface for as long as possible without the need to seek out air bubbles. Pressing jump twice causes Sonic to slam on the ground, destroying any non-spiked badniks that might be in the way, then bounces him back upwards exceeding the height a normal jump would allow. The second of these new shields is the "Flame Barrier," which protect Sonic from flame-based attacks without having to forfeit the protection. The added ability the flame provides is the most proactive of the three in terms of offense, causing Sonic to burst forward in attack. The third, the "Thunder Barrier," not only protects Sonic from electrical hazards, but will also attract any nearby rings. Tapping the jump input twice will give Sonic a proper double-jump. While all three shields will protect Sonic or "Tails" from certain projectiles, they are all still vulnerable from a single direct hit by an oncoming badnik. The latter two shields unfortunately suffer from another weakness, any contact with water immediately snuffing them out. There is also a final item box marked with the face of Dr. Eggman, which will cause the same effect as if Sonic were hit by an enemy. Though uncommon, they can creep up when you least expect it.

The point markers of Sonic the Hedgehog 2 return, which not only save your spot in the level if you lose a life, but also bring back with it the familiar circle of stars if you pass by with fifty rings. However, instead of being transported to a Special Stage, jumping into the stars sends you to a Bonus Stage. Styled after a gumball machine, Sonic is bounced around, flipping the crank at the top to let out a "gumball" that contains within it one of the various power-ups that are also found inside item boxes.

Sonic and "Tails" working together against Dr. Eggman.

Instead, the Special Stages of Sonic 3 are accessed through the re-introduction of the Giant Ring, as seen in the original Sonic the Hedgehog and Sonic CD, This time around, the rings are found hidden within the levels themselves, oftentimes in corners and secret rooms that the player must hunt through the playfield for. When one of these illustrious rings are found, Sonic and/or "Tails" are warped to a miniature world in pseudo-3D. The goal of these courses is to collect all of the blue spheres while avoiding the red ones, touching them all resulting in the reward of a Chaos Emerald. If all seven are collected, not only does one get to watch the "good ending," but Sonic gains the ability to once again transform into Super Sonic, the super-fast, invulnerable version of classic Sonic. If fifty rings are in tow, the player must press the jump button twice to activate this form, though Sonic is still susceptible to drowning, being crushed, and falling down the occasional bottomless pit. It should be noted that, even if Sonic has all seven emeralds and fifty rings, he will be unable to transform if he is wearing a shield. Once Super Sonic is activated, though, Sonic can jump upon a shield item box and gain the extra abilities the shield provides, such as attracting rings and breathing underwater, though no visual cue will surround the character.

Also important is that, unlike the first two numbered games, Sonic the Hedgehog 3 has the ability to save one's progress in the game. Given six unique slots (along with a no-save option) you can save your game as either Sonic, "Tails," or the pair. Saving only by Zone and not by Act, the file also keeps track of the number of Chaos Emeralds you have. When clearing a file, the option to go back and start at any given level is unlocked, which gives the unprecedented ability to go back to a previous level and a Giant Ring location you had discovered before and collect the seven emeralds after the fact. The save itself uses an FRAM chip (similar to an SRAM chip but not needing an internal battery to save).

Competition Mode

The race results screen.

In addition to the regular one-player experience, a two-player "versus" mode is available on the cart, albeit in a far different format than the previous game. While Sonic the Hedgehog 2 used three existing Zones and made them work in a split-screen setting, Sonic 3 has five new Zones created specifically for the Competition Mode. Because of this, the stretched-out effect found in Sonic 2 is gone, the sprites for Sonic and company also completely redrawn for the two-player experience.

Three options are available immediately upon entering the Competition choice on the title screen: "Grand Prix," "Match Race," and "Time Attack." The first of these modes is a straight run through of the five multiplayer levels available, done in alphabetical order. The second, "Match Race," brings up another selection screen where the players can choose any of the five in any order they want, being able to play the same Zone over and over if they so choose. The third is similar to the second with the exception that it is a single player trial, intended more for practice or just playing about when a second player isn't available, the fastest times being saved on the internal memory.

Regardless of which mode you choose, the same three playable characters are available - Sonic, "Tails," and Knuckles. There is not much difference between the three, all able to use the spin attack and the spin dash. "Tails" is the only one with an added ability, that of flight. Because of this, all three characters are on nearly equal footing when it comes to the competition. The levels themselves are set up far differently than those in the regular game, the two-player mode being a race between whoever is selected. Each level begins at a start pole, with a countdown signaling the round. If one of the players passes the starting line before the countdown begins, the message "FAULT" appears on screen, the pair restarting in their initial places. Once the word "GO" appears, the race begins, Sonic, "Tails" or Knuckles running through the miniature Zone. Much smaller than the single Acts in the standard mode of play, the small courses loop on the x-axis, resembling a racing game in function. The race does not officially end until one of the players completes five laps successfully, the first to do so winning the round. In the "Grand Prix" option, the person who wins the most out of the five is the overall winner, while in "Match Race" the number of races that are competed in are solely up to the players.

