Sonic 3 and Knuckles: Difference between revisions

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[[File:Sonic3_title.png|frame]]
[[File:s-k-title.png|frame|[[Giving Someone the Pointer Finger|It's not polite to point, Sonic.]]]]
 
 
[[Sega]]'s third 16-bit entry in the ''[[Sonic the Hedgehog]]'' series, and the followup to the wildly popular ''[[Sonic the Hedgehog 2]]'', was so epic that time and hardware constraints forced them to [[One Game for the Price of Two|split it into two separate games]]:
 
''Sonic the Hedgehog 3'', released February 2, 1994, covered the first half of the game, with gameplay as Sonic, Tails, or both. Knuckles the Echidna, the final member of Sonic and Tails' [[Power Trio]], made his debut in this game, but as an antagonist rather than a playable character.
 
''Sonic & Knuckles'', released October 17th that same year, covered the second half of the game, including Knuckles' [[Heel Face Turn]], and allowed gameplay as either title character (but not Tails).
 
The game also featured "Lock-on Technology"--: a slot on top of the cartridge, in which another Mega Drive / Genesis cartridge could be inserted. By connecting the ''Sonic 3'' and ''Sonic & Knuckles'' cartridges this way, the two could be played as one complete story, ''Sonic 3 & Knuckles'', with all three characters playable for the entirety, as was originally intended.
 
When playing as Sonic or Tails, the plot picks up right where the Genesis ''Sonic 2'' left off. Dr. Ivo "Eggman" Robotnik's Death Egg, just recently destroyed by Sonic, crash lands on the mysterious Angel Island (or Floating Island, as the American game manuals called it). Sonic and Tails follow, intending to stop Robotnik from rebuilding the Death Egg. Not one minute after landing, Sonic gets a face full of fist, courtesy of the island's native inhabitant: Knuckles, the last surviving Echidna and protector of the Master Emerald whose power keeps Angel Island aloft. Knuckles is convinced that Sonic is a thief who intends to steal said Emerald. Why? [[Horrible Judge of Character|Because Robotnik told him]].
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The plot of Knuckles' game covers most of the same levels as Sonic's, and features Knuckles fighting one of Robotnik's EggRobos--rather than the Doc himself--piloting souped-up versions of the level bosses. This culminates with a battle in the clouds against a Master Emerald-powered Mecha Sonic. It's a bit unclear ''when'' this all occurs in relation to the plot of Sonic's game. Official sources, such as the game manuals, imply that both plots occur simultaneously. However, [http://info.sonicretro.org/Sonic_3_%26_Knuckles_chronology_and_endings in-game details appear to contradict this], and suggest that Knuckles' plot begins shortly after the end of Sonic's plot.
 
The gameplay represented further [[Sequel Escalation]] compared to ''Sonic 2'': Thethe top speeds were even faster, the levels were even larger, and for the first time ''every'' Act featured a boss fight.<ref>Although, if you play as Knuckles, you get to skip the Carnival Night and Lava Reef main bosses, and Hidden Palace is just an interstitial breather.</ref> There was more focus on plot as well--: Knuckles' antagonism towards Sonic and Tails was shown through a number of in-level, wordless cut scenes, and every level ends with a brief scene of the characters traveling to the next level.
 
A number of game mechanics made their ''Sonic'' debut here as well, such as a game save feature and specialized shields. The Special Stages from ''Sonic 2'', where the Chaos Emeralds could be won, were revamped, and three different Bonus Stages were introduced, where extra rings and powerups could be collected. [[Cast Speciation]] (first introduced in the previous year's 8-bit title ''[[Sonic Chaos]]'') was further developed: Sonic could make use of a brief, midair "Insta-Shield", and do a special attack while having one of the shields (a double-jump with the lightning shield, a bounce attack with the bubble shield, a fiery charge attack with the fire shield);, Tails could fly (by himself or while carrying Sonic) and swim;, and Knuckles could glide and climb sheer walls, but couldn't run as fast or jump as high as Sonic.
