--
Sonic & Knuckles -- Plug it
in, plug it in! If you'd call S&K a stand-alone game, you'd be
very mistaken. Sure, you can play it as a stand-alone, but
what this really is is the second half of Sonic 3. I mean, the
ending to Sonic 3 was kinda...anti-climactic. What was Angel
Island's big secret? Where was the big showdown between Sonic and
Knuckles? What, exactly, is inside that huge Death Egg? Sonic &
Knuckles tells the rest of the story...
--
Story -- After interrupting the
Death Egg's relaunch at Launch Base, Sonic and Tails fly back down
to Angel Island...as does the Death Egg, this time landing smack in
the crater of an active volcano. Ground zero for Sonic and Tails,
meanwhile, are the lush mushroom forests in the center of the
island. It's there they spy Knuckles just as he exits a secret
passage. Heading in, they discover an unusual Special Stage Ring --
unusual in the fact that it's flashing multiple colors. A step
inside, and they're warped to a strange chamber with a giant green
Emerald in the center. Perhaps as a result of this giant Emerald,
the seven Chaos Emeralds they've re-collected undergo a strange
transformation...
Knuckles, by this point, is getting a little
peeved and decides it's time to stop taking down names and start
handing out punishments. So while Knuckles is doing the rounds with
Sonic and Tails, who's keeping an eye on Robotnik? The Death Egg's
pretty smashed up now, but there is one final hope for the Eggman:
the legendary Master Emerald, which keeps Angel Island afloat. This
puppy would be fuel enough for the Death Egg and then some. All
parties arrive at the same place at the same time: the Hidden Palace
Zone, resting spot of the Master Emerald. Sonic and Tails wail on
Knuckles, but it's too late...Robotnik's made his move and snatched
the Master Emerald, right in front of rad red. The farce is over and
the villain in this story is made clear. Angel Island, meanwhile,
has begun its rapid descent into the ocean without the Master
Emerald keeping it afloat. Knuckles leads Sonic and Tails to a
hidden teleport that warps them up to the floating ruins of an
ancient time: the Sky Sanctuary. There, it's a race to the revived
Death Egg, which is gaining altitude every second. Unfortunately,
Robotnik's sent back an old friend to slow their progress: it's none
other than Silver Sonic, complete with a makeover and a couple new
tricks up his metallic sleeve. After sending Silver to his final
resting spot in the crumbling ruins of Sky Sanctuary, Sonic and
Tails leap aboard the Death Egg and move in to Robotnik's control
deck.
Outer space serves as the arena for the final
showdown, on a platform outside the Death Egg. The giant mechanical
Eggman is back, this time powered by the Master Emerald. Uh-oh.
After Sonic & Tails turn the Death Egg into space junk, the Doc
makes off with the Master Emerald in the remains of his giant Eggman
mech. Not quite that easy. Transforming into Super Sonic (or Hyper
Sonic, if you got all the Super Emeralds), the blue blur gives
chase, which would not normally be a big deal except that they're
zooming the wrong way through a meteor shower. After trashing
Robotnik's escape pod, the Doc makes one final run for it in his
Egg-Mobile. (Man, is he running on Energizer or what?) Sonic lays
the smack down, reclaims the Emerald, and falls back into the
atmosphere...where he's picked up by Tails in the Tornado. After
depositing the Master Emerald back onto the island, Sonic and Tails
head off toward the horizon. As Angel Island begins its ascent,
Knuckles dashes up to the Master Emerald and sees his new friends
off with a smile and a wave. And they all lived happily ever after
until Sonic Adventure, the end! Now go to bed.
--
Gameplay Info -- As far as
straight gameplay goes, S&K is identical to Sonic 3. They run on
the exact same board, because...well, they are the same game
after all. For the doopy on the basics, check out the Sonic
3 page. The new stages (which could be seen, but not accessed
from the Sonic 3 sound test menu) are:
- Mushroom Hill -- A lush forest full of, that's right,
mushrooms of all shapes and sizes. Jump on the freaky fungi for a
boost up. Home to Butterdroid (Tefutefu), Cluckoid (Kekou),
Mushmeanie (Hidoun), Madmole (Mogumogu), and Dragonfly (Tonbaa).
- Flying Battery -- It's Robotnik's airship, but unlike Wing
Fortress, this one's mostly on the inside. Home to Blaster
(Bonbon) and Technosqueek (Chu-chu).
