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Sonic Advance 3 is the third game of the trilogy in the Sonic the Hedgehog series on Game Boy Advance.

Eggman literally splits Earth into seven zones through the power of the Master Emerald, and uses a familiar robot that can emulate our heroes' abilities to try and take over the shattered world. Sonic and friends must reunite with each other in order to bring the planet back together and stop Eggman. The gameplay focuses on teamwork (kind of like Sonic Heroes or Knuckles Chaotix) by having you select a player character and a partner character out of five characters (Sonic, Tails, Amy, Knuckles, Cream); the different combinations have different abilities. The stage design is like a fusion of its predecessors, combining the platforming action of the first game and the high-speed hijinks of the second. This game was especially notable for its All There in the Manual story. The black robot Gemerl is actually the robo-reincarnation of Sonic Battle's robot Emerl.

It's preceded by Sonic Advance (2001) and Sonic Advance 2 (2002). It's the final game of the trilogy, but it was followed by a spiritual successor of sorts in Sonic Rush and Sonic Rush Adventure for the Nintendo DS, which were also critical successes.

Sonic Advance 3 provides examples of:

  • Air-Dashing: In 3, teaming up Sonic with Cream gives Sonic a move similar to the Homing Attack, which can be used without a target to simply dash forward.
  • Anti-Frustration Features:
    • To keep a player from getting too confused, Sonic Advance 3 tells you which acts have Chao that you're missing if you look in the Chao Garden of the Sonic Factory.
    • Since not every possible team-up can do tricks in 3, there are no longer any areas that require tricks to access or get through in that game, avoiding the huge Guide Dang It! its predecessor had with them.
  • Back from the Dead: Emerl, who was apparently rebuilt as Gemerl by Eggman, then reprogrammed by Tails back into his Emerl personality in 3, cheering up everyone after the ending of Sonic Battle.
  • Back That Light Up: The third game had different color settings to suit different Game Boy Advance backlight arrangements.
  • Balance, Power, Skill, Gimmick: Zigzagged with Advance 3, where all five characters can mix-and-match attributes depending on who they Tag Team with.
  • Balloonacy: When teamed up with Tails or Cream in the third game, Amy can pull out a pair of balloons in midair, though they only slow her descent and give no lift.
  • Boss Bonanza: In Sonic Advance 3, the "Altar Emerald" features the final fight against G-merl and the Hyper Eggrobo.
  • Boss-Only Level: While Advance puts Boss Battles at the end of the second Act of each zone, Advance 3 completely separate their boss battles into "VS Boss" stages. The True Final Boss gets its own stage, "Nonaggression".
  • "Blind Idiot" Translation: The Master Emerald's shrine in Advance 3 was given a wooden English rendering as the "Altar of Emerald", rather than the more natural Emerald Altar or Emerald's Altar.
  • Bottomless Pits: Present in all of the regular levels (the only exception being Ocean Base), though they are more common than the first game. The final Act of Chaos Angel from the third game is nothing but a bottomless pit, you just stand on a platform and avoid obstacles or die.
  • Breaking Old Trends: Advance 3 doesn't begin with the Green Hill Zone or end with Space Zone like in the standard Sonic game. Instead, the first level is a Metropolis Level, with the game's own Green Hill Zone serving as the second level, and The Very Definitely Final Dungeon is an Eldritch Location.
  • Call-Back: For no particular reason, characters must stay paired in Sonic Advance 3, which combined with the other gimmick of changeable movesets makes this game a Spiritual Successor to Knuckles Chaotix. Not to mention Badniks are powered by rings.
  • Character Select Forcing:
    • Clearing the third act of every even-numbered zone in the third game (Sunset Hill, Toy Kingdom, & Cyber Track) unlocks Knuckles, Amy and Cream, respectively — but only if you're playing as Sonic. Players that prefer playing as Tails could play through the entire game without ever seeing these unlockable characters until they appear in the credits sequence.
    • Accessing the True Final Boss in Advance 3 also requires that you defeat the penultimate boss with Sonic in the lead. Anyone else simply gives Eggman a Disney Villain Death and gets the regular ending.