 
''Sonic & Knuckles''' lock-on technology also worked with the ''[[Sonic the Hedgehog 2]]'' cartridge, allowing you to play ''[[Exactly What It Says on the Tin|Knuckles the Echidna in Sonic the Hedgehog 2]]''. The developers attempted to implement a similar feature with the original ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'', but found [[Game Breaking Bug|that Knuckles' color palette was incompatible with the game's]] (though a [[Game Mod|fan hack]] eventually proved that Knuckles could indeed be implemented in ''Sonic 1''). Instead, combining the two cartridges gives you the ''[[Blue Sphere]]'' minigame, with many, many, many, many, many, ''many'' [[Overly Long Gag|(did we mention many?)]] variations on the Special Stage.
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{{tropelist}}
* [[Action Bomb]]: [http://info.sonicretro.org/Iwamodoki Iwamodoki].
* [[Advancing Boss of Doom]] / [[Advancing Wall of Doom]] / [[Descending Ceiling]] / [[Auto-Scrolling Level]] / [[Get Back Here Boss]] / [[Rise to the Challenge]]: There's a higher concentration of "keep moving or die!" scenes here than in any other ''Sonic'' game.
** The auto scrolling scene with the bomber airship in Angel Island Zone Act 2.
** The wall of doom in Hydrocity Zone Act 2.
** The collapsing ceiling/rising floor/whatever the hell Eggman's drill-mech does to the landscape in Marble Garden Zone Act 2.
** The rising water level in Knuckles' version of Launch Base Zone Act 2.
** The auto scrolling boss fight in Mushroom Hill Zone Act 2 (Andand the page image for [[Get Back Here Boss]]).
** The crumbling airship in Flying Battery Zone Act 2.
** The rising sand sequences in Sandopolis Zone Act 2. The boss of the level is an advancing sphinx-mecha, which crushes you against a wall if you take too long to defeat it.
** The pre-boss fight forced-scrolling scene in Lava Reef Zone Act 2.
** Robotnik's screen-filling, inexorably advancing mecha in Death Egg Zone Act 2. After defeating it, you chase Robotnik's Eggmobile, carrying the Master Emerald, while the platform collapses behind you.
** The entirety of Thethe Doomsday Zone.
** One of the three bonus levels features this, with a glowing, upward-climbing double helix that ends the level if you touch it.
* [[Airborne Aircraft Carrier]]: Flying Battery Zone;: the Flying Battery also tries to bomb Sonic in Angel Island Zone.
* [[Airborne Mook]]: [http://info.sonicretro.org/Catakiller,_Jr. Caterkiller, Jr.], [http://info.sonicretro.org/Buggernaut Buggernaut], [http://info.sonicretro.org/Jawz Jawz], [http://info.sonicretro.org/Bubbles Bubbles], [http://info.sonicretro.org/Bubbles Batbot], [http://info.sonicretro.org/Star_Pointer Star Pointer], [http://info.sonicretro.org/Flybot767 Flybot767], [http://info.sonicretro.org/Orbinaut Orbinaut], [http://info.sonicretro.org/Butterdroid Butterdroid], [http://info.sonicretro.org/Dragonfly Dragonfly], [http://info.sonicretro.org/Hyudoro Hyudoro], [http://info.sonicretro.org/Fireworm Fireworm], [http://info.sonicretro.org/Eggrobo Eggrobo], [http://info.sonicretro.org/Spikebonker Spikebonker], and [http://info.sonicretro.org/Chainspike Chainspike].
* [[Always Over the Shoulder]]: The bonus stages.
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* [[Bedsheet Ghost]]: In Sandopolis Zone Act 2.
* [[Berserk Button]]: The second stage of the Death Egg Zone's miniboss seems to have one: it will start spinning a pair of spiked platforms extremely rapidly while firing off a massive laser beam if you attack it.
* [[Big Boo's Haunt]]: Act 2 of Sandopolis;: the ghosts will pester you (eventually hurting you) constantly if you [[Blackout Basement|don't keep the lights on]].
* [[Blackout Basement]]: Carnival Night Zone Act 2 (for Sonic and Tails), and Sandopolis Zone Act 2.