Sonic and Knuckles racing in Endless Mine.

While spikes and the occasional switch (to block the other player briefly from the main course) are part of the landscape, other such staples as rings and badniks are not present. Instead, before the races begin, the option is available to either turn on or off power-ups in the game. The items are not found in the traditional item boxes but are instead found floating in a circle somewhere in each Zone. It is only at this point that a ring can be obtained or a generic enemy can impede your process. There are also a variety of other power-ups found here that are not available in the rest of the game, such as making a spring appear, placing a banana to make your opponent unexpectedly slide, and slow-down shoes that will prevent you from reaching your top speed. The speed shoes from the standard game are also available.

The possibility of losing a life is still intact in this mode, though an infinite number of lives are present for each player. If the unthinkable happens, the character will restart at the end of his last lap, the timer still going strong. Also of note is that if, during the race, a player is overtaken by the desire to run backwards through the level, the number of laps completed will start to decrease with each pass of the starting line.

Scoring

Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper

Enemy Chains:

  • First Enemy = 100
  • Second Enemy = 200
  • Third Enemy = 500
  • Fourth through Fifteenth Enemies = 1,000 each
  • Sixteenth and all Subsequent Enemies = 10,000 each

(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)

Sub-Boss: 1,000 points
Dr. Eggman Boss: 1,000 points

End Level Ring Bonus: 100 points for each ring held

Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.

End Level Time Bonus:

  • 0:59 or less = 50,000
  • 1:00 to 1:29 = 10,000
  • 1:30 to 1:59 = 5,000
  • 2:00 to 2:29 = 4,000
  • 2:30 to 2:59 = 3,000
  • 3:00 to 3:29 = 1,000
  • 3:30 to 9:58 = 100
  • 9:59 exactly = 100,000

Special Stage:

  • Rings: 100 points for each ring held.
  • Perfect Bonus: 50,000 points If you collect all rings, even if you don't get the emerald

Sound test

The level select to Sonic the Hedgehog 3, which contains the sound test.

Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code:

Production Credits

Executive Producer: Hayao Nakayama
Project Manager: Hisashi Suzuki, Shinobu Toyoda, Masaharu Yoshii
Producer: Yuji Naka
Director: Hirokazu Yasuhara
Lead Game Designer: Hirokazu Yasuhara
Senior Game Designers: Hisayoshi Yoshida, Takashi Iizuka
Lead Programmer: Yuji Naka
Senior Programmers: Hiroshi Nikaidoh, Masanobu Yamamoto
Character Designer: Takashi Thomas Yuda
CG Artist: Kunitake Aoki
Animator: Takashi Thomas Yuda
Enemy Artist: Satoshi Yokokawa
Scene Artists: Kunitake Aoki, Chie Yoshida, Tsuneko Aoki, Shigeru Okada, Takashi Thomas Yuda, Satoshi Yokokawa
Art Assistant: Osamu Ohashi
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco, Michael Jackson (uncredited)
SEGA Sound Team: Bo, Sachio Ogawa, Milpo, Masaru Setsumaru, Tatsuyuki Maeda, Tomonori Sawada, Masayuki Nagao, Jun Senoue
Sound Project Coordinator: Hisaki Nimiya
Marketing: Pamela Kelly
Executive Management: Shouichirou Irimajiri, Tom Kalinske
Executive Coordinator: Mamoru Shigeta, Tomio Takami, Diane A Fornasier, Roger Hector, Takaharu Utsunomiya
Sound Special Thanks: Mayumi Nina Sakazaki(Mrm), Cube Corp. (Masanori Hikichi, Miyoko Takaoka), Opus Corp., Masanori Nakayama (Studio Who), Howard Drossin
Special Thanks: Deborah McCracken, Emi Kawamura, Jina Ishiwatari
Presented by: Sega

Release

Sales Data

NOTE: The following data includes sources that comprise of individual sales of Sonic & Knuckles in addition to individual sales of Sonic the Hedgehog 3, as well as the combined sales of both Sonic the Hedgehog 3 and Sonic & Knuckles.