  • Color-Coded Characters: Life icons in Advance 3 are colored differently in accordance to each character:
    • Sonic: Blue
    • Tails: Orange
    • Knuckles: Red
    • Amy: Pink
    • Cream: Beige
    • Super Sonic: Yellow
    • Dr. Eggman: Gray
  • Continuity Nod: The icons replacing characters' portraits by the life counter in Sonic Advance 3 are a stylistic throwback to the Sonic and Knuckles logo. Selecting Knuckles as the main character and Sonic as the supporting character reconstitutes its horizontally mirrored version.
  • Co-Op Multiplayer: In addition to the usual race-style multiplayer the previous games had, Sonic Advance 3 takes advantage to its pair up based gameplay to have a co-op mode where a second player can run through a level individually controlling the paired up character.
  • Damn You, Muscle Memory!: The character you choose as a partner in 3 can drastically change how the main character plays in a way that can take some getting used to.
  • Dark Reprise:
    • Act 3 of Sunset Hill Zone tosses in bits and pieces of the melody from Central City in Sonic Battle for its remix, which ends up giving Green Hill Zone's normally upbeat melody a good dash of mystery and darkness.
    • The theme of the third game's boss theme and final zone, Altar Emerald, is an ominous remix of Holy Summit from Sonic Battle. The music that plays during Nonaggression likewise reprises Emerl's theme.
  • Disney Villain Death: In Advance 3, defeating Eggman at Chaos Angel without triggering the True Final Boss will lead to your main character jumping and hitting Eggman's vehicle as he tries to escape, which goes down in flames into a pit while travelling offscreen. Gemerl then shakes his head at your duo before jumping in after him.
  • Earth-Shattering Kaboom: In the third game, Eggman's plan starts with him splitting the world into seven pieces.
  • Enemy Mine: In the third game, Super Sonic and Eggman team up for the True Final Boss, fittingly titled "Nonaggression", after Gemerl turns renegade and claims the Chaos Emeralds for himself.
  • Engrish: For some reason Advance 3 decided to not only describe the Master Emerald's altar in Gratuitous English, but to render it with a postpositive adjectival noun of all things, giving it the outlandish name of "Altar Emerald".
  • Equippable Ally: Advance 3 has Tag Actions done by holding R, where your teammate jumps into your character's hands and uses their abilities to help your character.
  • Fake Difficulty: Sonic Advance 3 are loaded with level design tricks and trial-and-error habits designed to frustrate the player:
    • There are numerous bits of cheap obstacle placement, like crushing blocks that come off screen to kill you after you were boosted into a wall, Bottomless Pits that you either can't see coming until it's too late or constantly have to be on the watch for because the entire level is loaded with them and chances to unfairly fall or get knocked into them (Sky Canyon, Cyber Track and Chaos Angel's third act are especially bad about this), etc. Making matters worse is that the small screen size combined with the high speeds means you'll take a lot of cheap hits unless you know what you're doing. Making matters worse is that checkpoints are much more scarce than in other Sonic installments.
    • Compounding this is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit consciously (as opposed to just blindly running into them) due to their inconsistent hitbox detection. Like with the obstacles, the small screen and high speeds are not conductive to you fighting against them without memorization.
    • The bizarre physics don't help, either—the characters get more acceleration from jumping than from running*, which makes it very, very easy to overshoot a jump or slide off a platform while trying to halt your momentum, and makes it easy to accidentally crash into the aforementioned obstacles and enemies.
  • Fastball Special: In 3, Knuckles' tag action when the player is on the ground has their character pick up Knuckles and chuck him forward.
  • Flunky Boss: The Egg Cube in Toy Kingdom spews out a bunch of toy soldiers at random intervals and uses Gemerl as a bomb and mace. After pushing the machine back far enough to initiate the "Pinch" music, the soldiers start coming out at a much faster pace.
  • Frigid Water Is Harmless: Twinkle Snow, which is half-underwater and allow Sonic to swim freely in the icy water.
  • Gameplay and Story Segregation: In Advance 3, in the cutscene preceding the True Final Boss, Ultimate Gemerl, Sonic gets hit twice—complete with Mercy Invincibility flashing—and even if he has no Rings, he's none the worse for wear.
  • Guide Dang It!:
    • The Chao in 3 might be very difficult for the player to locate. Bottomless pits, pesky speed boosters and unbacktrackable areas tend to make exploration even more difficult.