* [[Bonus Stage]]: Unique among ''Sonic'' games for having two types:
** "Special Stages:": A 3D maze where you must "Get Blue Spheres". Finishing earns you a Chaos Emerald. Accessible via giant rings hidden in the levels.
** "Bonus Stages:": Stages for collecting rings and powerups. Accessible via a circle of stars that appear if you pass a [[Check Point|star post]] with 20 or more rings.
* [[Boss-Only Level]]: The Doomsday Zone. Technically applies to the Death Egg and Lava Reef bosses as well, if only by programming. Knuckles's version of Sky Sanctuary also qualifies, as it consists of his last two bosses and no platforming whatsoever.
* [[Boss Rush]]: Sky Sanctuary Zone.
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* [[Build Like an Egyptian]]: Sandopolis Zone Act 2.
* [[Cast Speciation]]: Back in ''Sonic 2'', Sonic and Tails controlled the same way. Here, the player can actually make Tails fly to skip platforming areas. Meanwhile, Sonic can trivialize quite a few tough enemies and bosses with the invincibility on his Insta-Shield. On top of that, the elemental shields grant him useful mobility options. Like Tails, Knuckles' gliding and climbing abilities make him useful for platforming, but his low jump can make certain spots more difficult to overcome. The lowered jump height of Knuckles is actually used to seal off Sonic/Tails-only parts of levels, while the reverse is often accomplished via gliding or wall climbing.
* [[Comic Book Adaptation]]: In both ''Sonic'' comics:
** [[Sonic the Hedgehog (comics)|The Archie comic]] had a short adaptation of ''Sonic 3'' in issue #13, and also a 48-page special based on ''Sonic & Knuckles''. Neither story actually featured the Death Egg (as that was saved for a later mini-series).
** ''[[Sonic the Comic]]'' had Robotnik's second Death Egg being stuck on the Floating Island for the span of about 19 issues, the first four of which adapted the plot of ''Sonic 3'', and the last five of which were based on the closing levels of ''Sonic & Knuckles''.
* [[The Computer Is a Cheating Bastard]]:
** Inverted,: in Hidden Palace Zone, Sonic can be airlifted by Tails to a hidden area where there are 30 extra rings. With those and the other rings that aren't hidden, Sonic can turn into Hyper/Super Sonic for the Knuckles battle.
** Worse when Tails transforms, as any boss or enemy (except Knuckles) will get pecked to death by Tails's [[Feathered Fiend|Super Flickies]].
** Without the 7 Chaos/Super Emeralds, however, Knuckles plays this straight;: Hishis spin jumps and spin dashes take priority over Sonic's, and he can block your spindashes by crouching. [[Captain Obvious|You can't block his]]. When he's attacking with a glide, however, you can hit him nearly anywhere that isn't his fists. [[Good Old Fisticuffs|Oh, and he can punch you in the face if you walk too close to him, and he's not attacking you]].
* [[Continue Your Mission, Dammit!]]:
** See [[Idle Animation]], but also, after Knuckles lowers the bridge for you in Sky Sanctuary Zone, ducking next to him makes him look at your character and wave his arm, as if telling you to go on without him.
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* [[Difficult but Awesome]]: The instashield of Sonic's. Slightly increases the range at which you can hurt enemies, and allows you to phase though things like projectiles, invincible enemies and other terrain hazards. It only lasts a split second though, so good timing is an absolute must.
* [[Difficulty by Acceleration]]: Used in the bonus stages.
* [[Divergent Character Evolution]]: Tails played like a [[Palette Swap|Palette Swapped]] Sonic in the last game. He begins to diverge here;: his speed and jump height have been reduced ever-so-slightly compared to Sonic, but players can now control his ability to fly. Although as a trade-off to this awesome ability, Tails can't take full advantage of the shields (i.e. the extra jumps they give Sonic), and he doesn't go super until he collects both the chaos emeralds and the super emeralds.
* [[Dual Boss]]: The Launch Base [[Mini Boss]] for Knuckles.
