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Sonic the Hedgehog 3 -- This is
the big one, kids: the pinnacle of Sonic's previous life in the
world of two dimensions. For my money, the combined package of Sonic
3 & Knuckles is the best 2D platformer ever, and the culmination
of the entire 2D era. There are those who argue that Sonic CD
is the ultimate 2D Sonic game, but to me, it lacks the speed and
in-your-face grace that comes as a result of Yuji Naka's magical
touch. (But don't misread that and think I don't adore Sonic CD.)
Sonic 3 is the true evolution of the series and frankly, I
don't think it could get much better than this on the 16-bit level.
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Story -- The story picks up
right on the heels of Sonic 2. After knocking Robotnik's Death Egg
out of the sky, Sonic and Tails race for the crash site: a
mysterious floating island. As soon as Super Sonic dashes into the
neighborhood, however, he's given a rude greeting by the local
welcoming committee...which consists solely of Knuckles the Echidna.
Knuckles socks the seven Chaos Emeralds clean out of Sonic's grasp
and makes off with the precious stones before Sonic can say: "How do
I get to South Island from here?" The fact is that Dr. Robotnik has
duped rad red into believing that Sonic and Tails are the villains.
Being the guardian of Angel Island and its BIG secret, Knux
immediately goes about giving the intruders a hard time. While Sonic
and Tails are preoccupied with Knuckles, Robotnik's busy repairing
the Death Egg, as well as investigating a few of Angel Island's
secrets...
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Gameplay Info -- It's 35% Sonic
1, 35% Sonic 2, 30% new stuff, and 100% awesome! Naturally, you're
still running from one side of the level to the other in under ten
minutes, doing the usual Ring collecting and whatnot. But the levels
this time are HUGE. No more dashing past the Bonus Panel in under 30
seconds, plan to spend minutes upon minutes exploring the intricate
environments. Forget the Badniks and obstacles, the time limit
frequently proves to be your biggest enemy in Sonic 3.
The Spin Dash is back, the Peel Out is gone;
but there's another new move in Sonic's arsenal: the Insta-Shield.
For a split second, it protects Sonic from taking damage as well as
increasing his attack radius. Tails is also playable, and can now be
commanded to fly at will, giving him access to several areas which
Sonic cannot reach. (This ability transfers to swimming when
underwater.) When playing Sonic and Tails together, Tails can give
Sonic a lift, although he can't fly quite as far with his
hedgehogness in tow. (And trying to swim with Sonic obviously
doesn't work...)
This time, instead of spinning the Bonus Panel
at the end of each Act, it falls from the top of the screen. Bounce
it around for points, and if it lands at the right spot, an item
will pop up. Uh...but don't think getting to the Bonus Panel will be
as easy as it used to. New to the Sonic mix are sub-bosses:
Robotnik's toughest Badniks. Like bosses, they take eight spins a
piece.
If you've got 50 Rings when you whack a
Starpost, that lovely Star Circle will spin around above it. Jump in
and you're flashed away to the bonus stage, a giant gumball machine
that doesn't need quarters! No bubble gum anywhere, but plenty of
goodies for the taking so long as you've still got springs to bounce
off:
- Barrier Shield -- Balls with a "B" on them. Blue signifies a
Water Shield, red denotes a Flame Shield, and tan scores you a
Lightning Shield.
- Spring Barrier -- Balls with the phrase "REP" on them. It
replaces the springs at the bottom of the pit.
- Super Ring -- Worth ten Rings
- 1Up -- You get an extra chance
- Bumper Gumball -- They bounce you back, then pop
- Clear Gumball -- Nothing happens
The giant Rings return as the Special Stage
gates, only this time you can find 'em hidden all over each level,
and you don't need 50 Rings to get in. They're still 3D, but gone
are the half-pipes...now you're running over checkered mini-planets,
with the object being to tag all the Blue Spheres. Once you've
tagged a bluey, it turns red...touch a Red Sphere, and you've blown
it, buddy. White spheres with stars on 'em serve as bumpers. If you
circle in a group of Blue Spheres with Red Spheres (usually done by
running around the edges of a square of blueys), they'll all turn
into Rings. Collect all the Rings in a stage to score a Perfect and
gain a continue. Once you've cleared all the blue spheres, you're
rewarded with one of those pretty rocks, the Chaos Emeralds. Be
careful as you advance, though...the longer you spend in a stage,
the faster Sonic runs...
The new levels consist of:
- Angel Island -- Starts off nice and pretty in a lush
rainforest...until Robotnik nukes the whole thing halfway through
Act 1. From that point on, the level is a giant tropical inferno,
home to: RhinoBot, Monkey Dude, Bloominator, and Catakiller Jr.
- Hydrocity -- You're in a massive underground (and mostly
underwater) arena or something. Home to Turbo Spiker, Bugernaut,
Jawz, Blastoid, Mega Chopper, and Pointdexter.
