On this page
  1. How it plays
  2. Making it
  3. Reception
  4. Related
  5. Mechanics
  6. References
  7. Sources

Sonic 3 & Knuckles is Sega’s platformer for the Mega Drive/Genesis, sold as two cartridges that lock together. Sonic the Hedgehog 3 came out first, on 2 February 1994 (North America)1, reaching the UK later that month and Japan in May1. Sega advertised Sonic & Knuckles worldwide for 18 October 19942,2. Fitted into the slot on top of the Sonic & Knuckles cartridge, Sonic 3 makes one 34-megabit game with Knuckles playable3.

Sonic 3 has six zones of two acts each4. One player can be Sonic and Tails together, Sonic alone, or Tails alone, and two players can compete as Sonic, Tails, or Knuckles5. The cartridge keeps six games, each saved when it ends or when the player presses Reset6. Knuckles is Sonic’s rival here, an antagonist who knows the island’s hidden passages and blocks his path7. Sonic & Knuckles also plays on its own, from Mushroom Hill to the Doomsday Zone8, and locked onto Sonic 2 it lets the player go through Sonic 2 as Knuckles9.

Sonic 3 was made at Sega Technical Institute in the United States by an almost wholly Japanese staff10, with Yuji Naka as producer and lead programmer and Hirokazu Yasuhara as director11. Naka said a McDonald’s promotion fixed its release for February 1994, leaving time for only about half the stages planned12. Takashi Iizuka adds that the cartridge couldn’t hold the whole game. Two separate cartridges couldn’t share data, he said, so the Knuckles routes built into Sonic 3’s stages would have been unplayable; the lock-on cartridge solved that13.

Electronic Gaming Monthly made Sonic 3 its Game of the Month14, and in the UK it entered the Mega Drive chart at number 115. Retro Gamer puts the two cartridges’ combined sales at 4 million16 copies16, and its feature on the game says Sonic fans tend to hold Sonic 3 & Knuckles the best of the classic games17.

#How it plays

Sonic builds up speed at the same rate and to the same top speed as in the first two games18, and he falls under the same gravity19. Sonic and Tails take off at one speed and Knuckles slower20. Letting go of the button cuts a fast rise short21. In the air, a Sonic already faster than his top speed keeps that speed, where Sonic 1 and Sonic 2 slowed him to it22. He walks off a ledge with his speed kept, as in Sonic 223, and a jump pressed once he has left it does nothing24.

Crouching and pressing the button charges the spin dash. Each press adds to the charge, and letting go of Down sends him off rolling25 at 8 to 12 px/frame26, as in Sonic 226. Knuckles has the spin dash too27.

Rolling starts and ends differently from Sonic 2. Pressing Down curls a running Sonic into a ball only at twice Sonic 2’s speed; slower than that, unless he stands on an object, he crouches, where Sonic 2 crouched him only from a standstill28. Outside the stretches that force him to roll, a slowing roll stands him up before it stops, and he keeps the speed left, where Sonic 2’s roll runs on to a standstill29. Sonic 3 played alone keeps Sonic 2’s rules for both28,29.

Interactive: movement-lab (needs JavaScript)

Sonic 3 & Knuckles: a running jump, and a turn at top speed

Sonic 3 has three shields, the Flame, Water, and Lightning shields30. Once a jump’s rise has slowed, a second press of the button uses the shield. With no shield, Sonic flashes the insta-shield: for a moment he can’t be hurt, and his box against enemies widens31. With the Flame Shield he dashes forward, with the Lightning Shield he jumps again, and with the Water Shield he drops straight down and bounces on landing32,30. Sonic 3 alone has the same moves33. Each shield also guards him against hazards of its element34, and a hit costs the shield instead of his rings35. Without a shield, a hit scatters his rings, and a hit with none kills him36.

Standing still on flat ground with the floor under his middle far below, Sonic balances on the edge and turns to face the drop. Sonic 2 turned him only when the floor behind him was also that far down37. A steep enough slope pushes even a standing player downhill, which no slope did in Sonic 1 or Sonic 238. A slow climber on a steep slope slips back down it, where those games dropped him off it39.

Tails flies by pressing the button again and again, for 480 frames40 in all40. Knuckles glides, falling slowly while his speed builds41, and he breaks through walls and climbs them27.

#Making it

Sega Technical Institute’s American developers moved to Sonic Spinball while its Japanese staff made Sonic 310. The credits name Hisayoshi Yoshida and Takashi Iizuka as senior game designers and Takashi Thomas Yuda as character designer11. Sonic & Knuckles credits the same leads, with Takahiro Hamano where Sonic 3 names Hiroshi Nikaidoh among the senior programmers42. Naka said Knuckles came out of market research into American children’s tastes, the most popular of eight candidate designs43. Retro Gamer credits his design to Yuda44. Iizuka said the plan from the start was for Knuckles to be an enemy first and playable later7. His punch through rock, Iizuka said, let the team build routes only Knuckles could use, and his climbing and gliding brought vertical play to stages built for Sonic’s running45.

Naka said Sonic 3 was first built for Sega’s SVP chip, and that the team dropped that version in June 1993, when the chip looked unlikely to be ready by the end of the year, and started over with six months left46. Iizuka gives another reason: the SVP work was a research experiment in moving Sonic in 3D, and a chip that handled only about as many polygons as Virtua Racing wasn’t a good fit for a Sonic game47. The developers each explain the split their own way. Naka puts it down to the date: the McDonald’s promotion, on which Sega had spent 2 billion yen, left half the stages unmade, and the idea of joining two cartridges came only at the end of development12. Iizuka says the promotion “wasn’t realistic to change” and names the cartridge’s size13. Roger Hector, head of Sega Technical Institute, said the design was too large to fit in one game48. Mean Machines Sega’s review of Sonic 3 in March 1994 already reported plans for a 24-megabit edition with extra levels, and possibly a plug-through cartridge that would also work with Sonic 1 and Sonic 249.

Retro Gamer reports that the split moved Flying Battery Zone out of Sonic 3 to become Sonic & Knuckles’s second zone50. Iizuka said Launch Base, now Sonic 3’s last zone, got an extra boss, and Mushroom Hill, now Sonic & Knuckles’s first, was made easier than planned51.

The Sonic & Knuckles manual says the cartridge is designed for Sonic 3 or Sonic 2 and won’t work with other cartridges; it doesn’t name Sonic 1. Iizuka said Sonic 1’s stages were built for Sonic and didn’t work with other characters, so the team sent players to the special stages instead9. Game Informer reports that the slot reads the ID of the cartridge on top, and that most other games bring up the blue sphere special stages52.

Sonic 3’s credits name six composers beside Sega’s sound team. Sonic & Knuckles alone credits only Howard Drossin, and the locked-on game credits all seven53. Hector said Michael Jackson was brought in to write the music and dropped at the end of development54. Jackson isn’t credited. VGC reports that Sega has never confirmed his part, and that former Sega executives have said any part he had was without their knowledge55.

#Reception

Electronic Gaming Monthly’s four reviewers all praised Sonic 3. Ed Semrad called it “simply the perfect Sonic game”, though he found its music short of the CD version’s, and Sushi-X said it topped every earlier Sonic14. In April 1995 the magazine ranked it first among the past year’s highest-rated games56. GamePro’s reviewer called it “another spectacular game” but found its acts more linear than the first games’57. Mean Machines Sega gave it 94%58, though its box faulted it for having no difficulty settings58. Sega Power gave it 90%59, finding “no radical changes to the gameplan”59.

Mean Machines Sega scored Sonic & Knuckles lower, at 85%60. Gus found its likeness to Sonic 3 “almost disturbing”, and Steve Merrett called it “more of the same”; the magazine’s box praised the lock-on for putting life into games already bought60. VideoGames gave Sonic & Knuckles an honorable mention among the Genesis games of 1994, behind Earthworm Jim61.

Later reviews single out the saves and Knuckles62. The two games came to the PC and the Saturn in 199763. Sonic Origins brought them back as one game in 2022, without “all the original sounds” of the Genesis game; Sega said Jun Senoue had adapted it64. Iizuka said he had wished to sell the two as one complete game, and was happy that Sonic Origins did65.