* [[Dummied Out]]: Much of Knuckles' content is present in the ''Sonic 3'' cartridge, but can't be accessed without attaching it to the ''Sonic & Knuckles'' cartridge. Also happens in reverse: Inin the combined game, when you play Launch Base Zone (the final level of ''Sonic 3'') as Sonic or Tails, the game skips over the original final boss of the level ([[Wasted Song|including the awesome ending music]], sniff). Though you do still fight it if you play as Knuckles.
** The standalone ''Sonic 3'' cartridge has the ''SSonic & KKnuckles'' miniboss music dummied out, you can hear it during the Hydrocity Act 1 boss fight if you wait until the drowning music starts, then jump out of the water.
** Another reversed example: The infinite oxygen of the bubble shield is useless in the standalone ''Sonic & Knuckles'', as it does not contain a single underwater section.
** The S''Sonic &K Knuckles'' music is also in the S3''Sonic 3'' cartridge... all of it. In the sound test, most of the zone music that exists in track 09 onward is from S''Sonic &K Knuckles''. So itsit's dummied out in that itsit's not used, but itsit's still in the cartridge.
* [[Eleventh-Hour Superpower]]: Sonic goes into [[Super Mode]] to fight the [[Perfect Run Final Boss]]. Though it's less of an [[Ass Pull]], because the player could use the same super mode in any earlier level of the game, and the requirements to fight it are collecting all of the [[Green Rocks]] that let you turn into [[Super Mode]]. In most subsequent games, the [[Super Mode]] is only used for [[True Final Boss|True Final Bosses]].
* [[Endless Game]]: ''[[Blue Sphere]]''.
* [[Eternal Engine]]: Flying Battery Zone, Death Egg Zone. Also Chrome Gadget from the 2-player mode.
* [[Every Ten Thousand Points|Every Fifty Thousand Points]]: You are awarded an extra life every 50,000 points.
* [[Everything Is Even Worse With Sharks]]: Inverted. The "Jawz" Mook you face in Hydrocity is arguably the easiest enemy to beat in the entire zone. It slowly propels itself horizontally from offscreen, and while it has a tendency to appear suddenly and in groups, it can be hit anywhere with a spin attack or jump attack. The inversion is that Jawz appears exclusively in the second act, while the [[Goddamn Bats|much more bothersome Buggernaut]] appears exclusively in the first act. Hence, Hydrocity is actually ''better'' with sharks!
* [[Evil Knockoff]]: Mecha Sonic. Ironically, in the first two fights, he uses Robotnik's tactics by reusing boss machines from previous games. In Knuckles's playthrough, he's the [[Man Behind the Man]] and final boss.
* [[Face Ship]]: The Death Egg, which has Eggman's face on it.
* [[Floating Continent]]: The setting of the game, although it got knocked out of the sky by the Death Egg's crash landing prior to Sonic's arrival. It gets raised at the end of Sonic's story path and remains afloat throughout Knuckles's {{spoiler|until Mecha Sonic steals the Master Emerald}}.
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** After the Angel Island Zone is set on fire, there isn't really any dramatic change to the gameplay to indicate that the zone's on fire. No coming face-to-face with flaming walls or anything. It has basically no gameplay effect whatsoever, aside from one zip line that cuts off fairly quickly because a small section of it is burning halfway down.
** Knuckles shuts off the lights in Carnival Night, but aside from raising the water level for all of 30 seconds, it seems to do nothing except show off how much of a prick he is. You turn the lights back on a little bit later.
* [[Gotta Catch Em All]]: In ''Sonic 3'', there are 7 Chaos Emeralds to collect, and getting all of them lets you use the first [[Super Mode]] (unless you're playing as Tails). Later, once you get to the ''Sonic & Knuckles'' levels, you can power up the gems into the Super Emeralds... and collect them again, for a total of 14 emeralds. Getting the second set lets you use your character's hyper form.
* [[Gravity Screw]]: Used extensively in Death Egg Zone, as well as the anti-gravity platforms in Carnival Night.
* [[Green Rocks]] / [[Mineral MacGuffin]]: The Master Emerald and the various Chaos Emeralds.