    • Unlocking characters in 3. Unlocking a character requires the player to beat certain levels with Sonic as the leader (Sunset Hill Act 3, Toy Kingdom Act 3 and Cyber Track Act 3). However, there is no clear indication that the player needs to be Sonic in order to unlock everyone, so the player could go through the game with Tails as the leader and reach the end without unlocking anybody else.
    • As mentioned in Back That Light Up, 3 offers multiple color suited for the Game Boy Advance, the SP and the Game Boy Player, but the most the manual hints at that is mentioning that the R button adjusts color settings. That you do this on the title screen is entirely up to the player to figure out on their own.
  • Hub Level: For all seven zones in the third game, in a style not too dissimilar to the hubs of the Kirby games.
  • Idle Animation: In the third game, since you play in teams of two, every character has at least two idle animations for whether they're in the lead or as support.
    • Sonic in the lead lays down on his side and closes his eyes while a ... bubble appears over his head. In the back, he stands straight while scratching his ear and pointing at you to get moving.
    • Tails in the lead sits down and starts fiddling with his legs and looking around. In the back, he pulls out a pair of binoculars out of nowhere, looks around, and then turns to the screen and starts pointing to the direction he's sprite is facing as if telling you "look over there!"
    • Knuckles at the front makes some practice jabs and then starts doing pushups. In the back, he stands perfectly still with his arms crossed and his eyes closed, though he occasionally opens one eye to glare at the player.
    • Cream in the front sits down and falls asleep. In the back, she curiously stares at something on the ground.
    • Amy in the lead starts fiddling with her feet before sitting down, resting her face on her hands and skygazing. In the back, she appears to spot something in the distance and then turns to the screen and beckons you over. When she's paired up with Sonic (with him at the front), she leans down to look at something; if you position them right, as in, sonic in front of Amy with both pointed forward, it looks like she's observing him as he rests. She also has a different "about to move" animation with him, as she now has hearts floating off her head. Her animation doesn't change if she's in the lead and Sonic in the back.
  • Long Song, Short Scene: Sonic Advance 3 has the two songs used in the cutscene that plays before the True Final Boss, EX Demo 1 and EX Demo 2. The former is an extended version of the song that plays in the intro cutscene, while the latter is a Triumphant Reprise of the opening theme used for Super Sonic's transformation scene. The former song has more than a minute to it, but only plays for about 18 seconds and gets interrupted by the latter song, which plays for about 22 seconds before being cut off by the level completing, despite being roughly twice as long as the scene it's used for. Fortunately, if you want to hear them in full, they both exist in the Sound Test.
  • Marathon Level: Advance 3's zones have three acts instead of two, which makes some of them feel quite long. The first two acts of Chaos Angel in particular can easily go up to 4 minutes.
  • Metropolis Level: Sonic Advance 3 opens with Route 99, a colourful highway littered with obstacles, with numerous modern skyscrapers filling the background.
  • Mini-Me: If Cream is equipped as a sidekick in Advance 3, using her Tag Action will temporarily transform Cheese the Chao's appearance to resemble the character that's partnered with Cream. For Sonic, he becomes blue with spines and ears; for Tails, he turns yellow and gains ears, outwards-poking hair strands, and two tails; for Knuckles, he changes to red and gains Knuckles' hair and white chest marking; and for Amy, he turns pink and gains her hair and ears.
  • Mythology Gag: Knuckles' grounded tag action in 3 allows you to throw him forwards to attack enemies and walls, much like you could in Knuckles Chaotix.
  • Nerf: Cream was a Master of All and Disc-One Nuke in one package in 2, having flight, decent mobility, a spammable, ranged homing attack to effortlessly destroy bosses with, and was unlocked as early as the first zone. In 3, not only is she the very last character to be found, but she was given the Necessary Drawback of having mediocre-at-best tag teams with other characters (with Amy's and Tails' outright removing her Cheese attack and flight abilities respectively), and the more stationary and gimmicky nature of the bosses means that while playing as her can still make them easier, she won't Curb-Stomp Battle them like before.
