Annoying Video Game Helper: Tails, when he's tagging along with Sonic. If you get a friend (or yourselfnote This is extremely easy in the PC version or via emulation) to control Tails with the second controller, he can be extremely helpful. But if the AI controls Tails, then he'll get in your way, collapse platforms that you want to use, attack enemies and bosses half a second before you do (so they'll have Mercy Invincibility by the time you hit them), and all-around make a nuisance of himself. Kyodai Eggman Robo at the end of Death Egg Zone Act 2 (who is otherwise an Anti-Climax Boss as seen below) is exponentially more difficult for this very reason.
Knuckles, especially considering in the intro he's able to punch the Chaos Emeralds out of Super Sonic. When you actually fight him, he's one of the easiest bosses in the entire game.
The pseudo-final boss of Sonic & Knuckles, Kyodai Eggman Robo, is this should you fail to get all the Emeralds. After a challenging Puzzle Boss against Death Egg Jr., all Eggman's giant robot does in his first phase is slowly try to attack Sonic with his fingers. In his second phase, he uses an easy to dodge flame attack as his only defense against opening his weak point, at which point he also tries to fire a laser that's also easy to dodge. Thankfully, the True Final Boss is much more exciting.
Mecha Sonic in Sky Sanctuary Zone. First you fight him in two Egg Mobile bosses from the previous two games, then you fight him straight-on. Even though he's easier than the Mecha Sonic in the previous game's Death Egg Zone, he has a much greater variety in movement, and you actually get to bounce backwards from Spin Dashing into him, giving a lot of options with fighting him and generally making the fight that much more exciting.
The Doomsday Zone, setting the standard for final Super Sonic confrontations throughout the series. It's challenging, has great controls despite an Unexpected Gameplay Change, great music, and is a great reward for having completed all the special stages.
Sure, it's pretty awesome when you fight him as Sonic, but Mecha Sonic really kicks it up a notch as he's the final boss in Knuckles story. At first, he uses pretty much the same tactics as when you fought him as Sonic, but then he gets right back, up and uses the Master Emerald to transform into Super Mecha Sonic. That's right, you don't just fight a simple Sonic clone robot but a character (and a villain to boot) using a Super form.
The IceCap Zone theme seems to be particularly popular, remixed so many times on OverClocked ReMix that it became a meme, resulting in an April Fools album consisting of nothing but new IceCap mixes.
The soundtrack also got additional respect once word got out that Michael Jackson and his sound crew partially composed it. Many parts of each song are either heavily sampled from or inspired by his Dangerous album and standalone tracks.
Though not technically part of the soundtrack, the Right Said Fred song "Wonderman" contains several references to the game and the music video is essentially a musical ad for the game. In the UK, it was a good chunk of the game's advertising.
The PC compilation, Sonic & Knuckles Collection, had tracks in the first half of Sonic 3 that were exclusive to that game and never present on the Genesis version or any re-release afterward. Which is a shame because some would consider those tracks even better than their Genesis counterparts. However, the Game ModSonic 3 Complete includes these tracks and gives the player the option to switch between them and the Genesis versions.
Hydrocity Zone. It's an underwater level, so if you've played the previous games, you're expecting a hard, long slog, right? You'd be wrong. It's a very fast wild water ride with Sonic blazing across the surface of the water, bouncing everywhere with the Water Shield, rolling down hills at ludicrous speed, getting caught in currents that fling you miles into the air, and has amazing music. It was the sole Sonic 3 level that returned in Sonic Mania.
Flying Battery Zone. This takes place in a massive flying airship, with awesome machinery or sky backgrounds whether you're inside or outside, and the sections alternate from fast-paced action to slower gimmick-based platforming. Finally, both Acts have some of the most awesome music in the series. Like Hydrocity, it's popular enough that it was chosen to be remade in Sonic Mania.
Lava Reef Zone. Seeing the Death Egg stuck in the ceiling of the massive cavern and watching as the entire lava-filled cave suddenly turns to crystal is breathtaking, and the songs for both acts go along with it perfectly. It's popular enough that it was chosen to be remade in Sonic Mania.
Sky Sanctuary is breathtaking. The fact that it's nearly impossible to die on the stage makes it very easy to speedily run through the straightaways, with excellent platforming to boot. Also, it contains the excellent boss fights against Mecha Sonic. It was the level chosen to represent the combined game in Generations, albeit lacking Mecha Sonic.
If you're playing as Knuckles, Carnival Night Zone is a joke. The first act is quite a bit shorter than if you're playing as Sonic and/or Tails, and the second act isn't even half as long as it is then. No Barrel of Doom or even a boss for you to fight;note Unless you know how to access it. you can literally blitz through it in around 2-3 minutes.
IceCap is notable because it's quite short, but has difficult bosses.