* [[Guide Dang It]]: There is one point in Carnival Night Zone, Act 2, where a red-and-white barrel (the Barrel [[Doomy Dooms of Doom|Of Doom]]!) is blocking the path. The only way to proceed is by standing on the barrel and pressing up and down on the D-pad as the barrel wobbles. There's nothing in the game itself to suggest this.
* [[Hailfire Peaks]]:
** Angel Island is equal parts [[Green Hill Zone]] and [[Jungle Japes]]. Only after a certain point it's [[Incendiary Exponent|ON FIRE]].
** Sandopolis Zone is a [[Big Boo's Haunt|Haunted]] [[Temple of Doom]] in [[Shifting Sand Land]].
** Lava Reef Zone starts off as a straight volcano level,; then in Act 2, the lava cools off and there's white crystals everywhere.
** Sky Sanctuary is a [[Floating Continent|castle floating]] among the [[Bubbly Clouds]].
* [[Hand Wave]]: What the instruction manual does in regards to certain glitches, where [[Mercy Invincibility]] could cause you to get stuck in certain places and be forced to reset the console, [[Blatant Lies|handwaving]] them as one of the "many diabolical traps" set up by Robotnik.
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** The boss of Marble Garden Zone Act 2, which is fought by having Tails fly Sonic to chase after it.
** All the final bosses.
* [[Hoist by His Own Petard]]: This is how about half the bosses in ''Sonic & KnucklesKnuckle''s are defeated.
* [[Homage]]: The item monitors strongly resemble [[wikipedia:File:Macintosh 128k transparency.png|Apple Macintosh computers]].
* [[Horrible Judge of Character]]: Knuckles believes [[Obviously Evil]] Eggman's claims that Sonic and Tails are the bad guys.
* [[Hub Level]]: The area where the Master Emerald is kept becomes sort of a Hub [[Bonus Level]] when playing the second half of the linked game; entering a giant ring sends you there, where you can choose which Super Emerald you'll try to obtain.
* [[Human Cannonball]]: A common level feature in Carnival Night Zone.
* [[Humongous Mecha]]: Robotnik uses one at the end of ''Sonic & Knuckles''.
* [[Idle Animation]]:
** As in the previous games, Sonic will [[Breaking the Fourth Wall|look at the player]] and tap his foot impatiently if the player does nothing for several seconds, occasionally pointing in the direction he's currently facing.
** Tails will stare at the player and occasionally yawn.
** Knuckles will start boxing impatiently.
* [[Immediate Sequel]]: To ''[[Sonic the Hedgehog 2]]''.
* [[Inconveniently-Placed Conveyor Belt]]: Hydrocity Zone, Death Egg Zone.
* [[Infinite 1-Ups]]: Those alarm lights that trigger flying enemies in Launch Base Zone. Hold down a spin dash in one of those alarms, and a constant stream of enemies will fly right into you and be destroyed. The score given for the chain of hits eventually results in one life being granted every ''3 seconds'', and even if you die by time out, since it's before the first checkpoint, you can just walk back there and do it again.
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* [[Mirror Boss]]: Knuckles if you play as Sonic and/or Tails, though he's [[Breather Boss|ridiculously easy to beat]]. He is pretty much the same Knuckles you can play as, with the additions of a punch attack and the ability to block by ducking. He even takes [[Collision Damage]], though trying to walk into him will just get you punched. But you can stand in front of him and get Tails to walk into him from behind if playing as Sonic and Tails. Tails takes damage too, but he's invincible (in 2P mode). If Knuckles drops from a glide on your head, only he'll take collision damage.
* [[The Missingno]]: Blue Knuckles, and his even glitchier [[Super Mode]].
* [[Mission Pack Sequel]]: ''Sonic & Knuckles'' to ''Sonic 3''.
* [[Mobile Factory]]: The Flying Battery Zone.
* [[Mutually Exclusive Powerups]]: The three shields.
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* [[No One Should Survive That]]: Par for the course with Dr. Robotnik. Upon being defeated in Lava Reef Zone, his craft is [[Lava Pit|engulfed in lava]] (which instantly hardens).