Mechanics

MechanicKindHow
JumpOne speedSonic and Tails take off at one speed, Knuckles slower
GravityOne gravitythe pull of the first two games, the same whether the button is held or not
Variable jump heightRelease capletting go cuts a fast rise short; a second press in the air uses the shield
RunningMomentumthe top speed, acceleration, and braking of the first two games
Air controlMomentumthe old steering and drag, but a Sonic faster than his top speed keeps that speed in the air
HitboxPoints and a boxducking no longer shrinks his box, and the insta-shield widens it
Invincibility framesFrame timera blinking spell after a hit, counted again from the landing
KnockbackLauncha hit throws him up and back at the speeds of the first two games
RollingSlopes onlyDown curls him only at twice Sonic 2's speed, and a slowing roll stands him up before it stops
Spin dashChargedSonic 2's spin dash, which Knuckles has too
Slope physicsEven standinga steep slope pushes even a standing player, and a slow climber slips back down
Rings as healthDrop alla hit scatters his rings, and a hit with none kills
ShieldsElementalthe Flame, Lightning, and Water shields guard against their hazards and give Sonic an air move
FlightFlap · TailsTails flaps for a few seconds, each press lifting him
FlightSteady glide · KnucklesKnuckles glides, falling slowly while his speed builds
ClimbingWall · KnucklesKnuckles climbs walls
Password and battery savesix games kept on the Sonic 3 cartridge, each saved when it ends or Reset is pressed
MultiplayerVersustwo players compete as Sonic, Tails, or Knuckles
Coyote timeNonea jump starts only from the ground
Every claim about this game, by concept (94)
generalBuilt at the pinned commit with its own build scripts, as they stand (FixBugs = 0, Sonic 3 Complete off), skdisasm reproduces the No-Intro Sonic & Knuckles + Sonic The Hedgehog 3 (USA) ROM byte for byte: buildSK.lua (sonic3k.asm) gives its first 2 MB, the code the locked-on game runs, and buildS3.lua (s3.asm) its last 2 MB.Code
Sonic the Hedgehog 3 came out in North America on 2 February 1994 and in the UK on 24 February; some European countries and Australia followed in March, and Japan on 27 May.Interview
Sega advertised Sonic & Knuckles as "playing worldwide" on the Genesis from 18 October 1994, and a Tokyo shop's advertisement in Beep! MegaDrive lists it in Japan for 18 October.Magazine
The Sonic 3 manual describes six zones of two acts each, which it calls three times larger than Sonic 2's.Manual
Sega Visions' preview of Sonic 3 lists a one-player game as Sonic and Tails, Sonic alone, or Tails alone, a two-player competition with Sonic, Tails, or Knuckles over three modes and five zones, and six spaces for saved games.Magazine
Sonic 3 keeps up to six games in the cartridge, and a game is saved to its slot when it ends or when the player presses Reset.Manual
The Sonic 3 manual introduces three shields: the Flame Shield guards against fire and gives Sonic a mid-air dash, the Water Shield lets him breathe underwater and bounce, and the Lightning Shield draws rings to him, guards against electric attacks, and gives him a double jump.Manual
In Sonic 3, Knuckles is an antagonist who knows the island's hidden passages and blocks Sonic's path. Takashi Iizuka said the plan from the start was that Knuckles would first be an enemy and later become playable.Manual
Yuji Naka said Knuckles came out of market research into American children's tastes: of eight candidate designs, Knuckles was the most popular.Interview
Retro Gamer credits Knuckles's design to Takashi Yuda.Interview
Takashi Iizuka said Knuckles's punch through rock let the team build routes only he could use, and his climbing and gliding brought vertical play to stages built for Sonic's horizontal one.Interview
The Sonic & Knuckles manual gives Knuckles the spin dash and moves of his own: he breaks through walls, glides on a second press of the button in the air, and climbs walls.Manual
Sonic & Knuckles plays on its own, and its manual's zones are Mushroom Hill, Flying Battery, Sandopolis, Lava Reef, Hidden Palace, Sky Sanctuary, Death Egg, and the Doomsday Zone.Manual
With Sonic 3 fitted into the slot on top of the Sonic & Knuckles cartridge, the two play as one 34-megabit game, Sonic 3 & Knuckles, with 14 Emeralds to collect and Knuckles playable. Its file select offers Sonic, Knuckles, Tails, or Sonic and Tails, and lists the games saved in Sonic 3, which resume from the start of their last zone with the same character.Manual
Locked onto Sonic 2, the cartridge lets the player go through Sonic 2 as Knuckles. The manual says it is designed for Sonic 3 or Sonic 2 and "will not work with non-Sonic cartridges"; it names no other cartridge, Sonic 1 included. Takashi Iizuka said Sonic 1's world was built for Sonic and didn't work right with other characters, so the team sent players to the special stages instead.Manual
Game Informer reports that the lock-on slot reads the ID of the cartridge on top, and that most other games bring up Sonic 3's and Sonic & Knuckles's blue sphere special stages.Web
Yuji Naka said Sonic 3 was first built from late January 1993 for Sega's SVP chip, with isometric 3D graphics, and that the team dropped that work in June 1993 when the chip looked unlikely to be finished by the end of the year, restarting with six months left.Interview
Takashi Iizuka gave Retro Gamer a different reason for dropping the SVP chip: the work was a research experiment in moving Sonic in 3D, and since the chip handled only about as many polygons as Virtua Racing, the team judged it not a good fit for a Sonic game.Interview
Yuji Naka said a McDonald's promotion planned for February 1994, on which Sega had spent 2 billion yen, fixed Sonic 3's release date, so after the restart the team had time for only about half the stages it had planned; the idea of joining two cartridges came only at the end of development. He later told GameSpy that Sonic 3 was "literally half a game", the rest going into Sonic & Knuckles.Interview
Takashi Iizuka said the team wanted more stages, each several times larger than Sonic 2's, but it had a date to meet and the cartridge couldn't hold the whole game; of the promotion that set the date, he told Retro Gamer "it wasn't realistic to change that". He said splitting it would have left the Knuckles routes built into Sonic 3's stages unplayable, since two cartridges couldn't share data, and that this led to the lock-on cartridge.Web
Roger Hector, head of Sega Technical Institute, said the original Sonic 3 was so large in scope that it was split in half across two games, since it could not all fit in one.Interview
Retro Gamer reports that the split moved Flying Battery Zone, planned between Carnival Night and IceCap, to become Sonic & Knuckles's second zone.Interview
Takashi Iizuka said he didn't think the split added or moved other stages, but it changed some: Launch Base, now Sonic 3's last zone, got an extra boss, Big Arms, and Mushroom Hill, now Sonic & Knuckles's first, was made easier than planned.Interview
Mean Machines Sega's March 1994 review of Sonic 3 reported plans for a 24-megabit deluxe edition with extra levels, and possibly a plug-through cartridge for the 16-megabit Sonic 3 that would also work with Sonic 1 and 2.Magazine
Sonic 3 was made at Sega Technical Institute in the United States by an almost wholly Japanese staff, while the institute's American developers moved to Sonic Spinball; Sega-16's history of the institute says the Japanese unit made both Sonic 3 and Sonic & Knuckles.Interview
Sonic 3's credits name Yuji Naka as producer and lead programmer, Hirokazu Yasuhara as director and lead game designer, Hisayoshi Yoshida and Takashi Iizuka as senior game designers, Hiroshi Nikaidoh and Masanobu Yamamoto as senior programmers, and Takashi Thomas Yuda as character designer.Code
Sonic & Knuckles's credits name Yuji Naka as producer and lead programmer, Hirokazu Yasuhara as director and lead game designer, Hisayoshi Yoshida and Takashi Iizuka as senior game designers, Takahiro Hamano and Masanobu Yamamoto as senior programmers, and Takashi Thomas Yuda as character designer. Sonic 3's name Hiroshi Nikaidoh where these name Hamano.Code
Sonic 3's credits name Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco as music composers, beside the Sega Sound Team, which includes Jun Senoue. Sonic & Knuckles alone credits Howard Drossin as its composer; locked onto Sonic 3, its credits list all seven.Code
Roger Hector said Michael Jackson was brought in to compose the game's music and that his work was dropped at the end of development, after his scandals became public.Interview
VGC reports that Jackson isn't credited, that his musical director Brad Buxer has said Jackson worked on the soundtrack for four weeks in 1993, that Sega has never confirmed it, and that former Sega executives, Tom Kalinske among them, have said any part he had was without their knowledge. Digital Spy's 2014 retrospective says reports suggest he left over the Mega Drive's limits on music.Web
Electronic Gaming Monthly made Sonic 3 its Game of the Month with an Editors' Choice Platinum award. Ed Semrad called it "simply the perfect Sonic game", though its music was not as good as the CD version's; Danyon Carpenter said it improved on the original "tenfold"; Al Manuel liked it better than the CD version; and Sushi-X said it topped every earlier Sonic.Magazine
GamePro's reviewer, The Unknown Gamer, scored Sonic 3 5 of 5 for graphics, control, and fun and 4 for sound, found the acts more linear than the first games', and called it "another spectacular game".Magazine
Mean Machines Sega scored Sonic 3 94% overall, with 95 for playability; its reviewer Gus wrote that he had said Sonic 3 "had to be something special" and that it was, and the box faulted it for having no difficulty settings and for being partly finishable within a week.Magazine
Sega Power scored Sonic 3 90%; its verdict found "no radical changes to the gameplan" but called it a must-buy for its size, graphics, imagination, and playability.Magazine
Sonic 3 entered the ELSPA Mega Drive chart printed in Sega Power's May 1994 issue at number 1.Magazine
Mean Machines Sega scored Sonic & Knuckles 85%. Gus found its likeness to Sonic 3 "almost disturbing", and Steve Merrett judged it "every bit as good as Sonic 3" but "more of the same"; the box praised the lock-on for putting life into games already bought.Magazine
Electronic Gaming Monthly's April 1995 "EGM 50", its Review Crew's ranking of the past year's highest-rated games, put Sonic 3 at number 1.Magazine
VideoGames named Earthworm Jim the best Genesis game of 1994 and gave Sonic & Knuckles one of its two honorable mentions, with Contra: Hard Corps.Magazine
Retro Gamer reports that Sonic 3 and Sonic & Knuckles together sold four million copies.Interview
Sonic 3 and Sonic & Knuckles came to the PC in 1997 as Sonic & Knuckles Collection, playable apart or together, with MIDI music that replaced some tracks. They came to the Saturn in Sonic Jam the same year, and emulated versions were part of Sega's compilations until 2010.Interview
Sonic Origins (2022) brought back Sonic 3 & Knuckles as one game, Retro Gamer reports, and VGC reports Sega saying in a livestream that it couldn't use "all the original sounds" of the Genesis game and that Jun Senoue had adapted the music composed in 1993.Interview
Takashi Iizuka said he had wished to sell Sonic 3 and Sonic & Knuckles as one complete game, and was happy that Sonic Origins did.Interview
Later reviews single out the saves and Knuckles. GameSpot's Frank Provo called the six save slots Sonic 3's most welcome new feature in 2007, and Digital Spy's Mark Langshaw wrote in 2014 that it was the series' first game with saves but that its greatest contribution was Knuckles.Web
Retro Gamer's feature on Sonic 3, republished online in 2024, says Sonic fans tend to hold Sonic 3 & Knuckles the best of the classic games. Jeremy Parish's 2013 USgamer list of the best Genesis games put Sonic & Knuckles eighth, counting votes for Sonic 3 & Knuckles with it, and Eurogamer's Dan Whitehead wrote in 2009 that Sonic 3's stages "now sprawl in many directions".Interview
Air controlIn the air Sonic_ChgJumpDir still adds $18 a frame, but a Sonic already faster than the top speed keeps his speed; Sonic 1 and Sonic 2 pulled him down to it.Code
Sonic 3 & Knuckles keeps Sonic 1's air drag, X speed less X speed shifted right 5 bits while Y speed is from −$400 to −1.Code
A jump from a roll sets the roll-jump flag, and while it is set Sonic_ChgJumpDir skips the d-pad: no steering and no turning, though the air drag still runs. Landing clears it, as Sonic 2's Sonic_ResetOnFloor does; unlike Sonic 2, whose Sonic_JumpHeight only caps the rise, a jump press once his rise is no faster than 4 px/frame (2 underwater) clears it too (insta-shield-motion), as in Sonic 3 alone.Code
Coyote timeSonic 3 & Knuckles has no grace window after a ledge: Sonic_Jump is called only from the grounded modes.Code
