Sonic the Hedgehog’s third and final main series Genesis outing was destined to be his largest and most creatively ambitious yet. Arguably to a fault. Its creators envisioned an epic quest divided into fourteen acts that would be twice the size of their Sonic 2 counterparts. On top of that, players would have the option to play through them all as Sonic, his trusty sidekick Tails, a Sonic and Tails duo, or newly introduced ally/rival character Knuckles the echidna.
It was a tall order. Too tall, in fact, since time and technical constraints ultimately prevented this ideal version of Sonic 3 from making its planned street date. Sega’s response to this was novel to say the least. They ended up splitting the content up into two separate retail releases, titled Sonic the Hedgehog 3 and Sonic & Knuckles. The latter came equipped with an extra connector port along the top of the cartridge capable of docking with a copy of Sonic 3. This so-called “lock-on technology” essentially merged the two pieces of software into a third composite game, Sonic the Hedgehog 3 & Knuckles, that delivered everything Sonic Team’s developers had intended all along.
This novelty came at a cost, however. Literally, as gamers were being asked to shell out for two conspicuously incomplete full-price games in order to realize the true Sonic 3 experience. At least the lock-on feature did have one other significant use: Attaching Sonic 2 to Sonic & Knuckles instead allowed you to play as Knuckles in that earlier game. Patching new content into old console games this way was pretty unique and wild by the standards of a largely pre-Internet era.
But enough preamble. How is Sonic 3 & Knuckles? Well, the smooth, addictive physics-based platforming of previous installments is back, and the presence of Tails and Knuckles adds considerable depth and replay value. Tails can fly for short periods, while Knuckles can scale walls and glide in the air. Sonic himself hasn’t been forgotten, either. He’s been given three new items to collect in the form of the aqua, flame, and thunder shields. These multifaceted enhancements block enemy projectiles, enable him to absorb an extra hit (at the cost of losing the shield itself), make him immune to stage hazards of the corresponding element, and even provide extra movement options like a double jump or flaming dash. It’s about time the Blue Blur had a proper suite of power-ups to rival Mario’s!
So far, so good. I only wish the stages themselves weren’t such a classic case of being given too much of a good thing. The desire to make S3&K twice as long as its predecessors was commendable in the abstract. Super Mario Bros. 3 and Super Mario World are two uncommonly lengthy platformers relative to most of their contemporaries and you’ll almost never hear anyone complain about that. The difference is that their total play times were divided up into 70 – 90 bite-sized chunks, whereas S3&K opts for 25. Simply put, so many of these levels drag hard. You’ll plow through one samey looking section after another, often for upward of ten solid minutes before reaching a boss. Each of the game’s individual acts do a commendable job of introducing new enemies and environmental gimmicks, only to then drive them into the ground through sheer repetition. That old entertainment adage “always leave them wanting more” is forgotten entirely. My typical response to reaching the end of an act was something along the lines of “Yeesh! Finally!”
S3&K also runs afoul of one of my long-time personal gaming grievances: Requiring you to amass a certain number of collectables to unlock the real finale. As before, Sonic has the option to play hidden bonus stages in hopes of eventually winning the seven Chaos Emeralds that enable him to assume his invincible Super Sonic form. This time, though, he must be in possession of a complete set to face off against arch-villain Dr. Robotnik in the fourteenth and final act. This marks the first time I’ve bothered making a serious effort to gather these Emeralds and I’m hoping it’s the last, seeing as these bonus games never seem to be much fun. I’ve heard you can keep on grinding them to upgrade the Chaos Emeralds into Super Emeralds and see a slightly better end screen. I’ll pass, thanks. I just want to play all the levels. I know a lot of players don’t mind this kind of thing, but I’m still not liable to let it slip by without comment.
Make no mistake: Sonic 3 & Knuckles is superb and its tremendous scope, expanded mechanics, and lavish presentation (famously including some soundtrack work by an uncredited Michael Jackson) collectively amount to a more than fitting climax to the Genesis trilogy. That said, virtually all of its acts felt bloated to me after the comparatively lean and breezy Sonic 2. Trim away somewhere between a quarter and a third of these humongous maps and you’d have a practically perfect platformer on your hands. Not that “only” having one of the best on the system and indeed of the 16-bit generation as a whole is any sort of tragedy.