* [[Nostalgia Level]]:
** Hidden Palace Zone is a treat for those who had been wondering about that level [[Dummied Out|that only existed as a song in the options menu]] of ''Sonic 2''. The giant ceiling laser from Flying Battery Zone is clearly a reference to [[That One Boss]] from ''Sonic 2'''s Wing Fortress Zone. In Sky Sanctuary Zone, you fight a rehash of the wrecking-ball boss from ''Sonic 1'''s Green Hill Zone, and the boss with the spinning things from ''Sonic 2'''s Metropolis Zone. <ref>Interestingly, the slight alterations of sprite proportions and game physics made both fights rather different from the originals. The Green Hill boss was originally a [[Warmup Boss]]; here, he's rather harder to damage without hitting the wrecking ball on the rebound. The original Metropolis boss could only be safely hit at one point in his attack pattern; here, the boss is significantly easier because he can ''also'' be damaged while he's at the top of the screen doing nothing.</ref>
** Flying Battery's mid boss is also a Wing Fortress reference: Aa laser cannon that shoots giant beams of destruction while two pillars of light keep you trapped inside. The spiked platforms are conspicuously absent, though.
** Marble Garden's mid-boss uses a burrowing attack based on [[Sonic the Hedgehog 2|Mystic Cave's]] boss.
* [[One Game for the Price of Two]]
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* [[Power Floats]]: Super Mecha Sonic. Both of Sonic's super forms also hover above the ground when they're at full speed.
* [[Puzzle Boss]]: Many.
** Carnival Night Act 1: Youyou hit the boss to make it expose its weak point, but the actual damage is done when the bouncing spike platform collides with it.
** Flying Battery Act 1: Youyou trick the boss into hitting itself.
** Flying Battery Act 2: Thethe mini-boss is a laser in the ceiling; you dodge it until it completely tears up the airship.
** Sandopolis Act 1: Youyou beat it by knocking it or luring it into a quicksand pit.
** Lava Reef Act 2: Youyou survive until Robotnik's own attacks destroy his machine.
** Death Egg Act 2: Youyou defeat the first boss by manipulating gravity to hit it with its own mini-bots.
*** You can also spin-dash at a minibot that has its spikes stuck in the [[Gravity Screw|floor/ceiling]] to catapult them at the boss.
** Doomsday Zone: Youyou maneuver so the Robotnik-mecha's own missiles hit it in the face.
* [[Quicksand Sucks]]: Sandopolis Zone, and Desert Palace Zone from the 2-player mode. Also, Marble Garden Zone featured tar-like stuff that behaved the same way as the other examples of quicksand.
* [[Recurring Riff]]: The "Level Clear" music from this game has been reused by many other ''Sonic'' games, and even shows up as Sonic's victory music in ''[[Super Smash Bros.]] Brawl''.
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* [[Spell My Name with an "S"]]: So, is the Special Stage game you get when locking on ''Sonic & Knuckles'' with ''Sonic 1'' called ''Blue Sphere'' or ''Blue Sphere'''s'''''?
* [[The Spiny]]: There are a few of them.
* [[Spiritual Successor]]: Flying Battery Zone to Wing Fortress Zone from ''Sonic 2''. Carnival Night Zone would ''appear'' to be this to Casino Night Zone from the name, but besides being brash and colourfulcolorful levels, they don't share much in detail.
* [[Stalactite Spite]]: The stalactites and icicles in Lava Reef Zone and Ice Cap Zone, respectively.
* [[Stalked by the Bell]]: In Sandopolis Act 2, ghosts start to appear as lights in the level go out, and will start attacking unless the player continues to switch new lights on.
* [[Story-Driven Invulnerability]]: At several points, Robotnik shows up outside of a boss fight but cannot be destroyed.<ref>atAt least, not without exploiting some [[Game Breaking Bug|Game Breaking Bugs]] that allow you to land 256 hits on him.</ref>. The most notable instance is during his theft of the Master Emerald.
* [[Super Mode]]: In addition to the usual Super Sonic, it's also possible to play as Super Knuckles. And if you collect ''all 14 Emeralds'', you can become Hyper Sonic, Hyper Knuckles, or Super Tails.