On flat ground, not on an object, when both floor sensors find the floor more than |X speed's high byte| + 4 px below, at most 14, Sonic leaves the ground with his speeds as they are, unless stick_to_convex is set; closer than that, he moves down to it. Sonic 2 has the same rule; Sonic 1 used a flat 14 px.Code
Fall damageSonic dies once his Y position is more than 224 px below the level's bottom boundary, unless the level has set Disable_death_plane; with reverse gravity it is the top boundary instead. In Angel Island Act 1, run in MAME, every one of 18 falls into a pit killed him on the first frame after his center passed the boundary plus 224 px; the other branches are read in the code only.Verified
FlightTails flies for 480 frames, a count of 240 that drops every other frame; flying adds $8 gravity a frame, and while time remains each press lifts him $20 a frame for up to 30 frames, until he rises faster than 1 px/frame.Code
Knuckles's glide starts at 4 px/frame and gains $4 a frame to a cap of 24 px/frame, and its fall settles near 0.5 px/frame, $20 added below $80 and taken above.Code
GravityMoveSprite adds $38 subpixels/frame to a falling player's speed, Sonic 1's and Sonic 2's gravity, and underwater the air modes take $28 back.Code
HitboxAgainst objects the player is still a 16 px wide box whose half-height is his height radius minus 3, and ducking no longer shrinks it.Code
Standing, Sonic's floor and ceiling sensors sit 19 px above and below his center and 9 px to each side, a 19 × 39 px box; curled up, 14 and 7, 15 × 29 px; his wall sensors sit 10 px to either side. These are Sonic 2's sizes.Code
The lab's stages are built of Angel Island Act 1's block 1, a full 16 × 16 px block solid from every side; Sonic 3 & Knuckles's level collision is 16 × 16 px blocks, and a sensor's search looks in its block and at most one more.Code
On a flat floor, not standing on an object, after each ground move, Player_AnglePos reads two floor sensors, at his center's X ± his width radius and his center's Y + his height radius; the nearer floor counts, and from 1 to 14 px into it he moves up to its surface.Code
Outside Competition mode, on flat ground with a ground speed, Sonic's wall sensor sits 10 px ahead of where the frame's speeds would put his center and 8 px below it; in the air his side sensors sit 10 px to either side of his center at its height.Code
On flat ground, with a ground speed and bit 6 of object_control clear (no object carrying him), a wall at the sensor ahead cuts the frame's X speed by the sensor's depth in whole pixels, so the move stops him beside it, and sets the ground speed to 0.Code
In the air SonicKnux_DoLevelCollision picks one of four checks by the direction of his speeds after gravity, from GetArcTan less $20: mostly down, mostly up, mostly left, or mostly right. The arctangent table puts the split where the smaller speed is 250/256 of the larger.Code
Moving mostly down or up, both side sensors push Sonic out of a wall and stop his X speed; moving mostly left or right, only that side's does, and it also sets his ground speed to his Y speed. Unlike Sonic 2, a push moving left or right doesn't end the checks: the ceiling and then the floor are still tested.Code
Sonic's head sensors are read in the air only while he moves mostly up, left, or right. Inside a ceiling he moves down by the depth; moving up under a flat ceiling his Y speed becomes 0, moving sideways only if he was rising, and the floor isn't tested that frame. Moving mostly left, a head 20 px or more inside a ceiling is instead pushed off a wall on his right, a check Sonic 2 lacks.Code
Standing on flat ground, not on an object, not Super or Hyper, with no move_lock or infinite-inertia flag, with ground speed 0 after the left and right steps, and the floor under his center 12 px or more below his feet, Sonic turns to face right if last frame's right floor sensor met no block, or else left if the left one met none, and balances; otherwise Down crouches. Sonic 2 turned him only if the floor 6 px back the other way was also that far down.Code
On the ground, while Background_collision_flag is clear, nothing but a jump press looks above Sonic: walking or rolling under a block that overlaps him, he stays on the ground.Code
On stages built in Angel Island Act 1 from the act's full 16 × 16 block, the movement lab's Sonic 3 & Knuckles model matches the game itself, run in MAME, on every frame of 100 random stages with random input scripts, three in four with floating blocks, and of the lab's stage presets, until a fall into a pit kills him at the bottom boundary or he nears the end of the built floor.Verified
Invincibility framesThe invulnerability count is now a byte but still 120, set by the hit and again on landing, and still blinks the sprite.Code
JumpSonic and Tails take off at $680 subpixels per frame (6.5 px/frame) and Knuckles at $600 (6 px/frame); underwater the speeds are $380 and $300.Code
With room overhead (jump-headroom), a jump press adds the jump speed along the ground's normal, -$680 straight up on flat ground with normal gravity (jump-speed gives the underwater and Super speeds), keeps the X speed, and ends the frame: the jump frame moves nothing. Standing, the jump curls Sonic and moves his center 5 px down (up with reverse gravity); from a roll he keeps the standing size (roll-jump-size).Code
A jump from a roll resets Sonic's sensors to the standing size, 19 px below his center, while his ball stays drawn, so he lands 5 px higher than a standing jump would, and landing moves him by the difference, 0. Sonic 2 has the same order of instructions.Code
Landing on flat ground keeps Sonic's horizontal speed as his ground speed, sets his Y speed to 0, and, if he was curled and spin_dash_flag is clear (not pinball mode), uncurls him; with normal gravity a ball from a standing jump or a roll moves 5 px up, one from a roll jump doesn't move. It clears the jump, roll-jump, and insta-shield flags; with the bubble shield used, it bounces him instead (shield-moves).Code
Falling mostly down, Sonic lands when a floor sensor is inside the ground unless both are deeper than his Y speed's whole pixels plus 8, and moves up by the deeper one's depth; moving mostly left or right and not rising, any depth lands him; rising, he doesn't land, except in a wind tunnel.Code
Standing or rolling on flat ground with normal gravity, a jump press goes through only when the head sensors find 6 or more clear pixel rows above them; refused, the rest of the ground frame runs. On slopes and walls, and with reverse gravity, the sensors used turn with the angle.Code
KnockbackA hit throws the player up at -$400 and away from the object at $200 (half both underwater), the speeds of Sonic 1 and Sonic 2.Code
Rings as healthHit without a shield, the player drops his rings, at most 32 as bouncing rings, and the count goes to 0; with no rings he dies.Code
RollingRolling keeps Sonic 2's numbers, friction of half the acceleration ($6), $20 more against the d-pad, and X speed clamped to $1000.Code
With Down held, neither Left nor Right, and no infinite-inertia flag (bit 7 of status_secondary), Sonic curls into a roll at a ground speed of $100 or more either way, twice Sonic 2's $80; slower than that, unless he stands on an object, he crouches, where Sonic 2 and Sonic 3 alone crouch only from Sonic_Move's standstill branch.Code
Outside pinball mode (spin_dash_flag set on a roll) and without the infinite-inertia flag, a roll ends once friction and the d-pad leave the ground speed under $80 either way, and the speed left is kept; Sonic 2 and Sonic 3 alone unroll only at 0. Standing up moves his center 5 px up with normal gravity. In pinball mode a positive flag sets the speed to $400 in his facing direction instead, and a negative one skips the d-pad, friction, and this check.Code
RunningSonic_Init sets the top speed to $600, the acceleration to $C, and the deceleration to $80 subpixels, the values of Sonic 1 and Sonic 2.Code
With neither Left nor Right held, Sonic_Move takes the current acceleration off a standing or running Sonic's ground speed each frame, stopping at 0, as Sonic 2 does; that is $C out of water and without speed shoes (ground-speeds), and $C for Super Sonic. With the infinite-inertia flag some objects set (bit 7 of status_secondary), it skips the d-pad and the friction both.Code
Sonic 3 & Knuckles keeps Sonic 2's skid bug: on flat ground, not mid-flip (flip_type not negative), a reversal skids (stopping animation, facing his motion) when the slowed speed is at least $400 moving right but only $301 moving left, because the angle read overwrites the speed's low byte.Code
On the ground the d-pad turns Sonic only when his ground speed is 0 or already that way, and a skid turns him to face his motion; rolling, the same, with no skid; in the air, Left or Right turns him at once unless he jumped from a roll. While the spin dash charges, the d-pad doesn't turn him. On the ground and rolling, the d-pad is skipped altogether while an object holds his controls: move_lock, the infinite-inertia flag (bit 7 of status_secondary), or, rolling, a negative spin_dash_flag (pinball mode).Code
A frame-by-frame model of Sonic_MdNormal, Sonic_MdRoll, Sonic_MdJump, and SonicKnux_Spindash on flat ground, with the insta-shield, matches Sonic 3 & Knuckles itself, run in MAME with Sonic alone on a floor built of Angel Island Act 1's blocks, on every frame of the movement lab's flat-ground presets, stress scripts, and spin-dash and roll scripts and of 100 random input scripts.Verified
On flat ground, Sonic 3 & Knuckles changes when Sonic rolls and stands: Down curls him only from $100, not Sonic 2's $80, and, off objects, crouches him while he is still moving slower, where Sonic 2 crouched only from a standstill; a roll stands up under $80 with that speed kept, where Sonic 2's rolls on to 0 (both outside pinball mode). In the air he keeps a speed above the top while steering, where Sonic 2 pulled him down to it; a second press after a roll jump gives back steering, which Sonic 2's jump never did; a wall push moving sideways no longer ends the frame's checks; and a head 20 px into a ceiling moving left is pushed off a right wall instead, a check Sonic 2 lacks. Standing over a drop, not Super, he turns toward it at once, where Sonic 2 turned only if the floor 6 px the other way was also low.Code
ShieldsA hit with any shield costs the shield, not the rings; HurtCharacter clears the shield bit and all three element bits together (`andi.bCode
An elemental shield makes the player immune to each object whose shield_reaction byte names that element, and any shield deflects objects flagged for it at 8 px/frame.Code
A second press during a jump, once the rise is no faster than 4 px/frame (2 underwater), uses the shield: fire dashes at 8 px/frame and stops the fall, lightning jumps again at -$580, and bubble stops dead and drops at 8 px/frame, then bounces at 7.5 px/frame on landing.Code
With no shield, the press gives Sonic the insta-shield, which while active makes him invincible and widens his hit box to 48 × 48 px.Code
Sonic 3 alone (s3.asm) has the same shield moves and insta-shield; its transformation check asks only for the seven Chaos Emeralds and 50 rings.Code
A jump press during a jump, once the rise is no faster than 4 px/frame (2 underwater) and before any shield move or insta-shield this jump, clears the roll-jump flag before the shield checks, so a roll jump gets its steering back. With no shield, not invincible, not Super, and short of turning Super (50 rings, Update_HUD_timer nonzero, and seven Super Emeralds, or seven Chaos Emeralds with Emeralds_converted_flag clear), the insta-shield follows and doesn't change his position or speed; with an elemental shield its move follows (shield-moves). Later presses do nothing until he lands.Code
Slope physicsUnlike Sonic 1 and Sonic 2, a standing player slides on a slope whose push, sine × $20, is at least $D; the walking and rolling factors stay $20 and $50.Code
Below $280 ground speed on a steep slope the player now slips, a $80 push along the slope and a 30-frame d-pad lock, and falls off only near walls and ceilings; Sonic 1 and 2 dropped him from any slope past 45°.Code
Spin dashThe spin dash is Sonic 2's, with the same $200 a press to $800, the same 1/32 decay, and the same release speeds from $800 to $C00.Code
Crouching (animation 8), a press of A, B, or C starts the spin dash's charge at 0; while Down stays held, each frame first takes 1/32 of the counter (rounded down) and a press adds $200, to $800; letting go of Down releases it, curling him (5 px down) and setting the ground speed from the counter's high byte (spindash; Super Sonic's table is faster), negated facing left. On the start, charge, and release frames he doesn't move, and the floor sensors still run. The charge's decay, step, and cap are Sonic 2's.Code
Variable jump heightWith no jump button held, Sonic_JumpHeight cuts a rise faster than 4 px/frame to exactly -$400 (-$200 underwater); a press once the rise is no faster than that starts a shield move instead.Code