- Sandopolis -- It's a big, nasty Egyptian-style desert at
sunset. Act 1's not too bad on the outside world, but Act 2 finds
you playing 2D Tomb Raider inside a pyramid. Find a switch
to flick on the lights, but it never lasts long, growing
consistently darker until you pull the next light switch...which
wouldn't be so bad if there weren't these darn ghosts gaining
strength with every increasing shade of darkness. The clock, once
again, turns out to be your worst enemy in this massive Zone. Home
to Sandworm (Naaru) and Skorp.
- Lava Reef -- It's into the heart of the volcano, and Act 1
gets pretty steamy. Things cool down in Act 2 to reveal some
hidden ruins sprinkled into the stony walls. Home to Toxomister
(Puwazoon [Poison?]) and Fireworm (Anbaa).
- Hidden Palace -- It's just a dinky little area with no enemies
and a few sets of spikes as the only obstacle. At the end, though,
comes the showdown with Knuckles followed by Robotnik's big move
on the Master Emerald.
- Sky Sanctuary -- Up those crumbling ruins in the sky! A
greatly modified Silver Sonic returns to make your day miserable
with a couple of classic boss fights: the ball-swinging machine
from Green Hill and the duplicate-producing Metropolis machine.
For the final battle he performs all his same tricks from Sonic 2,
only now you've got Rings at your advantage. Home to EggRobo. (As
Knuckles, this area consists of a couple of boss fights, including
Super Silver Sonic.)
- Death Egg -- Finally get to see what this Death Egg
thing we've been hearing about since Sonic 2 is. And it's BIG. Act
1 is played on the inside while Act 2 is on the outside. Act 2 has
some serious gravity issues... Home to Spikebonker (Gaatei) and
Chainspike (Kurou). (This Zone is only playable as Sonic and
Tails, unless you use the cheaty level-select.)
- Doomsday -- It's the ultimate showdown: Super Sonic (or Hyper
Sonic) against a fleeing Robotnik in his giant Eggman mech. The
stage: outer space, against a meteor shower...cool! (This level is
only playable as Sonic, and only if you've obtained at least seven
Chaos Emeralds.)
One big enhancement is the addition of two new
bonus stages: the Slot Machine bonus and the Glowing Spheres bonus.
The Slot Machine bonus opens up when you hit a Starpost with 20-35
Rings. (It's denoted by an orange Star Circle.) It's a blast from
the past inside: they work on the same schema as the original Sonic
1 Special Stages. You're in a 360° rotating maze, complete with
Rings, bumpers, and GOAL spheres. Right smack in the middle, there's
a slot machine...pop in and make a match to score (or lose) some
Rings.
He's done pinball, he's done slot machines, now
Sonic does pachinko courtesy of the Glowing Spheres bonus, which
opens up when you hit a Starpost with 35-50 Rings (denoted by a red
Star Circle). The object is to grab all the gusto you can get on
your journey upward, while keeping one step ahead of the laser
teleport crawling up the bottom. You'll find the same "bubble" items
as in Sonic 3's gumball machine bonus, plus Rings and large glowing
spheres which act like hedgehog magnets. There are also flippers on
the sides and various bumpers scattered around the middle.
There are also seven brand new Special Stages
following the Sonic 3 formula...and they're even tougher than the
first set. New to the mix are yellow spheres, which act like springs
and send you flying ahead five squares.
When playing S&K alone, you can choose to
play as either Sonic or Knuckles. Although the levels they play are
mostly the same, each has access to certain areas and bosses the
other can't reach. It should also be noted that while Knuckles' game
is shorter, it's much more difficult. Sonic's got the exact same set
of moves sported in Sonic 3, while Knuckles has his own unique
abilities: gliding and climbing. Too bad his jump is somewhat
shorter than Sonic and Tails'...
Okay, that's all good and well, but the
real beauty of S&K comes when you pop open the top and
suggestively "Lock-On" another game. Stick Sonic 3 up there, and you
get Sonic 3 & Knuckles...the real deal, baby! Thirty-two
whopping megs of Sonic goodness. When locked-on with Sonic 3, you
can use 3's save feature (which is absent from the stand-alone
S&K)...with three added slots, making a total of nine game saves
(which turned out to be just enough for me, ya know). Also,
now you can play as Knuckles in the Sonic 3 levels and Tails in the
S&K levels! All three characters have access to their own unique
areas the others cannot reach. You'll also note that some of the
object placement in the Sonic 3 levels has changed slightly. Oh, and
don't worry if you've already got a cleared Sonic 3 save...lock
S&K on and you'll find your save ready to roll in Mushroom Hill!