* [[Super Not-Drowning Skills]]:
** Bestowed by a Bubble Shield. [[Fridge Logic]] dictates that gas exchange between the water and the giant air bubble would not be able to keep up with Sonic's respiration, so Sonic would still run out of air, but [[Rule of Fun|who cares]]?
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* [[Temple of Doom]]: Marble Garden Zone, Hidden Palace Zone.
* [[Temporary Platform]]: Some are present in various zones.
* [[This Is a Drill]]: All of the bosses from Marble Garden Zone.
** Some regular enemies also have drills.
** All of the bosses from Marble Garden Zone.
* [[Timed Mission]]: Every level has a time limit of 10 minutes. In the Doomsday Zone, your time limit is imposed by Sonic's [[Super Mode]] slowly draining the rings in his posession; run out of [[Super Mode]] and you fall to your death.
* [[Timed Mission]]:
** Every level has a time limit of 10 minutes, which is ''usually'' far more than enough. Carnival Night 2 and Death Egg 2 often come close though.
* [[Timed Mission]]: Every level has a time limit of 10 minutes.* In the Doomsday Zone, your time limit is imposed by Sonic's [[Super Mode]] slowly draining the rings in his posession; run out of [[Super Mode]] and you fall to your death.
** Used to great effect in Knuckles's version of Sky Sanctuary. Angel Island is slowly sinking in the background and will drop off the screen at the 10 minute mark.
* [[Totally Radical]]: The monkey badnik in Angel Island Zone, an obvious update of the similar Coconuts badnik from ''Sonic 2'', [[All There in the Manual|according to the manual]] glories in the name of ''Monkey Dude''.
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* [[Underwater Ruins]]: Hydrocity Zone again.
* [[Unwinnable by Insanity]]: As seen in [https://www.youtube.com/watch?v=XEOsmMOc_BA&list=PL01596721403E0594 this series]. There are many other ways to get stuck, but these in particular force you to lose all your lives or reset the game in order to continue playing.
** '''Angel Island''': [standalone ''Sonic 3'' only]: Duringduring Act 2, enter and exit a bonus stage or special stage to remove the boundary preventing Sonic from returning to Act 1. Once back in Act 1, stand on top of the left-pointing wall-spikes under the crumbling cliff, face left and look up. While the screen is scrolled up, have Tails air-lift Sonic until the spikes are just out of sight. Let Tails descend with Sonic in tow, and he will be hurt and fall into the wall. When Tails returns, have him lift Sonic up to just below the slope above. Hop off to the right and walk over an invisible floor under the slope; he will fall through an invisible shaft, and land in Knuckles' boss area. Start to play Knuckles' Act 2 as normal, hitting the checkpoint under the breakable floor. Unfortunately, the lower boundary is locked too high, and trying to progress causes Sonic to die as though he fell into a bottomless pit. When Sonic respawns at the last checkpoint, the breakable floor returns, and he cannot escape from Knuckles' Act 2. (Inin ''Sonic 3 & Knuckles'', the offending checkpoint is removed.).
** '''Marble Garden''': Inin Act 1, as Hyper Sonic, find the only spinning top on a pedestal in the act. Head to the right, and drop into the area under the moving platforms, where the Lightning Shield is. Stand right next to the right wall, and crouch until the camera scrolls all the way down. Jump as high as you can; the game will bug out, and drop Sonic into an eerily empty version of Act 1. Go to the location of one of the Super Rings (it's the one that's normally at the end of a hidden tunnel to the right of a 1-up monitor). This will trigger the Act 2 boss fight(!). If Eggman is defeated, the timer stops and the Egg Capsule hovers down as usual, but the Capsule will be impossible to hit in this location. Since the clock has stopped, and the screen is locked in place, there is no way to lose a life. The only way out is to reset the console.