References

  1. ^ abSonic the Hedgehog 3 came out in North America on 2 February 1994 and in the UK on 24 February; some European countries and Australia followed in March, and Japan on 27 May.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30 · Sega Visions 17 · MMS 17, Mar 1994 · Beep! MD, Jun 1994revised
    How we know
    Sonic 3 released on 2 February 1994 in North America, and followed to the UK on 24 February, with some European countries and Australia following in March. In Japan, where the Mega Drive was less popular, the game finally released on 27 May.
    "Happy blue year" section · archived copy ↗
    IN STORE 2/2/94
    p. 85, Kay-Bee Toys coupon (archive.org page n88) · archived copy ↗
    24 FEB
    p. 13 (archive.org page n12) · archived copy ↗
    ソニック3 5/27 4,000円
    Santa mail-order advertisement, "MD新作コーナー" (archive.org page n63) · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  2. ^ abSega advertised Sonic & Knuckles as "playing worldwide" on the Genesis from 18 October 1994, and a Tokyo shop's advertisement in Beep! MegaDrive lists it in Japan for 18 October.MagazineSega Visions 21 · Beep! MD, Nov 1994 · Retro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    PLAYING WORLDWIDE OCTOBER 18, 1994 ON SEGA GENESIS
    p. 43, Sega advertisement "Joining Forces" (archive.org page n44) · archived copy ↗
    ソニック&ナックルズ10/18 5,500円
    Santa mail-order advertisement, "MD新作コーナー" (archive.org page n51) · archived copy ↗
    Released globally in October 1994, Sonic & Knuckles received another strong set of reviews.
    "New shoes" section · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  3. ^With Sonic 3 fitted into the slot on top of the Sonic & Knuckles cartridge, the two play as one 34-megabit game, Sonic 3 & Knuckles, with 14 Emeralds to collect and Knuckles playable. Its file select offers Sonic, Knuckles, Tails, or Sonic and Tails, and lists the games saved in Sonic 3, which resume from the start of their last zone with the same character.ManualSonic & Knuckles US manual
    How we know
    Lock-On Sonic 3 with the Sonic & Knuckles cartridge to create a huge, 34 MEG Sonic epic! Sonic 3 & Knuckles has more gameplay options in 1 Player mode. New secrets wait to be found, and now you've got 14 Emeralds to rescue! Play as Knuckles and discover new routes!
    p. 2 · archived copy ↗
    Lift up the flap on the top of the Sonic & Knuckles cartridge, and fit the Sonic 3 cartridge into it
    p. 21 · archived copy ↗
    now you can play Sonic 3 & Knuckles as Sonic, Knuckles, Tails, or Sonic and Tails!
    p. 23 · archived copy ↗
    You must play as the character who played the original game. … You will resume the game from the beginning of the last Zone that was played.
    p. 24 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  4. ^The Sonic 3 manual describes six zones of two acts each, which it calls three times larger than Sonic 2's.ManualSonic 3 US manual
    How we know
    You'll soon discover that Sonic The Hedgehog 3 is packed with Zones which are three times larger than those found in Sonic The Hedgehog 2. Each Zone is made up of two Acts … As Sonic and Tails explore the six exciting Zones
    p. 5 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  5. ^Sega Visions' preview of Sonic 3 lists a one-player game as Sonic and Tails, Sonic alone, or Tails alone, a two-player competition with Sonic, Tails, or Knuckles over three modes and five zones, and six spaces for saved games.MagazineSega Visions 17
    How we know
    Now you can save your games in one of six save spaces. In the one- player mode you have the choice of playing as Sonic and Tails, Sonic-alone or Tails alone. … The two-player, head-to-head competition mode offers players the choice of playing as Sonic, Tails or Knuck- les. There are three different Competitive modes and five Competitive zones.
    Sonic 3 preview (archive.org page n21) · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  6. ^Sonic 3 keeps up to six games in the cartridge, and a game is saved to its slot when it ends or when the player presses Reset.ManualSonic 3 US manual
    How we know
    allows you to store game data for up to … will be stored in one of the six Game Save Windows. … After your game is over, or if you press RESET, your game will automatically be saved in the slot you selected.
    p. 10, Game Save Feature · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  7. ^ abIn Sonic 3, Knuckles is an antagonist who knows the island's hidden passages and blocks Sonic's path. Takashi Iizuka said the plan from the start was that Knuckles would first be an enemy and later become playable.ManualSonic 3 US manual · Retro Gamer (GamesRadar), Sonic 3 at 30
    How we know
    Because Knuckles knows every hidden passage- way on the island, it's easy for him to block Sonic's path, create extra obstacles, set traps and steal Sonic's Gold Rings.
    p. 6 · archived copy ↗
    We had the idea from the beginning that Knuckles would first be an enemy but later become playable. So we worked Knuckles into the story and had him appear as an enemy from the outset,
    Iizuka on Knuckles in the story · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  8. ^Sonic & Knuckles plays on its own, and its manual's zones are Mushroom Hill, Flying Battery, Sandopolis, Lava Reef, Hidden Palace, Sky Sanctuary, Death Egg, and the Doomsday Zone.ManualSonic & Knuckles US manual
    How we know
    It's the first game cartridge ever that you can play by itself, or Lock-On with other Sonic game cartridges!
    p. 2 · archived copy ↗
    Mushroom Hill Zone ~~~~~~~~~~~~~~~~~~ 12 Flying Battery Zone ~~~~~~~~~~~~~~~~~~~ 12 Sandopolis Zone ~~~~~~~~~~~~~~~~~~~~~~ 13 Lava Reef Zone ~~~~~~~~~~~~~~~~~~~~~~~ 13 Hidden Palace Zone ~~~~~~~~~~~~~~~~~~~ 14 Sky Sanctuary Zone ~~~~~~~~~~~~~~~~~~~ 14 Death Egg Zone ~ Doomsday Zone
    contents page · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  9. ^ abLocked onto Sonic 2, the cartridge lets the player go through Sonic 2 as Knuckles. The manual says it is designed for Sonic 3 or Sonic 2 and "will not work with non-Sonic cartridges"; it names no other cartridge, Sonic 1 included. Takashi Iizuka said Sonic 1's world was built for Sonic and didn't work right with other characters, so the team sent players to the special stages instead.ManualSonic & Knuckles US manual · Game Informer, Sonic 3 splitrevised
    How we know
    Lock-On Sonic 2 to the Sonic & Knuckles cartridge to experience a totally new Sonic 2 adventure as Knuckles with all his signature moves! … The Sonic & Knuckles cartridge is designed to Lock-On with a Sonic3 ora Sonic 2 cartridge. It will not work with non-Sonic cartridges.
    p. 2 · archived copy ↗
    We realized that the construction of the world was really made for Sonic the Hedgehog 1 and when you started putting other characters into that world, it didn't really work right, … So our solution to that was instead of getting you into Sonic the Hedgehog 1 and trying to play with Knuckles or someone else, we didn't want people to have a bad experience, so we put them into the special stages.
    "Stacking Other Games on Sonic & Knuckles" · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  10. ^ abSonic 3 was made at Sega Technical Institute in the United States by an almost wholly Japanese staff, while the institute's American developers moved to Sonic Spinball; Sega-16's history of the institute says the Japanese unit made both Sonic 3 and Sonic & Knuckles.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30 · Sega-16, STI history · Sega Magazine JP 1997, via Shmuplations
    How we know
    while Sonic development continued at STI, the American developers would split off to work on Sonic Spinball, while Sonic The Hedgehog 3 was developed at Sega Technical Institute in the USA with almost exclusively Japanese staff.
    on the team · archived copy ↗
    The group was broken up into smaller units, with the Americans dedicating themselves to mostly original titles, and the Japanese concentrating on Sonic sequels, like Sonic 3 and Sonic & Knuckles.
    after Sonic 2 · archived copy ↗
    At the end of the Sonic 2 development, we had a hell of a time coordinating with the American staff, and for that reason, for Sonic 3 we decided to make Sonic 3 with an all-japanese team.
    Naka, on Sonic 3 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  11. ^ abSonic 3's credits name Yuji Naka as producer and lead programmer, Hirokazu Yasuhara as director and lead game designer, Hisayoshi Yoshida and Takashi Iizuka as senior game designers, Hiroshi Nikaidoh and Masanobu Yamamoto as senior programmers, and Takashi Thomas Yuda as character designer.Codesonicretro/skdisasm
    How we know
    77532		dc.b "producer",0
    77533		even
    77534		dc.w $798
    77535		dc.b "YUJ I  NAKA",0
    77536		even
    77537word_40C5E:	dc.w 2-1
    77538		dc.w $498
    77539		dc.b "    director",0
    77540		even
    77541		dc.w $786
    77542		dc.b "HIROKAZU  YASUHARA",0
    77543		even
    ⋮
    
    s3.asm lines 77532–77583 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  12. ^ abYuji Naka said a McDonald's promotion planned for February 1994, on which Sega had spent 2 billion yen, fixed Sonic 3's release date, so after the restart the team had time for only about half the stages it had planned; the idea of joining two cartridges came only at the end of development. He later told GameSpy that Sonic 3 was "literally half a game", the rest going into Sonic & Knuckles.InterviewSega Magazine JP 1997, via Shmuplations · GameSpy, Naka interview
    How we know
    we had planned a big promotional tie-in campaign with McDonald’s the following year in February—and we had spent 2 billion yen (approx 20 million USD) on it!—so we absolutely had to meet that release deadline for Sonic 3 in February. Unfortunately, having to restart everything in June, we only had time to create about half the stages we’d envisioned. … Then, at the very end of the Sonic 3 development, we were talking about needing to do something, and someone asked if it would be technically possible to combine two cartridges. We figured out the way to do that at the very, very last minute before the deadline, and then we revised all the programming in Sonic 3 to account for a future Lock-On cart.
    Naka, on Sonic 3 · archived copy ↗
    Sonic 3 is literally half a game. Sega management back then wanted the game out at a certain time and we only had half the stages done, so we had to put the leftovers into Sonic and Knuckles.
    p. 4 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  13. ^ abTakashi Iizuka said the team wanted more stages, each several times larger than Sonic 2's, but it had a date to meet and the cartridge couldn't hold the whole game; of the promotion that set the date, he told Retro Gamer "it wasn't realistic to change that". He said splitting it would have left the Knuckles routes built into Sonic 3's stages unplayable, since two cartridges couldn't share data, and that this led to the lock-on cartridge.WebGame Informer, Sonic 3 split · Retro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    We wanted bigger maps multiple times larger than Sonic 2, but we also wanted to have more maps … The cartridge sizes were limited in space, so we were finding out that not only did we have these obligations to get the content out at a certain time, but we also couldn't get this massive game that we wanted to make onto the space that the cart would allow,
    Iizuka on Sonic 3 · archived copy ↗
    Takashi Iizuka confirms that "it wasn't realistic to change that" promotion
    on the SVP chip and the deadline · archived copy ↗
    Data couldn't be carried over if we used two separate cartridges, making the Knuckles routes we had built into the Sonic 3 stages unplayable. That's where the idea came for the Lock-On cartridge, allowing the two cartridges to work together.
    Iizuka on the split · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  14. ^ abElectronic Gaming Monthly made Sonic 3 its Game of the Month with an Editors' Choice Platinum award. Ed Semrad called it "simply the perfect Sonic game", though its music was not as good as the CD version's; Danyon Carpenter said it improved on the original "tenfold"; Al Manuel liked it better than the CD version; and Sushi-X said it topped every earlier Sonic.MagazineEGM 56, Mar 1994revised
    How we know
    GAME OF THE MONTH
    p. 30, Review Crew (archive.org page n29) · archived copy ↗
    EDITORS' CHOICE PLATINUM
    p. 30, Review Crew · archived copy ↗
    Sonic 3 is simply the perfect Sonic game. It beats out all the previous Sonics with outstanding graphics, more hidden items and new items like the many types of shields. While the music is not as good as the CD version (I'm not expecting it to be...) it's still really well done.
    p. 30, Ed Semrad · archived copy ↗
    Sonic 3 completely blows away everything you've ever seen in an action game. This game improves upon the original tenfold!
    p. 30, Danyon Carpenter · archived copy ↗
    I actually like this game better than the CD version.
    p. 30, Al Manuel · archived copy ↗
    This one definitely tops any of the previous Sonic versions.
    p. 30, Sushi-X · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  15. ^Sonic 3 entered the ELSPA Mega Drive chart printed in Sega Power's May 1994 issue at number 1.MagazineSega Power 54, May 1994
    How we know
    It's good to see a new entry smashing to the top - and not just any new entry. Welcome to Sonic 3.
    p. 12, The Charts (file 0006.webp) · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  16. ^ abcRetro Gamer reports that Sonic 3 and Sonic & Knuckles together sold four million copies.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30
    How we know
    Overall, Sonic 3 and Sonic & Knuckles combined sold four million copies.
    "New shoes" section · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  17. ^Retro Gamer's feature on Sonic 3, republished online in 2024, says Sonic fans tend to hold Sonic 3 & Knuckles the best of the classic games. Jeremy Parish's 2013 USgamer list of the best Genesis games put Sonic & Knuckles eighth, counting votes for Sonic 3 & Knuckles with it, and Eurogamer's Dan Whitehead wrote in 2009 that Sonic 3's stages "now sprawl in many directions".InterviewRetro Gamer (GamesRadar), Sonic 3 at 30 · USgamer, best Genesis games · Eurogamer, Sega Vintage Collectionrevised
    How we know
    Sonic fans tend to hold Sonic 3 & Knuckles as the best of the classics.
    closing section · archived copy ↗
    8. Sonic & Knuckles I fudged a little bit on tallying this one, because votes were split between Sonic & Knuckles and Sonic 3 & Knuckles.
    8. Sonic & Knuckles · archived copy ↗
    Size is one of the major changes, with stages that now sprawl in many directions.
    Sonic the Hedgehog 3 · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  18. ^Sonic_Init sets the top speed to $600, the acceleration to $C, and the deceleration to $80 subpixels, the values of Sonic 1 and Sonic 2.Codesonicretro/skdisasm · sonicretro/s1disasm · sonicretro/s2disasmrevised
    How we know
    21950		move.w	#$600,Max_speed-Max_speed(a4)
    21951		move.w	#$C,Acceleration-Max_speed(a4)
    21952		move.w	#$80,Deceleration-Max_speed(a4)
    
    sonic3k.asm lines 21950–21952 at 73de97c · upstream ↗
    22902		add.w	d5,d0
    22903		cmp.w	d6,d0
    22904		blt.s	loc_114AA
    22905		sub.w	d5,d0
    22906		cmp.w	d6,d0
    22907		bge.s	loc_114AA
    22908		move.w	d6,d0
    
    sonic3k.asm lines 22902–22908 at 73de97c · upstream ↗
    5son_maxspeed:		equ	$600				; Sonic's max speed
    6son_acceleration:	equ	$C				; Sonic's acceleration
    7son_deceleration:	equ	$80				; Sonic's deceleration
    