Then there's the Special Stages...obtain all
seven Chaos Emeralds in Sonic 3, then Lock-On to S&K to gain
access to the Super Emerald stages. You lose all your Chaos Emeralds
(and your ability to transform into Super Sonic), but your reward
for collecting all seven Super Emeralds is even greater: Sonic
becomes Hyper Sonic, Knuckles becomes Hyper Knuckles, and even Tails
becomes Super Tails. As Hyper Sonic, you've got the Hyper Dash,
which is like a double-jump that also destroys all the Badniks
on-screen. Every time Hyper Knuckles claws into the side of a
platform, the screen quakes and all the on-screen baddies go
bye-bye. Super Tails gets the assistance of four Super Flickies, who
track and destroy any Badniks in the vicinity. Sweet!
There's even more goodness to be had when you
pop yer old Sonic 2 cart on top: you can now play as Knuckles in all
the Sonic 2 levels! Aw yeah, that's what I'm talkin' about!
You'll find some new items at odd places that only Knuckles can
reach, so it pays to explore the nooks and crannies you could never
get to before. (But what the HECK is up with the gray shields?)
Hey, the fun don't end there! Pop on just about
any Sega Genesis cartridge in existence and you'll gain access to a
randomly-generated S3&K-style Special Stage! You get an extra
special treat when you Lock-On the original Sonic 1: unlimited
randomly-generated Special Stages! And they're even harder than the
original fourteen. (Dear God, have mercy.) Now that's what I call
some serious-ass bang for the buck.
--
Screenshots --
-- Lock-On
--
--
Codes & Cheats --Level-Select: Start
a normal game as Sonic or Knuckles. Grab onto one of the pump
elevators in the Mushroom Hill Zone, and bring it to the top. While
still hanging on, press: Left, Left, Left, Right, Right, Right, Up,
Up, Up, START. You should hear a Ring chime. (NOTE: This trick does
not work with Sonic Jam.)
Secret Special Stages: Lock-On Sonic & Knuckles with
just about any Sega Genesis game cartridge. You should get a screen
with an off-color Sonic, Tails, Knuckles, and Robotnik. The
scrolling message "No way! No way! No way! No way?" should appear at
the top of the screen. Press A+B+C to play a secret Special Stage.
Unlimited Special Stages: For unlimited hidden stages,
Lock-On Sonic & Knuckles with Sonic 1. A screen should appear
with a properly colored Sonic, Tails, Knuckles, and Robotnik. The
message "No way! No way! No way! No way?" will scroll at the top of
the screen. Press A+B+C to get a password and some instructions.
Hope you've got alot of time on your hands!
Sonic 2 & Knuckles Level-Select: When Sonic &
Knuckles is "Locked-On" with Sonic 2, you can access a level-select
by pressing the following sequence at the title screen: Up, Up, Up,
Down, Down, Down, Left, Right, Left, Right, A + START. You'll hear a
Ring chime if you've done it correctly. Now you can select your Zone
as Knuckles.
Sonic 2 & Knuckles Construction Mode: At the Sound
Test on the level-select screen, play the following tracks: 1, 9, 9,
4, 1, 0, 1, 8. You should hear a Ring chime if you've put the code
in correctly. Now hold down "A" and select your Zone. Controls are
as follows:
A = Changes highlighted item. B = Toggles between items
and Sonic. C = Places highlighted item. Pause and
press A to reset. Pause and hold B for slow-motion. Pause and hold C
for pixel-by-pixel movement.
Sonic 3 & Knuckles Level-Select: When Sonic &
Knuckles is "Locked-On" with Sonic 3, start a normal game as any
character. Grab onto one of the swinging vines in the Angel Island
Zone and press: Left, Left, Left, Right, Right, Right, Up, Up, Up,
START. You should hear a Ring chime. (NOTE: To get this trick to
work with Sonic Jam, simply pause the game and select
"Restart Game". You should be brought back to the title screen. Now
select the third "Sound Test" option.)
Level-Select: (Sonic & Knuckles Collection)
Choose "Sonic & Knuckles", then choose any character and go to
the Angel Island Zone. Grab onto one of the swinging vines and
press: Left, Left, Left, Right, Right, Right, Up, Up, Up. You should
hear a Ring chime. Now return to the title screen and select the new
"Sound Test" option.
Information compiled and arranged by Jared "Green Gibbon!" Matte. Make
no mistake, this site is a part of SonicNEXT. All Sonic
related materials are copyright Sega
Enterprises. SonicNEXT is created by Zifei Wu. Space provided by
VGHQ.com. I'm just an untouched S&K cart waiting to plug into my
very first Sonic
3...
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