** '''Carnival Night''': Inin Act 2, as Hyper Sonic, crouch under the last set of spikes before the area where Knuckles shuts off the power, until the camera scrolls all the way down. Let Tails airlift Sonic into the spikes and fly all the way to the right, getting Sonic stuck in a wall. As Sonic, jump and hold left. This will allow them to bypass a checkpoint completely. After the cutscene with Knuckles plays, touch the checkpoint and enter the bonus stage. Upon returning, the lower boundary will be set much higher than normal, and the water will be missing. Jumping down into the normally flooded section will kill Sonic, as if he fell into a bottomless pit. Even after respawning, the lower boundary isn't set to the correct position; there is no way to complete the level.
* [[Unwinnable By Mistake]]:
* [[Unwinnable By Mistake]]:* When playing as Sonic with Tails tagging along, it's possible to glitch Tails off-screen so he doesn't return. Doing so in Marble Garden Zone makes it impossible to fight the boss.
** Also, in the ''Sonic 3'' only version of Hydrocity Zone Act 2, it's fairly easy to go past the boss and right to the capsule without doing the boss fight. But the only way out is to reset. The clock continues to run despite hitting the capsule, but unfortunately, even time over doesn't save you. The only way out is to reset and then it will usually let you [http://www.youtube.com/watch?v=cd0o_YngH6Y go to Marble Garden].
** '''Marble Garden''' [standalone ''Sonic 3'' only]: Whenwhen Sonic and Tails enter the Act 1 Boss room, stop just before the Tunnelbot is onscreen. Controlling 2P Tails, defeat the Tunnelbot just offscreen. Once the signpost falls, Act 2 begins to load; if Sonic is standing too far to the left, he'll be outside Act 2. The game will have no idea how to handle the situation, and effectively freeze. (Inin ''Sonic 3 & Knuckles'', if Tunnelbot is defeated offscreen in this way, the camera will promptly scroll right, pushing Sonic within bounds of Act 2 before the signpost lands.).
** '''Carnival Night''': Whenwhen Sonic is damaged while floating over anti-grav pads, he'll fall through. In some places, anti-grav pads are all that separate Sonic's Act 1 from Knuckles' Act 1. If Sonic accidentally falls into the first half of Knuckles' Act 1, and hits the first checkpoint, the only way to continue is to exploit a bug in Sonic's Super or Hyper transformation that allows him to pass through spinning barrels. If Sonic doesn't have all the Emeralds, doesn't have enough Rings to transform, screws up the exploit, or dies and respawns at that checkpoint, he's stuck.
* [[Video Game Caring Potential]]: Many players have commented that they did not have the heart to leave the injured {{spoiler|Knuckles}} on his own in Sky Sanctuary Zone.
* [[Walk, Don't Swim]]: Tails can swim. Knuckles can glide in the water. Sonic sinks like a rock.
* [[Walking on Water]]: You can run across the surface in Hydrocity.
* [[Wasted Song]]: Some of the music from the individual ''Sonic 3'' gets [[Dummied Out]] if you're playing the two games in tandem, including the fantastic miniboss music.
** It's interesting to note that if you are playing ''Sonic 3'' by itself and gain invincibility during the mid-boss of Hydrocity Zone, the song will switch to the ''Sonic & Knuckles'' mid-boss music once the invincibility wears off. The tune otherwise doesn't appear in ''Sonic 3'' at all.
* [[Weaksauce Weakness]]: Fire shields let you run over molten magma and lightning shields make you a ring magnet and immune to electricity, but both are immediately cancelled if you touch water. Annoying in the ''Sonic 3'' portion, with water in 5 of its 6 zones, but not once you reach the ''Sonic & Knuckles'' levels which have no water sections at all.
* [[Weaponized Exhaust]]: If the boss uses a rocket to fly, it can use that rocket to hurt you. Luckily, though, [[The Dev Team Thinks of Everything]];: if you have a fire shield, you're unaffected by the exhaust, giving you a great angle to attack from.
* [[Weather Control Machine]]: Featured in Mushroom Hill Act 2.
* [[Wrap Around]]: A few areas in Ice Cap Zone and Sandopolis Zone tend to loop when not exited from them properly. With the Hyper Sonic in Sonic 3 cheat, you can wrap around back to the first act of a zone, resulting in messed-up graphics and other glitches.