    _incObj/01 Sonic.asm lines 5–7 at 15dfa3a · upstream ↗
    36232	move.w	#$600,(Sonic_top_speed).w	; set Sonic's top speed
    36233	move.w	#$C,(Sonic_acceleration).w	; set Sonic's acceleration
    36234	move.w	#$80,(Sonic_deceleration).w	; set Sonic's deceleration
    
    s2.asm lines 36232–36234 at 4ef457c · upstream ↗
    37001	sub.w	d5,d0	; remove this frame's acceleration change
    
    s2.asm lines 36998–37004 at 4ef457c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  19. ^MoveSprite adds $38 subpixels/frame to a falling player's speed, Sonic 1's and Sonic 2's gravity, and underwater the air modes take $28 back.Codesonicretro/skdisasm · sonicretro/s1disasm · sonicretro/s2disasmrevised
    How we know
    36077		move.w	y_vel(a0),d0	; load y speed
    36078		addi.w	#$38,y_vel(a0)	; increase vertical speed (apply gravity)
    
    sonic3k.asm lines 36077–36078 at 73de97c · upstream ↗
    22446		jsr	(MoveSprite_TestGravity).l
    ⋮
    22449		subi.w	#$28,y_vel(a0)			; reduce gravity by $28 ($38-$28=$10)
    
    sonic3k.asm lines 22442–22449 at 73de97c · upstream ↗
    gravity: equ $38
    _incObj/sub ObjectFall & SpeedToPos.asm#L5 · upstream ↗
    30217	addi.w	#$38,y_vel(a0)	; increase vertical speed (apply gravity)
    
    s2.asm line 30217 at 4ef457c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  20. ^Sonic and Tails take off at $680 subpixels per frame (6.5 px/frame) and Knuckles at $600 (6 px/frame); underwater the speeds are $380 and $300.Codesonicretro/skdisasm
    How we know
    23342		move.w	#$680,d2
    ⋮
    23345		move.w	#$800,d2	; set higher jump speed if super
    ⋮
    23350		move.w	#$380,d2	; set lower jump speed if under
    
    sonic3k.asm lines 23342–23350 at 73de97c · upstream ↗
    28578		move.w	#$680,d2
    28579		btst	#Status_Underwater,status(a0)
    ⋮
    28581		move.w	#$380,d2
    
    sonic3k.asm lines 28578–28581 at 73de97c · upstream ↗
    32494		move.w	#$600,d2
    32495		btst	#Status_Underwater,status(a0)
    32496		beq.s	loc_1775C
    32497		move.w	#$300,d2
    
    sonic3k.asm lines 32494–32497 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  21. ^With no jump button held, Sonic_JumpHeight cuts a rise faster than 4 px/frame to exactly -$400 (-$200 underwater); a press once the rise is no faster than that starts a shield move instead.Codesonicretro/skdisasmrevised
    How we know
    23404		move.w	#-$400,d1
    ⋮
    23407		move.w	#-$200,d1			; Underwater-specific
    ⋮
    23410		cmp.w	y_vel(a0),d1		; is y speed greater than 4? (2 if underwater)
    23411		ble.w	Sonic_ShieldMoves	; if not, branch
    ⋮
    23415		move.w	d1,y_vel(a0)		; cap jump height
    
    sonic3k.asm lines 23404–23415 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  22. ^In the air Sonic_ChgJumpDir still adds $18 a frame, but a Sonic already faster than the top speed keeps his speed; Sonic 1 and Sonic 2 pulled him down to it.Codesonicretro/skdisasm · sonicretro/s2disasm · sonicretro/s1disasmrevised
    How we know
    23134		sub.w	d5,d0	; add acceleration to the left
    ⋮
    23139		add.w	d5,d0		; remove this frame's acceleration change
    23140		cmp.w	d1,d0		; compare speed with top speed
    23141		ble.s	loc_11682	; if speed was already greater than the maximum, branch
    23142		move.w	d1,d0
    
    sonic3k.asm lines 23129–23155 at 73de97c · upstream ↗
    20850		add.w	d5,d0		; remove this frame's acceleration change
    20851		cmp.w	d1,d0		; compare speed with top speed
    20852		ble.s	loc_126F2	; if speed was already greater than the maximum, branch
    
    s3.asm lines 20845–20866 at 73de97c · upstream ↗
    37219	move.w	d1,d0	; limit speed in air going left, even if Sonic was already going faster (speed limit/cap)
    
    s2.asm lines 37214–37219 at 4ef457c · upstream ↗
    951		sub.w	d5,d0					; increase leftward movement speed
    ⋮
    954		cmp.w	d1,d0					; is new speed exceeding maximum?
    955		bgt.s	.notleft				; if not, branch
    956		move.w	d1,d0					; cap leftward X-speed to maximum
    
    _incObj/01 Sonic.asm lines 951–956 at 15dfa3a · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  23. ^On flat ground, not on an object, when both floor sensors find the floor more than |X speed's high byte| + 4 px below, at most 14, Sonic leaves the ground with his speeds as they are, unless stick_to_convex is set; closer than that, he moves down to it. Sonic 2 has the same rule; Sonic 1 used a flat 14 px.Codesonicretro/skdisasm · sonicretro/s2disasm · sonicretro/s1disasmrevised
    How we know
    18853loc_ED14:
    ⋮
    18856		move.b	x_vel(a0),d0
    ⋮
    18858		neg.b	d0
    ⋮
    18861		addq.b	#4,d0
    18862		cmpi.b	#$E,d0
    ⋮
    18864		move.b	#$E,d0
    ⋮
    18867		cmp.b	d0,d1
    18868		bgt.s	loc_ED38
    ⋮
    18871		add.w	d1,y_pos(a0)
    ⋮
    18875loc_ED38:
    18876		bset	#Status_InAir,status(a0)
    
    sonic3k.asm lines 18853–18879 at 73de97c · upstream ↗
    43135loc_1E31E:
    43136	mvabs.b	x_vel(a0),d0
    43137	addq.b	#4,d0
    43138	cmpi.b	#$E,d0
    43139	blo.s	+
    43140	move.b	#$E,d0
    ⋮
    43142	cmp.b	d0,d1
    43143	bgt.s	loc_1E33C
    
    s2.asm lines 43135–43143 at 4ef457c · upstream ↗
    100		cmpi.w	#$E,d1
    101		bgt.s	.in_air					; branch if Sonic is > 14px above floor
    
    _incObj/Sonic AnglePos.asm lines 100–101 at 15dfa3a · upstream ↗
    18854		tst.b	stick_to_convex(a0)
    
    sonic3k.asm line 18854 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  24. ^Sonic 3 & Knuckles has no grace window after a ledge: Sonic_Jump is called only from the grounded modes.Codesonicretro/skdisasm
    How we know
    22328Sonic_MdNormal:
    22329		bsr.w	SonicKnux_Spindash
    22330		bsr.w	Sonic_Jump
    
    sonic3k.asm lines 22328–22330 at 73de97c · upstream ↗
    22402Sonic_MdRoll:
    22403		tst.b	spin_dash_flag(a0)
    22404		bne.s	loc_10FEA
    22405		bsr.w	Sonic_Jump
    
    sonic3k.asm lines 22402–22405 at 73de97c · upstream ↗
    sonic3k.asm#L22385-L22389 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  25. ^Crouching (animation 8), a press of A, B, or C starts the spin dash's charge at 0; while Down stays held, each frame first takes 1/32 of the counter (rounded down) and a press adds $200, to $800; letting go of Down releases it, curling him (5 px down) and setting the ground speed from the counter's high byte (spindash; Super Sonic's table is faster), negated facing left. On the start, charge, and release frames he doesn't move, and the floor sensors still run. The charge's decay, step, and cap are Sonic 2's.Codesonicretro/skdisasm · sonicretro/s2disasmrevised
    How we know
    23681SonicKnux_Spindash:
    23682		tst.b	spin_dash_flag(a0)
    23683		bne.s	loc_11C5E
    23684		cmpi.b	#8,anim(a0)
    ⋮
    23686		move.b	(Ctrl_1_pressed_logical).w,d0
    23687		andi.b	#button_A_mask|button_B_mask|button_C_mask,d0
    ⋮
    23692		addq.l	#4,sp
    23693		move.b	#1,spin_dash_flag(a0)
    23694		move.w	#0,spin_dash_counter(a0)
    
    sonic3k.asm lines 23679–23696 at 73de97c · upstream ↗
    23739		move.b	#0,spin_dash_flag(a0)
    ⋮
    23741		move.b	spin_dash_counter(a0),d0
    ⋮
    23743		move.w	word_11CF2(pc,d0.w),ground_vel(a0)
    
    sonic3k.asm lines 23737–23746 at 73de97c · upstream ↗
    23770		jsr	(Play_SFX).l
    23771		bra.s	loc_11D5E
    
    sonic3k.asm lines 23770–23771 at 73de97c · upstream ↗
    23798		move.w	spin_dash_counter(a0),d0
    23799		lsr.w	#5,d0
    23800		sub.w	d0,spin_dash_counter(a0)
    ⋮
    23811		addi.w	#$200,spin_dash_counter(a0)
    23812		cmpi.w	#$800,spin_dash_counter(a0)
    ⋮
    23816loc_11D5E:
    23817		addq.l	#4,sp
    
    sonic3k.asm lines 23796–23822 at 73de97c · upstream ↗
    37715	lsr.w	#5,d0
    37716	sub.w	d0,spindash_counter(a0)
    ⋮
    37726	addi.w	#$200,spindash_counter(a0)
    37727	cmpi.w	#$800,spindash_counter(a0)
    
    s2.asm lines 37714–37729 at 4ef457c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  26. ^ abThe spin dash is Sonic 2's, with the same $200 a press to $800, the same 1/32 decay, and the same release speeds from $800 to $C00.Codesonicretro/skdisasm · sonicretro/s2disasmrevised
    How we know
    23741		move.b	spin_dash_counter(a0),d0
    23742		add.w	d0,d0
    23743		move.w	word_11CF2(pc,d0.w),ground_vel(a0)
    
    sonic3k.asm lines 23740–23743 at 73de97c · upstream ↗
    23773word_11CF2:
    23774		dc.w   $800
    23775		dc.w   $880
    
    sonic3k.asm lines 23773–23782 at 73de97c · upstream ↗
    23799		lsr.w	#5,d0
    23800		sub.w	d0,spin_dash_counter(a0)
    ⋮
    23811		addi.w	#$200,spin_dash_counter(a0)
    23812		cmpi.w	#$800,spin_dash_counter(a0)
    
    sonic3k.asm lines 23798–23814 at 73de97c · upstream ↗
    37688SpindashSpeeds:
    37689	dc.w  $800	; 0
    ⋮
    37697	dc.w  $C00	; 8
    
    s2.asm lines 37688–37697 at 4ef457c · upstream ↗
    37715	lsr.w	#5,d0
    37716	sub.w	d0,spindash_counter(a0)
    ⋮
    37726	addi.w	#$200,spindash_counter(a0)
    37727	cmpi.w	#$800,spindash_counter(a0)
    
    s2.asm lines 37714–37729 at 4ef457c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  27. ^ abThe Sonic & Knuckles manual gives Knuckles the spin dash and moves of his own: he breaks through walls, glides on a second press of the button in the air, and climbs walls.ManualSonic & Knuckles US manual
    How we know
    Knuckles uses a Spin Dash just like Sonic, but he also. has unique moves of his own. For one thing, he bashes through walls like nobody else! … Glide + Press Button A, Bor C twice quickly — once to get some air and again to start gliding. … Wall Climb ® Get close to a wall.
    Knuckles' moves · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  28. ^ abWith Down held, neither Left nor Right, and no infinite-inertia flag (bit 7 of status_secondary), Sonic curls into a roll at a ground speed of $100 or more either way, twice Sonic 2's $80; slower than that, unless he stands on an object, he crouches, where Sonic 2 and Sonic 3 alone crouch only from Sonic_Move's standstill branch.Codesonicretro/skdisasm · sonicretro/s2disasmrevised
    How we know
    23258SonicKnux_Roll:
    ⋮
    23262		andi.b	#button_left_mask|button_right_mask,d0	; is left/right being pressed?
    23263		bne.s	locret_1177E	; if yes, branch
    23264		btst	#button_down,(Ctrl_1_logical).w	; is down being pressed?
    ⋮
    23271		cmpi.w	#$100,d0		; is Sonic moving at $100 speed or faster?
    23272		bhs.s	Player_ChkRoll		; if so, branch
    23273		btst	#Status_OnObj,status(a0)
    23274		bne.s	locret_1177E
    23275		move.b	#8,anim(a0)	; enter ducking animation
    