Mushroom Hill is this if you lock on both games, as it's the first level of Sonic & Knuckles. It's quite easy and is shorter than most of the levels in both games.
Hidden Palace Zone. This is especially true when playing as Knuckles since it's a very short level.
The whole game itself is this to Sonic 2 for some. Both sides argue whether their game is the best 2D Sonic game and which one has the better level design.
The Sonic & Knuckles half, while technically not a sequel and the game's second half, nevertheless gets this reaction from fans even when locked on. Some consider it a worthy expansion to the Sonic 3 half, while others consider it a slow, inferior, rushed addition.
Cult Classic: Compared to its other Genesis predecessors, Sonic 3 & Knuckles doesn't have as much mainstream public recognition due to a number of factors. The game didn't sell nearly as well as its predecessors and when it was released, the Sega Saturn was already announced and nearing release. Despite this, Sonic 3 & Knuckles is very well-loved within the core fandom and is a common contender for best game for the franchise.
Orbinauts, black orbs with four spiked balls orbiting their body, returning from the original Sonic the Hedgehog in the Launch Base Zone. Unlike Star Pointers, their ice counterparts in the previous level, Orbinauts are smart enough to keep the spiked balls instead of throwing them out and leaving themselves defenseless. While it is possible to defeat Chainspikes and Orbinauts as Sonic without taking damage through the careful utilization of the Insta-Shield, Tails and Knuckles cannot defeat these guys without either conventional or mercy invincibility.
Skorps, the brown mechanical enemies in Sandopolis Zone that attack by trying to sting you with their spiked tail. Their attack is almost impossible to dodge, and if you do somehow dodge it, you'll have to watch that it doesn't hit you when the tail comes back.
Chainspikes, the blue enemies in Death Egg Zone with four spikes. You need to hit them from a diagonal angle (easier said than done) or else the spikes positioned in four directions will get you.
Ensemble Darkhorse: Mecha Sonic, to the point that some of his fans actually prefer him to Metal Sonic, the more prominent robotic Sonic knockoff.
Fandom Berserk Button: Saying that Sonic & Knuckles should have been called Sonic 4, or any implication that Sonic 3 and Sonic & Knuckles are two separate games.
If Super Sonic or Super Knuckles broke the game, then Hyper Sonic, Hyper Knuckles, and Super Tails took the pieces and ground them into a microscopic powder.
While the Hyper forms are quite powerful, the Glowing Sphere Bonus Stage makes them true game breakers. In Sonic 2, Super Sonic was more balanced since every level had a finite number of rings and hence a hard time cap on how long you could stay super. In Sonic 3 & Knuckles, however, the Glowing Spheres Bonus Stage allows you to earn oodles of rings with relative ease when you know how to play it; specifically, the Ring bubbles can give anywhere from 10 to 80 rings, allowing for a risk-free way of grinding for rings. You can also manipulate the system because the Bonus Stage you go to at a Starpost is determined not randomly, but by how many rings you're carrying. By playing only the Glowing Spheres Bonus Stage at each Starpost, it's possible to finish every Act with 999 rings, which are worth 999 seconds of Super transformation time. That's over 16 minutes, and the game's timer allows you only 10 minutes per act.
The Insta-Shield (which attacks enemies while protecting Sonic, and can be used anytime without a proper shield) and the Lightning Shield (which doubles Sonic's jumping height) make most bosses a cakewalk. For instance, when facing the Launch Base Zone Act 2 boss (which is one of the final bosses in the standalone Sonic 3), instead of facing Robotnik properly, you can double jump up to his "nest" area prior to the boss battle, and defeat him literally before the battle even begins.
Having a second player play as Tails in Sonic & Tails mode can easily dispatch most enemies and bosses, since Tails can't lose rings when hit.
In the boss battle for Angel Island Zone Act 2, you are completely immune to the boss' attack if you're equipped with a Flame Shield. This is also true for Angel Island Zone Act 1's boss, but only if you're Sonic and/or Tails (this boss only uses its front flamethrower for those two; it adds its missiles for Knuckles).
Blastoid can be a bit of a goddamned bat in Hydrocity Zone. Especially since he will inevitably hit you at least three times throughout the level. Most likely even more, considering his placement.
Batbot can be a literal Goddamned bat in Carnival Night Zone, as it follows you forever and therefore can end up in some inconvenient places, knocking you back.
Skorp, the scorpion in Sandopolis Zone. Touching the spiked ball on its tail get the player character hurt, and it will also use the tail and try to attack Sonic at an aimed angle. And it's very accurate.
The ghosts in Sandopolis Zone Act 2, especially when it is dark— they grow big and attack in numbers, and they can't be killed off permanently.