- Marble Garden -- There's all kinda steep slopes and cool
gadgets scattered around these mountainous ruins. Tunnelbot pops
up here and there to get the Earth a-quakin'. Home to Mantis,
Spiker, and Bubbles.
- Carnival Night -- It's like Casino Night, except it's a
massive, colorful carnival rather than a casino (hence the name).
There's not much pinball action going on, either, but it's darn
freaking MASSIVE. The clock is your biggest enemy. Home to Batbot,
Clamer, and Blastoid.
- IceCap -- The first frosty Zone in Sonic history (if you don't
count Ice Cave from Arcade). Act 1 sees Sonic blasting in on a
snowboard, and is mostly in icy caverns. Act 2 is mostly out on
the slopes, but a good portion is still below the surface. Home to
Penguinator and Star Pointer.
- Launch Base -- The station for the Death Egg's reparation.
It's halfway underwater as well. Home to Orbinaut, Corkey, Snale
Blaster, and Ribot.
Sonic 3 also
introduced a Sonic first: the save feature, capable of holding six
games at once! The classic five-flavor assortment of items is here,
along with a few newbies:
- Super Ring -- Worth 10 Rings
- Invincibility -- Makes you invincible for a short time
- Power Shoes -- Temporarily raises your speed
- Flame Shield -- Protects from one hit; repels projectile
attacks; absorbs all fire damage; enables the Fireball Spin Dash
(only as Sonic); dissipates in water
- Water Shield -- Protects from one hit; repels projectile
attacks; allows breathing underwater; enables the bubble bounce
attack (only as Sonic)
- Lightning Shield -- Protects from one hit; repels projectile
attacks; attracts Rings like a magnet; enables the double jump
(only as Sonic); dissipates in water
- 1-Up -- Gives you an extra chance
- Robotnik -- You take a hit!
The two-player versus mode returns, this time
sporting its own original Zones to dash through. Unfortunately,
they're incredibly short...just little courses with some obstacles
and stuff, but at least they aren't distorted like the Sonic 2 set.
Three laps across each decides the winner. Players can choose
between Sonic, Tails, or Knuckles, but the difference between racers
is minimal. (Sonic is fastest, Tails can fly, Knuckles can stop on a
dime.) The five versus Zones are: Azure Lake, Balloon Park, Chrome
Gadget, Desert Palace, and Endless Mine. Set items on, and you'll
run across the following goodies & baddies circling in the air:
- Ring -- You get a Ring
- Banana Peel -- Drop it on the course to slip up your opponent
- Power Shoes -- Temporarily raises your speed
- Gray Shoes -- Temporarily reduces your speed
- Badnik -- Sends a speedy Badnik dashing across the ground
There are three ways to play versus
mode: Grand Prix Mode, a race across all five courses against an
opponent or the clock. Match Race, a race across the course of your
choice against an opponent or the clock. Time Attack, a one-player
practice race against the clock. You'll discover that certain
characters work better in different courses...
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Screenshots --
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Behind the Screens -- Like
Sonic 2 before it, Sonic 3 was developed primarily by American-based
Sega Technical Institute, with Yuji Naka leading the way. Released
on Groundhog Day in the states ("Hedgehog Day"), it met with the
ultimate promotion: a Happy Meal deal from McDonald's. (When your
character's in a Happy Meal, you know you've hit the big time.)
Unfortunately, it never hit the nerve that
Sonic 2 did, and the hedgehog hype only began rolling downhill from
here.
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Codes & Cheats --Level-Select: When
the Sega logo comes up, just after the "Sega" theme is chanted and
the screen begins to turn black, quickly press: Up, Up, Down, Down,
Up, Up, Up, Up to the beat of the drums. You should hear a Ring
chime if you've done it correctly. A new Sound Test option should
appear at the title screen. (Press up with the "1 Player" option
highlighted or down with the "Competition" option highlighted to
access the new "Sound Test" option.)
Construction Mode: Input the level-select code. Hold down
A when selecting 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 single-pixel movement.
Auto Super Sonic: Input the level-select code. At the new
Sound Test, play the following tracks: 1, 3, 4, 2, 4, 5, 6. You
should hear a Ring chime. Select your Zone. Grab atleast 50 Rings,
jump into the air, and press A, B, or C.
Secret Special Stage: Input the level-select code. At the
new Sound Test, play the following tracks: 1, 3, 5, 7. You should
hear a Ring chime. Highlight Special Stage 2 and hold A while
pressing Start.
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Trivia --
- The English instruction manual was written by Jason Rich, who
had previously written the unauthorized Sonic 1 and 2 strategy
guides.
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. Echidna, also known as the "spiny anteater." *blinks*
Knuckles eats ants? No wonder he's so cranky all the
time.
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