    sonic3k.asm lines 23258–23278 at 73de97c · upstream ↗
    37345	mvabs.w	inertia(a0),d0
    37346	cmpi.w	#$80,d0		; is Sonic moving at $80 speed or faster?
    37347	blo.s	Obj01_NoRoll	; if not, branch
    
    s2.asm lines 37345–37352 at 4ef457c · upstream ↗
    20970		cmpi.w	#$80,d0		; is Sonic moving at $80 speed or faster?
    20971		blo.s	locret_127D0		; if so, branch
    
    s3.asm lines 20970–20976 at 73de97c · upstream ↗
    36788Sonic_Duck:
    36789	btst	#button_down,(Ctrl_1_Held_Logical).w	; is down being pressed?
    36790	beq.s	Obj01_ResetScr							; if not, branch
    36791	move.b	#AniIDSonAni_Duck,anim(a0)				; use "ducking" animation
    
    s2.asm lines 36788–36791 at 4ef457c · upstream ↗
    20420loc_12362:
    20421		btst	#button_down,(Ctrl_1_held_logical).w
    20422		beq.s	loc_1238C
    20423		move.b	#8,anim(a0)
    
    s3.asm lines 20420–20423 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  29. ^ abOutside pinball mode (spin_dash_flag set on a roll) and without the infinite-inertia flag, a roll ends once friction and the d-pad leave the ground speed under $80 either way, and the speed left is kept; Sonic 2 and Sonic 3 alone unroll only at 0. Standing up moves his center 5 px up with normal gravity. In pinball mode a positive flag sets the speed to $400 in his facing direction instead, and a negative one skips the d-pad, friction, and this check.Codesonicretro/skdisasm · sonicretro/s2disasmrevised
    How we know
    23007		move.w	ground_vel(a0),d0
    ⋮
    23012		cmpi.w	#$80,d0
    23013		bhs.s	loc_115C6
    ⋮
    23016		bclr	#Status_Roll,status(a0)
    23017		move.b	y_radius(a0),d0
    23018		move.b	default_y_radius(a0),y_radius(a0)
    ⋮
    23021		sub.b	default_y_radius(a0),d0
    ⋮
    23028		add.w	d0,y_pos(a0)
    
    sonic3k.asm lines 23007–23028 at 73de97c · upstream ↗
    37097Sonic_CheckRollStop:
    37098	tst.w	inertia(a0)
    37099	bne.s	Obj01_Roll_ResetScr
    ⋮
    37102	bclr	#status.player.rolling,status(a0)
    ⋮
    37106	subq.w	#5,y_pos(a0)
    
    s2.asm lines 37097–37106 at 4ef457c · upstream ↗
    20728		tst.w	ground_vel(a0)
    20729		bne.s	loc_12636
    ⋮
    20732		bclr	#Status_Roll,status(a0)
    
    s3.asm lines 20728–20739 at 73de97c · upstream ↗
    22970		tst.b	spin_dash_flag(a0)
    22971		bmi.w	loc_115C6
    22972		tst.b	status_secondary(a0)
    22973		bmi.w	loc_115C6
    
    sonic3k.asm lines 22970–22973 at 73de97c · upstream ↗
    23032loc_115B4:
    23033		move.w	#$400,ground_vel(a0)
    23034		btst	#Status_Facing,status(a0)
    23035		beq.s	loc_115C6
    23036		neg.w	ground_vel(a0)
    
    sonic3k.asm lines 23032–23036 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  30. ^ abThe Sonic 3 manual introduces three shields: the Flame Shield guards against fire and gives Sonic a mid-air dash, the Water Shield lets him breathe underwater and bounce, and the Lightning Shield draws rings to him, guards against electric attacks, and gives him a double jump.ManualSonic 3 US manual
    How we know
    Flame Shield - Protects Sonic and Tails from a fire attack. When this shield is activated, Sonic can perform a mid-air "Fireball Spin Dash" … Water Shield - Sonic and Tails can breathe underwater and bounce like a
    p. 12, Sonic Power-Ups · archived copy ↗
    Lightning Shield - When activated, Gold Rings will gravitate towards Sonic or Tails. This shield will also protect Sonic and Tails from electric attacks and energy ball attacks from Badniks. While this shield is active, Sonic can double jump in mid-air
    p. 13, Sonic Power-Ups (Continued) · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  31. ^With no shield, the press gives Sonic the insta-shield, which while active makes him invincible and widens his hit box to 48 × 48 px.Codesonicretro/skdisasm
    How we know
    23509		btst	#Status_Shield,status_secondary(a0)	; does Sonic have an S2 shield? (the elementals were already filtered out at this point)
    23510		bne.s	locret_11A14				; if yes, branch
    23511		move.b	#1,(Shield+anim).w
    23512		move.b	#1,double_jump_flag(a0)
    
    sonic3k.asm lines 23508–23514 at 73de97c · upstream ↗
    20656		cmpi.b	#1,double_jump_flag(a0)			; Is the Insta-Shield currently in its 'attacking' mode?
    ⋮
    20660		bset	#Status_Invincible,status_secondary(a0)	; Make the player invincible
    ⋮
    20665		move.w	#$30,d4					; Player's width
    20666		move.w	#$30,d5					; Player's height
    
    sonic3k.asm lines 20656–20666 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  32. ^A second press during a jump, once the rise is no faster than 4 px/frame (2 underwater), uses the shield: fire dashes at 8 px/frame and stops the fall, lightning jumps again at -$580, and bubble stops dead and drops at 8 px/frame, then bounces at 7.5 px/frame on landing.Codesonicretro/skdisasmrevised
    How we know
    23400Sonic_JumpHeight:
    23401		tst.b	jumping(a0)	; is Sonic jumping?
    23402		beq.s	Sonic_UpVelCap	; if not, branch
    ⋮
    23411		ble.w	Sonic_ShieldMoves	; if not, branch
    
    sonic3k.asm lines 23400–23411 at 73de97c · upstream ↗
    23453		move.w	#$800,d0
    ⋮
    23461		move.w	#0,y_vel(a0)		; kill y-velocity
    ⋮
    23473		move.w	#-$580,y_vel(a0)	; bounce Sonic up, creating the double jump effect
    ⋮
    23486		move.w	#$800,y_vel(a0)		; force Sonic down
    
    sonic3k.asm lines 23446–23488 at 73de97c · upstream ↗
    24436BubbleShield_Bounce:
    24437		movem.l	d1-d2,-(sp)
    24438		move.w	#$780,d2
    24439		btst	#Status_Underwater,status(a0)
    24440		beq.s	loc_12246
    24441		move.w	#$400,d2
    
    sonic3k.asm lines 24436–24441 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  33. ^Sonic 3 alone (s3.asm) has the same shield moves and insta-shield; its transformation check asks only for the seven Chaos Emeralds and 50 rings.Codesonicretro/skdisasm
    How we know
    21129		move.w	#$800,d0
    ⋮
    21170Sonic_CheckTransform:
    
    s3.asm lines 21122–21184 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  34. ^An elemental shield makes the player immune to each object whose shield_reaction byte names that element, and any shield deflects objects flagged for it at 8 px/frame.Codesonicretro/skdisasm
    How we know
    21043		and.b	shield_reaction(a1),d0			; Does one of the player's shields grant immunity to this object??
    ⋮
    21066		andi.b	#1<<3,d0					; Should the object be bounced away by a shield?
    ⋮
    21076		muls.w	#-$800,d1
    
    sonic3k.asm lines 21039–21083 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  35. ^A hit with any shield costs the shield, not the rings; HurtCharacter clears the shield bit and all three element bits together (`andi.bCodesonicretro/skdisasm
    How we know
    21110		btst	#0,status_secondary(a0)
    21111		bne.s	loc_102DA
    ⋮
    21117		bne.s	loc_102DA
    ⋮
    21123loc_102DA:
    21124		andi.b	#$8E,status_secondary(a0)
    
    sonic3k.asm lines 21110–21124 at 73de97c · upstream ↗
    184Status_Shield       = 0
    185Status_Invincible   = 1
    186Status_SpeedShoes   = 2
    
    sonic3k.constants.asm lines 184–190 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  36. ^Hit without a shield, the player drops his rings, at most 32 as bouncing rings, and the count goes to 0; with no rings he dies.Codesonicretro/skdisasm
    How we know
    21102		move.w	(Ring_count).w,d0
    ⋮
    21110		btst	#0,status_secondary(a0)
    21111		bne.s	loc_102DA
    ⋮
    21114		tst.w	d0
    21115		beq.w	loc_10350
    ⋮
    21117		bne.s	loc_102DA
    21118		move.l	#Obj_Bouncing_Ring,(a1)
    
    sonic3k.asm lines 21102–21118 at 73de97c · upstream ↗
    35603		moveq	#$20,d0
    35604		cmp.w	d0,d5
    35605		blo.s	loc_1A6A6
    35606		move.w	d0,d5
    
    sonic3k.asm lines 35603–35606 at 73de97c · upstream ↗
    35658		move.w	#0,(Ring_count).w
    
    sonic3k.asm line 35658 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  37. ^Standing on flat ground, not on an object, not Super or Hyper, with no move_lock or infinite-inertia flag, with ground speed 0 after the left and right steps, and the floor under his center 12 px or more below his feet, Sonic turns to face right if last frame's right floor sensor met no block, or else left if the left one met none, and balances; otherwise Down crouches. Sonic 2 turned him only if the floor 6 px back the other way was also that far down.Codesonicretro/skdisasm · sonicretro/s2disasmrevised
    How we know
    22484		bne.w	loc_112EA	; if yes, branch
    22485		tst.w	ground_vel(a0)	; is Sonic moving?
    22486		bne.w	loc_112EA	; if yes, branch
    ⋮
    22489		btst	#Status_OnObj,status(a0)
    22490		beq.w	Sonic_Balance
    
    sonic3k.asm lines 22480–22490 at 73de97c · upstream ↗
    22566Sonic_Balance:
    22567		move.w	x_pos(a0),d3
    22568		bsr.w	ChooseChkFloorEdge
    22569		cmpi.w	#$C,d1
    22570		blt.w	loc_11276
    22571		tst.b	(Super_Sonic_Knux_flag).w	; is Sonic Super/Hyper?
    22572		bne.w	loc_11250			; if so, branch
    22573		cmpi.b	#3,next_tilt(a0)
    22574		bne.s	loc_111F6
    22575		btst	#Status_Facing,status(a0)
    22576		bne.s	loc_111CE
    
    sonic3k.asm lines 22566–22576 at 73de97c · upstream ↗
    22587loc_111CE:
    ⋮
    22591		bclr	#Status_Facing,status(a0)
    
    sonic3k.asm lines 22587–22591 at 73de97c · upstream ↗
    22602loc_111F6:
    22603		cmpi.b	#3,tilt(a0)
    22604		bne.s	loc_11276
    22605		btst	#Status_Facing,status(a0)
    22606		beq.s	loc_11228
    ⋮
    22617loc_11228:
    22618		bset	#Status_Facing,status(a0)
    
    sonic3k.asm lines 22602–22618 at 73de97c · upstream ↗
    22035		move.b	(Primary_Angle).w,next_tilt(a0)
    22036		move.b	(Secondary_Angle).w,tilt(a0)
    
    sonic3k.asm lines 22035–22036 at 73de97c · upstream ↗
    36717+	move.b	#AniIDSonAni_Balance3,anim(a0)		; set Sonic's animation to "Balance3"
    ⋮
    36719	subq.w	#6,d3
    36720	jsr	(ChkFloorEdge_Part2).l
    36721	cmpi.w	#$C,d1
    36722	blt.w	Obj01_ResetScr
    ⋮
    36724	bclr	#status.player.x_flip,status(a0)
    
    s2.asm lines 36717–36724 at 4ef457c · upstream ↗
    22467		tst.b	status_secondary(a0)	; is bit 7 set? (Infinite inertia)
    22468		bmi.w	loc_11332		; if so, branch
    22469		tst.w	move_lock(a0)
    22470		bne.w	loc_112EA
    
    sonic3k.asm lines 22467–22470 at 73de97c · upstream ↗
    20343loc_1228A:
    ⋮
    20347		bclr	#Status_Facing,status(a0)
    
    s3.asm lines 20343–20347 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  38. ^Unlike Sonic 1 and Sonic 2, a standing player slides on a slope whose push, sine × $20, is at least $D; the walking and rolling factors stay $20 and $50.Codesonicretro/skdisasm · sonicretro/s2disasm · sonicretro/s1disasmrevised
    How we know
    23868		muls.w	#$20,d0
    23869		asr.l	#8,d0
    23870		tst.w	ground_vel(a0)
    23871		beq.s	loc_11DDC
    ⋮
    23875		add.w	d0,ground_vel(a0)
    ⋮
    23882		add.w	d0,ground_vel(a0)
    ⋮
    23888loc_11DDC:
    23889		move.w	d0,d1
    23890		bpl.s	loc_11DE2
    23891		neg.w	d1
    ⋮
    23893loc_11DE2:
    23894		cmpi.w	#$D,d1
    ⋮
    
    sonic3k.asm lines 23866–23896 at 73de97c · upstream ↗
    23914		muls.w	#$50,d0
    
    sonic3k.asm line 23914 at 73de97c · upstream ↗
    37763	tst.w	inertia(a0)
    37764	beq.s	return_1ADCA
    
    s2.asm lines 37763–37764 at 4ef457c · upstream ↗
    1334		tst.w	obInertia(a0)				; check Sonic's ground speed
    1335		beq.s	.return					; if he's standing still, branch
    