The points from destroying successive robots or bricks went 100, 200, 500, 1000, and stays at 1000. But there is a mechanic left over from Sonic 1: upon destroying the 13th object, the score jumps to 10,000. There is only one area in the original game this can be done (you can destroy 16 blocks in a row if you do it right), but there's also one in Sonic 3: in Launch Base Zone, right near the beginning, there's an alarm that summons a flying robot. Doing a Spin Dash in that alarm and staying there to keep setting off the alarm will summon robot after robot, which fly right into Sonic and are destroyed. Since you get an extra life every 50,000 points, it's possible to rack up over 200 lives until either the life counter or score maxes out.)
In Sonic 3 by itself, through some stage select hijinks, you can get the game to play music from the wrong stage.
Have you ever wanted to hear the Sonic & Knuckles mid-boss theme while fighting a mid-boss in standalone Sonic 3? Here's how. Also, this fight plays the wrong (major boss rather than mid-boss) music to begin with...
In Launch Base Zone, there is a part of the level where Robotnik in his Eggmobile tries to fly off with a box. However, he only flies off if the player jumps up to a certain height. As such, if the player is playing as Sonic and Tails, he can use the 2P controller to control Tails and attack Robotnik. After 256 hits, Robotnik pops like a regular badnik and releases either a blue bird or a white chicken. See the video here. Now we know the real reason as to why he was called Eggman.
When ducking, you'll scroll the screen downwards. With some precise movements, it's possible to go inside the floor, possibly skipping some sections of the level.
And there are plenty more documented by YouTuber ORKAL (though not all of them are so benevolent):
In Sonic 3 alone, you can bounce with the Water Shield as Super Sonic. This got fixed in Sonic 3 & Knuckles, however, and doesn't work with the other shields in Sonic 3 alone.
In Hydrocity Zone Act 1 for Sonic 3, if Tails died by drowning approximately one second before the message "Act 1 Completed" appeared, there's a chance he won't respawn for the rest of the next act, so good luck in defeating Robotnik by yourself. You can make him reappear by entering and then finishing a Special Stage or any Bonus Stage, however.note Regardless you win or not, in the case of entering Special Stage.
Harsher in Hindsight: When starting Sandopolis Zone Act 2 with Knuckles, it is completely dark and the capsule containing the ghosts is already open, meaning the ghost are ready to attack. Then we learn in Sonic Adventure 2 that Knuckles is supposedly afraid of ghosts.
Hilarious in Hindsight: The excessive amount of diabolical giggling that Knuckles does throughout this game whenever he thwarts Sonic's quest becomes even funnier after the release of Sonic Adventure when his theme song insistently declares "Unlike Sonic I don't chuckle!" Yeah Knuckles, sure you don't.
"Holy Shit!" Quotient: Angel Island being engulfed in flames, Sonic being nearly bombed by an airship, Eggman destroying an entire temple, Sonic snowboarding down a tall mountain, Eggman stealing the Master Emerald, and Super Sonic chasing Eggman down through space. And may we say that all this was achieved on the Sega Genesis?
Hype Backlash: Due to the massive amount of praise that the combined game gets, it isn't uncommon for some to call the game overrated. Many of these fans prefer Sonic 2 instead for its level design and point out that Sonic 3&K's level design is comparatively slower paced and drawn out in comparison.
Just Here for Godzilla: A significant number of fans just play the game for Hyper Sonic, a special Up to 11Super Mode exclusive to the combined game. Many fans wish that Hyper Sonic would appear in another game.
Never Live It Down: This game is known as "the one with the stupid Carnival Night Zone barrel", and urban legends have sprung up about how Sega's hint hotlines would would begin with automated messages on how to overcome it.
Despite the levels being between two and three times the size of what was seen in the previous Sonic games, the ten minute time limit remains. Some levels are legitimately difficult to finish without losing a life to the time limit, particularly the second acts of the Carnival Night and Sandopolis Zones. Carnival Night Zone Act 2 also contains the infamous "Barrel of Doom", responsible for keeping many players from continuing if they didn't have a guide on hand or luck in finding out how to operate it.
While the Super/Hyper modes are game breakers par excellence, it's moderately annoying to Knuckles players that Super Mode just requires a double jump - the same key combination required for flight or climbing. So if you have enough rings to go Super, you can't use Knuckles-specific mechanics without doing so.
Specific examples are listed on the trope page, and helped spur the later confirmed rumors that Michael Jackson and/or his team was involved in composing music for the game.
IceCap Zone to "Hard Times" by the Jetzons, a band in which composer Brad Buxer was the keyboardist.note The 16-bit track is practically identical in structure to the 1982 original, and was more or less included as a novel way for Buxer to keep the then-unreleased song from going to waste.
The No Way! error/"Continue?" screen to "Honk Around the Clock" from Sesame Street.
Marble Garden's mini-boss can be problematic with Knuckles. Not only does his shorter jump make it harder to reach, but the spikes platform also retracts and protrudes every second, meaning you have a shorter window to properly hit the boss while using a character that takes longer to do so.