Number of copies sold Platform Game Region Reference
4,000,000 Sega Mega Drive / Genesis Sonic 3 + Sonic & Knuckles N/A Sonic the Hedgehog Retrospective, Part 4 (Not viewable in the US.)
1,020,000 " Sonic 3 US The Magic Box - US Platinum Videogame Chart
1,240,000 " Sonic & Knuckles " "

Manuals

Sonic Retro emblem.svg Main article: Sonic the Hedgehog 3 manuals

Miscellaneous

GoodGen Version Index

  • Sonic the Hedgehog 3 (E) - European Sonic 3.
  • Sonic the Hedgehog 3 (J) [!] - Japanese Sonic 3.
  • Sonic the Hedgehog 3 (U) [!] - American Sonic 3.

Rereleases

Adaptations

To help advertise the numbered sequel both Archie Comics and Fleetway published adaptations to Sonic the Hedgehog 3, though both took very different approaches to the material. The U.S. Sonic the Hedgehog adapted the game in its 13th issue, using the 12 page story to introduce the character of Knuckles the Echidna, establishing him as the guardian of the Floating Island and the single Chaos Emerald that keeps it afloat. The U.K.-based Sonic the Comic covered its adaptation of the game in multiple issues, starting with the Sonic Summer Special 1994 and continuing into issue 33. The adaptation lasted multiple issues, culminating in issue 38. The game was also loosely adapted in the American junior novel Sonic & Knuckles by Michael Teitelbaum.

Resources




Sega Mega Drive
87 Sonic Retro Average
Based on 19 reviews
Publication Score Source
Computer & Video Games (UK) 94 №148, p34/35/36[3]Media:CVG UK 148.pdf
Electronic Gaming Monthly (US) 95
GamePro (US) 95 №56, p42-44[1]Media:GamePro US 056.pdf
GamesMaster (UK) 87 №15, p32/33/34
High Score (JP) 100
Sega Mega Drive Advanced Gaming (UK) 92 №20, p50-53
Mega (UK) 90 №18, p28/29
Mega Action (UK) 93 №11, p14/15/16/17
MegaTech (UK) 93 №27, p76/77/78/79
Mean Machines Sega (UK) 94 17
Sega Magazine (UK) 95 Feb. 1994
Sega Power (UK) 90 March 1994
Hyper (AU) 90 March 1994
Power Unlimited (NL) 93
Power Play (DE) 81
Game Players (US) 92
Sega Pro (UK) 87 #30 Pg 40/41/42/43
Sonic the Comic (UK) №19, p10/11
VideoGames & Computer Entertainment (US) 90


ROM Modification

Hacking Guides

Image Galleries

Physical Scans

Mega Drive, JP
Sonic3-box-jap.jpg
Cover
S3 md jp cart.jpg
Cart
Mega Drive, US
Sonic3 md us cover.jpg
Cover
SonicHedgehog3cart.jpg
Cart
Mega Drive, US (Mega Hit Series)
Sonic3 md us megahit cover.jpg
Cover
Sonic3 md us megahit cart top.jpg
Sonic3 md us megahit cart.jpg
Cart
Mega Drive, EU
S3-eu-box.jpg
Cover
Mega Drive, AU (Platinum Collection)
Sonic3 md au plat cover.jpg
Cover
Mega Drive, BR
Sonic3 MD BR Box.jpg
Cover
Sonic3 MD BR Cart.jpg
Cart
Mega Drive, Asia
Sonic3 md as cover.jpg
Cover
Sonic3 md as cart.jpg
Cart
Mega Drive, KR
Sonic3-box-korea.jpg
Cover

Artwork

External Links

References


Sonic the Hedgehog 3
Sonic3 title.png

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Promotional material
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Development
Hidden content (S3&K)
Bugs (S3&K)
Region coding
Hacking guide
Bootlegs

Sonic the Hedgehog games for the following systems
Sega Mega Drive

Sega Mega-CD
Sega 32X
 1991  Sonic the Hedgehog | Sonic Eraser     1992  Sonic the Hedgehog 2     1993  Sonic the Hedgehog CD | Dr. Robotnik's Mean Bean Machine | Sonic Spinball     1994  Sonic the Hedgehog 3 | Sonic & Knuckles     1995  Chaotix | Sonic Classics     1996  Sonic 3D: Flickies' Island    
Wii Virtual Console
WiiWare
 2006  Sonic the Hedgehog | Dr. Robotnik's Mean Bean Machine     2007  Sonic the Hedgehog 2 | Sonic the Hedgehog 3 | Sonic Spinball | Sonic 3D: Flickies' Island     2008  Sonic the Hedgehog (8-bit) | Sonic the Hedgehog 2 (8-bit)     2009  Sonic Chaos | Sonic & Knuckles     2010  Sonic the Hedgehog 4 Episode I