    _incObj/01 Sonic.asm lines 1334–1335 at 15dfa3a · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  39. ^Below $280 ground speed on a steep slope the player now slips, a $80 push along the slope and a 30-frame d-pad lock, and falls off only near walls and ceilings; Sonic 1 and 2 dropped him from any slope past 45°.Codesonicretro/skdisasm · sonicretro/s2disasm · sonicretro/s1disasmrevised
    How we know
    23953		move.b	angle(a0),d0
    23954		addi.b	#$18,d0
    23955		cmpi.b	#$30,d0
    23956		blo.s	locret_11E6E
    ⋮
    23962		cmpi.w	#$280,d0
    23963		bhs.s	locret_11E6E
    23964		move.w	#30,move_lock(a0)
    23965		move.b	angle(a0),d0
    23966		addi.b	#$30,d0
    23967		cmpi.b	#$60,d0
    23968		blo.s	loc_11E70
    23969		bset	#Status_InAir,status(a0)
    ⋮
    
    sonic3k.asm lines 23953–23983 at 73de97c · upstream ↗
    37833	addi.b	#$20,d0
    37834	andi.b	#$C0,d0
    ⋮
    37839	clr.w	inertia(a0)
    37840	bset	#status.player.in_air,status(a0)
    
    s2.asm lines 37832–37841 at 4ef457c · upstream ↗
    1413		addi.b	#$20,d0					; rotate it by 45 degrees
    1414		andi.b	#$C0,d0					; snap to nearest multiple of 90 degrees
    ⋮
    1425		clr.w	obInertia(a0)				; clear ground speed
    1426		bset	#status_in_air_bit,obStatus(a0)		; set in-air flag to detach Sonic from wall
    
    _incObj/01 Sonic.asm lines 1412–1427 at 15dfa3a · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  40. ^ abTails flies for 480 frames, a count of 240 that drops every other frame; flying adds $8 gravity a frame, and while time remains each press lifts him $20 a frame for up to 30 frames, until he rises faster than 1 px/frame.Codesonicretro/skdisasm
    How we know
    28704		move.b	#1,double_jump_flag(a0)
    28705		move.b	#(8*60)/2,double_jump_property(a0)
    
    sonic3k.asm lines 28703–28705 at 73de97c · upstream ↗
    27634		andi.b	#1,d0
    27635		beq.s	loc_14836
    27636		tst.b	double_jump_property(a0)
    27637		beq.s	loc_14836
    27638		subq.b	#1,double_jump_property(a0)
    ⋮
    27643		cmpi.w	#-$100,y_vel(a0)
    27644		blt.s	loc_14858
    27645		subi.w	#$20,y_vel(a0)
    27646		addq.b	#1,double_jump_flag(a0)
    27647		cmpi.b	#$20,double_jump_flag(a0)
    ⋮
    27661		cmpi.w	#-$100,y_vel(a0)
    ⋮
    27663		tst.b	double_jump_property(a0)
    ⋮
    
    sonic3k.asm lines 27632–27674 at 73de97c · upstream ↗
    27614		jsr	(MoveSprite_TestGravity2).l
    
    sonic3k.asm lines 27610–27614 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  41. ^Knuckles's glide starts at 4 px/frame and gains $4 a frame to a cap of 24 px/frame, and its fall settles near 0.5 px/frame, $20 added below $80 and taken above.Codesonicretro/skdisasmrevised
    How we know
    32606		addi.w	#$200,y_vel(a0)
    32607		bpl.s	loc_17898
    32608		move.w	#0,y_vel(a0)
    ⋮
    32610loc_17898:
    32611		moveq	#0,d1
    32612		move.w	#$400,d0
    32613		move.w	d0,ground_vel(a0)
    
    sonic3k.asm lines 32600–32613 at 73de97c · upstream ↗
    31643		cmpi.w	#$400,d0
    31644		bhs.s	.mediumSpeed
    ⋮
    31648		addq.w	#8,d0
    ⋮
    31654		cmpi.w	#$1800,d0
    31655		bhs.s	.applySpeed
    ⋮
    31663		addq.w	#4,d0
    
    sonic3k.asm lines 31642–31663 at 73de97c · upstream ↗
    31723		cmpi.w	#$80,y_vel(a0)
    31724		blt.s	.fallingSlow
    31725		subi.w	#$20,y_vel(a0)
    31726		bra.s	.fallingFast
    ⋮
    31731		addi.w	#$20,y_vel(a0)
    
    sonic3k.asm lines 31723–31731 at 73de97c · upstream ↗
    30749		andi.b	#button_A_mask|button_B_mask|button_C_mask,d0
    30750		bne.s	.continueGliding
    ⋮
    30763		asr.w	x_vel(a0)
    30764		asr.w	x_vel(a0)
    
    sonic3k.asm lines 30748–30764 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  42. ^Sonic & Knuckles's credits name Yuji Naka as producer and lead programmer, Hirokazu Yasuhara as director and lead game designer, Hisayoshi Yoshida and Takashi Iizuka as senior game designers, Takahiro Hamano and Masanobu Yamamoto as senior programmers, and Takashi Thomas Yuda as character designer. Sonic 3's name Hiroshi Nikaidoh where these name Hamano.Codesonicretro/skdisasm
    How we know
    122109		dc.b "PRODUCER",0
    122110		even
    122111byte_5B7AC:	dc.b $37
    122112		dc.b $18
    122113		dc.b "YUJI NAKA",0
    122114		even
    122115byte_5B7B8:	dc.b $47
    122116		dc.b $1B
    122117		dc.b "DIRECTOR",0
    122118		even
    122119byte_5B7C4:	dc.b $49
    122120		dc.b 8
    ⋮
    
    sonic3k.asm lines 122109–122169 at 73de97c · upstream ↗
    77570		dc.b "    senior programmers",0
    77571		even
    77572		dc.w $688
    77573		dc.b "HIROSHI NIKAIDOH",0
    77574		even
    77575		dc.w $980
    77576		dc.b "MASANOBU YAMAMOTO",0
    
    s3.asm lines 77570–77576 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  43. ^Yuji Naka said Knuckles came out of market research into American children's tastes: of eight candidate designs, Knuckles was the most popular.InterviewSega Magazine JP 1997, via Shmuplationsrevised
    How we know
    For the character of Knuckles, we relied a lot on market research about American kids’ taste. There were actually eight different candidates, but the most popular one was Knuckles with his dreadlocks.
    Naka, on Sonic 3 · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  44. ^Retro Gamer credits Knuckles's design to Takashi Yuda.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    The new playable character was Knuckles, designed by Takashi Yuda.
    on the new playable character · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  45. ^Takashi Iizuka said Knuckles's punch through rock let the team build routes only he could use, and his climbing and gliding brought vertical play to stages built for Sonic's horizontal one.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30
    How we know
    Knuckles' ability to punch through rocks allowed us to create routes that only he could use," Iizuka explains. "Sonic's playstyle was horizontal, while Knuckles' climbing and gliding allowed us to bring in vertical play.
    Iizuka on Knuckles's abilities · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  46. ^Yuji Naka said Sonic 3 was first built from late January 1993 for Sega's SVP chip, with isometric 3D graphics, and that the team dropped that work in June 1993 when the chip looked unlikely to be finished by the end of the year, restarting with six months left.InterviewSega Magazine JP 1997, via Shmuplations
    How we know
    Up till about June of 1993, the Sonic 3 development included the SVP. It featured isometric 3D graphics, and you could rotate and turn the game field. … The development began in late January of 1993 … Unfortunately, in June we realized that development of the SVP chip probably wouldn’t be finished by the end of the year. So we abandoned all the programming and work we’d done up to then. In the remaining 6 months we had for Sonic 3, we had to start entirely from zero and re-do everything.
    Naka, on Sonic 3 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  47. ^Takashi Iizuka gave Retro Gamer a different reason for dropping the SVP chip: the work was a research experiment in moving Sonic in 3D, and since the chip handled only about as many polygons as Virtua Racing, the team judged it not a good fit for a Sonic game.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    Support for the SVP chip was nothing more than a research experiment to see if we could get Sonic moving in 3D. In the end we found that it could only handle a polygon count similar to Virtua Racing, so we decided that it wasn't a good fit for a Sonic game.
    on the SVP chip and the deadline · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  48. ^Roger Hector, head of Sega Technical Institute, said the original Sonic 3 was so large in scope that it was split in half across two games, since it could not all fit in one.InterviewRoger Hector interview, 2005
    How we know
    The original Sonic 3 game was very aggressive in its scope. Massive really. So after getting started working on it, it was decided to split it in half, and spread the design across two games. This was good as there was no way all of it would fit in one game.
    answer on the split · archived copy ↗
    Roger Hector: Director of STI
    page title · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  49. ^Mean Machines Sega's March 1994 review of Sonic 3 reported plans for a 24-megabit deluxe edition with extra levels, and possibly a plug-through cartridge for the 16-megabit Sonic 3 that would also work with Sonic 1 and 2.MagazineMMS 17, Mar 1994
    How we know
    Sonic plan a deluxe 24-Meg edition of the game, with extra levels and enhanced play. There may well be an upgrade for the 16-meg edition, a plug through cart with two ends, which will also work with your Sonic 1 and 2 carts, to create extra levels.
    p. 49, "Cart Spec" box (archive.org page n48) · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  50. ^Retro Gamer reports that the split moved Flying Battery Zone, planned between Carnival Night and IceCap, to become Sonic & Knuckles's second zone.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    Flying Battery Zone was originally positioned between Carnival Night Zone and Ice Cap Zone, but was moved to become the second stage of Sonic & Knuckles instead.
    on the split's effects · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  51. ^Takashi Iizuka said he didn't think the split added or moved other stages, but it changed some: Launch Base, now Sonic 3's last zone, got an extra boss, Big Arms, and Mushroom Hill, now Sonic & Knuckles's first, was made easier than planned.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    I don't think there were any other stages that were added or moved, but we did make some spec changes, … The Launch Base boss was an Eggman boss as usual, but splitting the game made it the last stage of Sonic 3, so we added Big Arms. Mushroom Hill became the first stage of Sonic & Knuckles, so we readjusted the difficulty to make it easier than originally planned.
    Iizuka on the split's effects · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  52. ^Game Informer reports that the lock-on slot reads the ID of the cartridge on top, and that most other games bring up Sonic 3's and Sonic & Knuckles's blue sphere special stages.WebGame Informer, Sonic 3 splitrevised
    How we know
    The lock-on slot of Sonic & Knuckles would read the ID of whatever cartridge was put on it, so the team tried to have some fun with it. … For the vast majority of games, the result is the special "blue sphere" stages from Sonic 3 and Sonic & Knuckles.
    "Stacking Other Games on Sonic & Knuckles" · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  53. ^Sonic 3's credits name Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, and Scirocco as music composers, beside the Sega Sound Team, which includes Jun Senoue. Sonic & Knuckles alone credits Howard Drossin as its composer; locked onto Sonic 3, its credits list all seven.Codesonicretro/skdisasm
    How we know
    77645		dc.b "music composers",0
    77646		even
    77647		dc.w $694
    77648		dc.b "BRAD  BUXER",0
    77649		even
    77650		dc.w $98E
    77651		dc.b "BOBBY BROOKS",0
    77652		even
    77653word_40EF8:	dc.w 3-1
    77654		dc.w $498
    77655		dc.b "music composers",0
    77656		even
    ⋮
    