Marble Garden's boss can be annoying to defeat with Tails alone. While Knuckles faces a entirely different boss and Sonic can hop on Robotnik's head with no problem, Tails must carefully fly towards the lower part of his pod taking care to not hit either the drill in its front or the fire on its back, since his tails are the only part that can cause damage while flying.
Both the miniboss and main boss of IceCap Zone are considered this by some players; the former because it's hard to hit, while the latter's freezing attacks are randomized.
The "final boss" of the Sonic 3, a.k.a. Big Arm, can be one of the most intensely frustrating fights, especially for newer players. Eggman's hurtbox is so miniscule yet it's covered on the top by spikes and on the bottom by the shoulder of the arms, and you have to dodge the hands or else he grabs you and you take damage. If that wasn't enough, he can even damage Super Sonic.note Presumably due to a programming error. With careful usage of the Insta-Shield, the fight can be a lot easier, but it's likely for all of the previously stated reasons why this boss was removed from Sonic and Tails' paths in the combined game.note It's still there in the Knuckles path, but it's much easier thanks to Knuckles' gliding.
The Lava Reef boss is a tricky auto-scrolling area that moves quickly and has very small platforms for Sonic/Tails to jump on, lest he die. Once you navigate the area and reach the boss himself, his difficulty varies depending on whether or not you have a Flame Shield. If you do, he's basically a Breather Boss, since the only threats are the spike balls and Robotnik himself. If you don't, it becomes considerably tougher. You have to jump from platform to platform while avoiding the spike balls and not touching the lava or the boss himself, leaving you with little room for error. What makes this boss really difficult is that if you lose your rings, they will simply fall off the screen with no hope of retrieval. And while the boss does damage himself, he takes more than the standard eight hits that other bosses take. Worse yet, even if you defeat the boss, the lava doesn't cool until you hit the capsule. Luckily without debug mode Knuckles doesn't encounter this boss at all.
Red Eye, the miniboss of Death Egg Zone Act 1, has two phases. It can be rather tricky trying to fight it without getting hit. Other minibosses in this game tend to be easy.
Carnival Night Zone Act 2. The level seems designed to waste your time, so that you'll invariably run out the timer while fighting Robotnik (unless you use Sonic's Insta-Shield against him). And it features the infamous Barrel of Doom.
IceCap Zone Act 1 is another "waste a lot of time" level. The level features very little fast running, and it mostly revolves around tricky puzzle solving.
Both acts of Sandopolis Zone are really long levels. In particular, the ghosts in Act 2 will get on your nerves after a while. And that's not even getting into the "endless, looping sand slide" part.
Death Egg Zone Act 2, the last full level for Sonic and/or Tails, has a lot of dangerous traps, an upside-down gravity gimmick, and many star posts that don't have rings near them.
That One Sidequest: Many of the Super Emerald stages in Sonic 3 & Knuckles are headaches, if only because their level design is really weird.
They Changed It, Now It Sucks: The PC port known as Sonic & Knuckles Collection bothers some players because all the music is in MIDI format (though with an FM synthesizer it sounds much closer to the original Genesis tunes), and several music tracks are outright changed, including IceCap Zone. That said, several of the new tracks can be quite good in their own right. Look them up and judge for yourself.
The Marble Garden boss, which has a long drill in between two spherical jets.
The miniboss of Carnival Night, as well as the boss of Flying Battery, are both rather Freudian in design. The shape of the flames that come out of the Flying Battery boss don't help.
Vindicated by History: Sonic 3 & Knuckles fell into this as a result of the game being split into two due to time and budget constraints. While Sonic 3 was positively received, it received some flak for not evolving the formula much.note Similar to initial reception of Super Mario World. Furthermore, while Sonic & Knuckles's lock-on technology was acclaimed at the time of release, it was more for its replay value rather than for how it transformed Sonic 3 and Sonic & Knuckles into one complete package. It was only in later years when reviewers revisited the two games, did they realize that when they were presented as one title, Sonic 3 & Knuckleswas an incredible refinement of the formula that took things even further than Sonic 2 did, with enhancements in nearly every aspect, which includes better gameplay and graphics, varied playable characters, larger and more balanced level design, and a more compelling story and presentation, among others. Nowadays, both games combined are widely referred to as the true and complete version of Sonic 3, and while some reviewers and the general public are more inclined to point towards the first two titles as the series' best games, more reviewers have come in agreement with fans by appointing Sonic 3 & Knuckles as the pinnacle of the series.
Visual Effects of Awesome: The game demonstrates 2D animation techniques that were unheard of for the 16-bit era. Highlights include the incredible pseudo-3D effect in the Special Stages, the water in the background matching up perfectly when underwater, and parallax scrolling that actually makes the backgrounds look like an actual world.