    s3.asm lines 77645–77671 at 73de97c · upstream ↗
    77705		dc.b "sega sound team",0
    77706		even
    77707		dc.w $68C
    77708		dc.b "MASAYUKI NAGAO",0
    77709		even
    77710		dc.w $994
    77711		dc.b "J UN SENOUE",0
    
    s3.asm lines 77705–77711 at 73de97c · upstream ↗
    121578		moveq	#0,d2
    121579		tst.w	(SK_alone_flag).w
    121580		beq.s	loc_5B238
    121581		moveq	#8,d2
    ⋮
    121583loc_5B238:
    121584		add.w	(_unkFAAE).w,d2
    121585		movea.l	off_5B284(pc,d2.w),a1
    
    sonic3k.asm lines 121578–121585 at 73de97c · upstream ↗
    121612off_5B284:
    121613		dc.l CreditsText_Part1
    121614		dc.l CreditsText_Part2
    121615		dc.l CreditsText_Part1_SK
    121616		dc.l CreditsText_Part2_SK
    
    sonic3k.asm lines 121612–121616 at 73de97c · upstream ↗
    967SK_alone_flag			ds.w 1			; -1 if Sonic 3 isn't locked on
    
    sonic3k.constants.asm line 967 at 73de97c · upstream ↗
    122269		dc.b "MUSIC COMPOSERS",0
    122270		even
    122271byte_5BA08:	dc.b 4
    122272		dc.b $E
    122273		dc.b "HOWARD DROSSIN",0
    122274		even
    122275byte_5BA1A:	dc.b $14
    122276		dc.b $D
    122277		dc.b "SEGA SOUND TEAM",0
    
    sonic3k.asm lines 122269–122277 at 73de97c · upstream ↗
    122663		dc.b "MUSIC COMPOSERS",0
    122664		even
    122665byte_5BFC0:	dc.b 4
    122666		dc.b $16
    122667		dc.b "BRAD BUXER",0
    122668		even
    122669byte_5BFCE:	dc.b 5
    122670		dc.b $12
    122671		dc.b "BOBBY BROOKS",0
    122672		even
    122673byte_5BFDE:	dc.b 6
    122674		dc.b $14
    ⋮
    
    sonic3k.asm lines 122663–122695 at 73de97c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  54. ^ abRoger Hector said Michael Jackson was brought in to compose the game's music and that his work was dropped at the end of development, after his scandals became public.InterviewRoger Hector interview, 2005revised
    How we know
    Michael Jackson was originally brought in to compose all the music for the game, but at the very end, his work was dropped after his scandals became public. This caused a lot of problems and required a lot of reworking.
    answer on his favorite project · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  55. ^ abVGC reports that Jackson isn't credited, that his musical director Brad Buxer has said Jackson worked on the soundtrack for four weeks in 1993, that Sega has never confirmed it, and that former Sega executives, Tom Kalinske among them, have said any part he had was without their knowledge. Digital Spy's 2014 retrospective says reports suggest he left over the Mega Drive's limits on music.WebVGC, Sonic Origins soundtrack · Digital Spy, Sonic 3 retrospectiverevised
    How we know
    Sonic 3’s soundtrack is infamous because it’s widely believed that some of the tracks were composed by Michael Jackson, who wasn’t credited in the final game. Jackson’s musical director Brad Buxer has claimed that Jackson worked on the soundtrack for four weeks in 1993, but Sega has never officially confirmed it … notable Sega executives including former Sega of America president Tom Kalinske have said that if he was involved it was without their knowledge.
    background · archived copy ↗
    reports suggest that the King of Pop exited the project due to the limitations of the Mega Drive's musical output.
    trivia paragraph · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  56. ^Electronic Gaming Monthly's April 1995 "EGM 50", its Review Crew's ranking of the past year's highest-rated games, put Sonic 3 at number 1.MagazineEGM 69, Apr 1995
    How we know
    the EGM 50 details the Review Crew’s rankings of the highest-rated softs from the past year.
    The EGM 50 · archived copy ↗
    RANKING: #1 Sega Genesis Sonic 3
    The EGM 50, number 1 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  57. ^GamePro's reviewer, The Unknown Gamer, scored Sonic 3 5 of 5 for graphics, control, and fun and 4 for sound, found the acts more linear than the first games', and called it "another spectacular game".MagazineGamePro 56, Mar 1994revised
    How we know
    Graphics Sound Control FunFactor Challenge INT. 5.0 4.0 5.0 5.0 Intermediate
    p. 42, ProReview score box (archive.org page n43) · archived copy ↗
    Sonic 3 proves that you can teach an old hedgehog new and exciting tricks. Take that old Sonic magic, add fun new variations, and you have another spectacular game.
    p. 42, ProFile · archived copy ↗
    The Acts have multiple pathways, but they are more linear than those in the first games.
    p. 42 · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  58. ^ abMean Machines Sega scored Sonic 3 94% overall, with 95 for playability; its reviewer Gus wrote that he had said Sonic 3 "had to be something special" and that it was, and the box faulted it for having no difficulty settings and for being partly finishable within a week.MagazineMMS 17, Mar 1994
    How we know
    OVERALL 94
    p. 49, score boxes (archive.org page n48) · archived copy ↗
    As I said in last month's preview, Sonic 3 had to be something special. It definitely is.
    p. 49, Gus's comment · archived copy ↗
    Sonic really should have difficulty settings.
    p. 49, Presentation box · archived copy ↗
    You can partially complete the game (without emeralds) within a week
    p. 49, Lastability box · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  59. ^ abSega Power scored Sonic 3 90%; its verdict found "no radical changes to the gameplan" but called it a must-buy for its size, graphics, imagination, and playability.MagazineSega Power 52, Mar 1994
    How we know
    No radical changes to the gameplan, but the sheer size, superb graphics, wealth of imagination and above all playability, guarantee Sonic 3 gold status. A 'must buy' title.
    p. 30, Final Verdict (file 0030.webp) · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  60. ^ abMean Machines Sega scored Sonic & Knuckles 85%. Gus found its likeness to Sonic 3 "almost disturbing", and Steve Merrett judged it "every bit as good as Sonic 3" but "more of the same"; the box praised the lock-on for putting life into games already bought.MagazineMMS 25, Nov 1994 · Retro Gamer (GamesRadar), Sonic 3 at 30
    How we know
    OVERALL 85
    p. 72, score boxes (archive.org page n71) · archived copy ↗
    The similarity to the other Sonic games is obvious, and the feeling of Deja vu with Sonic 3 is almost disturbing.
    p. 72, Gus's comment · archived copy ↗
    Sonic and Knuckles is every bit as good as Sonic 3, but it is just more of the same
    p. 72, Steve's comment · archived copy ↗
    The plug-through facility injects some life into games already bought.
    p. 72, VFM box · archived copy ↗
    In Mean Machines Sega, Steve Merrett felt it was
    "New shoes" section · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  61. ^VideoGames named Earthworm Jim the best Genesis game of 1994 and gave Sonic & Knuckles one of its two honorable mentions, with Contra: Hard Corps.MagazineVideoGames Best of '94
    How we know
    without a doubt the best Genesis game of 1 994. Honorable Mention CONTRA: HARD CORPS (Konami) SONIC & KNUCKLES (Sega)
    Best of '94, Genesis · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  62. ^Later reviews single out the saves and Knuckles. GameSpot's Frank Provo called the six save slots Sonic 3's most welcome new feature in 2007, and Digital Spy's Mark Langshaw wrote in 2014 that it was the series' first game with saves but that its greatest contribution was Knuckles.WebGameSpot, Sonic 3 review · Digital Spy, Sonic 3 retrospective
    How we know
    Without a doubt, the most welcome new feature in Sonic 3 is the one that doesn't have anything to do with gameplay: the six save slots that record your progress.
    review body · archived copy ↗
    The game gave players the option to save their progress for the first time in the series, but its greatest contribution to the franchise was the introduction of Knuckles.
    retrospective body · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  63. ^Sonic 3 and Sonic & Knuckles came to the PC in 1997 as Sonic & Knuckles Collection, playable apart or together, with MIDI music that replaced some tracks. They came to the Saturn in Sonic Jam the same year, and emulated versions were part of Sega's compilations until 2010.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    Sonic 3 and Sonic & Knuckles later made their way to PC in 1997 as part of Sonic & Knuckles Collection, which offers the ability to play either game individually or both together. This version features MIDI music and replaces some of the tracks attributed to Michael Jackson's team with tunes that were present in a prototype build of the Mega Drive game. The games arrived on the Saturn as part of Sonic Jam the same year with no substantial changes, and emulated Mega Drive versions were a staple of Sega's compilations until 2010, when re-releases dried up.
    "New shoes" section · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  64. ^Sonic Origins (2022) brought back Sonic 3 & Knuckles as one game, Retro Gamer reports, and VGC reports Sega saying in a livestream that it couldn't use "all the original sounds" of the Genesis game and that Jun Senoue had adapted the music composed in 1993.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30 · VGC, Sonic Origins soundtrackrevised
    How we know
    Sonic 3 & Knuckles finally returned in combined and remastered form as part of the Sonic Origins compilation in 2022.
    closing section · archived copy ↗
    While unfortunately we can’t use all the original sounds from the Sega Genesis version of the game, Jun Senoue has been working really hard to adapt the original music that was composed in 1993 for Sonic Origins.
    Chrzanowski in an official Sonic livestream · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  65. ^Takashi Iizuka said he had wished to sell Sonic 3 and Sonic & Knuckles as one complete game, and was happy that Sonic Origins did.InterviewRetro Gamer (GamesRadar), Sonic 3 at 30revised
    How we know
    I do wish we had been able to sell Sonic 3 and Sonic & Knuckles as one complete game. So I was happy that we were able to accomplish that with Sonic Origins last year,
    Iizuka, closing section · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

Sources

Code

Primary

  • Thorpe, Nick. 2024. “30 years later, Sonic the Hedgehog 3 is still a stone-cold classic.” Future plc (Retro Gamer, published on GamesRadar+). original · archived · licence, all uses
  • America, Sega of. 1994. “Sonic & Knuckles instruction manual (US, Genesis).” Sega of America. original · archived · licence, all uses
  • America, Sega of. 1994. “Sonic The Hedgehog 3 instruction manual (US, Genesis).” Sega of America. original · archived · licence, all uses
  • staff, Sega Magazine (Japan) and Shmuplations (translation). 1997. “Sonic Team story (ソニックチーム物語).” SoftBank Creative; translation by Shmuplations. original · archived · licence, all uses
  • Naka, Yuji and GameSpy staff. 2005. “Sega's Yuji Naka Talks! (page 4).” GameSpy (IGN Entertainment). original · archived · licence, all uses
  • Hector, Roger and HXC (interviewer). 2005. “Roger Hector: Director of STI interviews.” EmulationZone / Simon Wai's Sonic 2 Beta. original · archived · licence, all uses

Secondary