  • Nintendo Hard: Sonic Advance 3, on the other hand, had you searching for ten well hidden Chao spread between the three zones and the area map. Fortunately, the Chao garden will tell you the number of Chao in each zone and the map. Unfortunately, there was no official strategy guide for this game, unlike the other two, meaning you had to look online or explore almost every path to find them all. You permanently collect a Chao once getting it, which is fortunate, because some require specific teams or multiple playthroughs. When you have all 10, you have to find a key hidden somewhere in that game's considerably expansive levels and finish the stage with it (losing it if you die). They were mercifully often out in the open, they also had multiple locations within a stage making dying not as much of a problem (although you could only collect one per run through a stage), and you could have up to nine at once (nine separate tries).
  • Nostalgia Level:
    • Chaos Angel from Advance 3 is set in the same Angel Island from 3 and Adventure.
    • Sunset Hill in Advance 3 is what Green Hill became after Eggman's reality warping experiments at the beginning of the game. Oddly enough, despite playing Green Hill's theme song it has nothing that evokes the original Green Hill in its level design and instead is reminiscent of Neo Green Hill and Angel Island from Advance 1.
  • Platform Battle: The Egg Chaser from Advance 3. This one had Sonic and co. jumping up a series of platforms that fall under them, and the goal is to get the platforms to drop onto Eggman. He was equipped with a spiked ball and chain that could cause you to lose your balance, and missing a jump meant falling into a bottomless pit (the pit goes away when the Egg Chaser is destroyed).
  • Ring-Out Boss: The boss in the third game's Toy Kingdom Zone, the Egg Cube. This one does not have a health meter; you just have to keep hitting Eggman and his cockpit when it's exposed to push him and the machine into a bottomless pit.
  • Rise to the Challenge: The boss in Twinkle Snow (in the third game) does this with a bottomless pit. It, along with the Toy Kingdom, Cyber Track and Altar Emerald bosses, are the only boss fights in the trilogy with Bottomless Pits involved.
  • Secret Character: Knuckles, Amy and Cream in Advance 3 can only be playable after beating Act 3 of Sunset Hill, Toy Kingdom and Cyber Track as Sonic specifically.
  • So Last Season: Downplayed. The upgraded versions of the Humongous Mecha True Final Boss from Sonic Advance are Degraded to merely the Final Bosses of Advance 3.
  • Sound Test: The third game has it unlockable by beating the Final Boss.
  • Soundtrack Dissonance: Chaos Angel Act 1 has appropriate music for the setting, but Act 2 is a bit too slow and atmospheric for the action you get, and Act 3's music is way too frantic for the floating platform ride that the level is.
  • Speed Echoes: Get fast enough and afterimages follow you. The distance between the echo and the character depends on how fast they're moving. Sonic has to be on the team to achieve this in the third game.
  • The Starscream: Gemerl, similar to his original, goes berserk from the Emeralds' power and turns on Eggman in the climax of the third game.
  • Stealth Sequel: Advance 3 to Sonic Battle, since the game reuses more than a few tracks from the latter and features a reincarnated Emerl as Eggman's right-hand man and ultimately concludes his story arc as he's reprogrammed to his old self in the game's true ending.
  • Super Not-Drowning Skills: Sonic gets the ability to breathe underwater indefinitely if Cream is his partner in the third game.
  • Teeth-Clenched Teamwork: If you select Sonic and Knuckles as a team in the third game, both of their expressions are rather uncomfortable and disdainful. "Fighting Buddies" indeed. Surprisingly this does not apply to Eggman, who encourages Super Sonic to use tag action to help defeat the True Final Boss.
  • Tennis Boss: The Cyber Track boss in the third game, the Egg Pinball, where you must hit its projectiles and hope they bounce back into Eggman (he speeds up his shots with every hit he takes).
  • Title Scream: In the third game. And it is hamtastic. (The title was softly spoken in the second game.)
  • Turns Red:
    • The boss of Sunset Hill in 3, once it's down to one hit, will just roll around the arena rather than back and forth.
    • After delivering 4 hits to the Egg Gravity in Chaos Angel, Eggman will start spinning his machine around with each subsequent hit until the last one, which destroys the machine.
  • Two Girls to a Team: Played straight in 3 where Cream becomes the second playable female in the series and that Amy and Cream can be a team together. They even have a team name in "Team Jubilee".
  • Under the Sea: Ocean Base and Twinkle Snow. Despite the names, Ocean Base has much less underwater platforming than Twinkle Snow does (both are from 3).
  • The Very Definitely Final Dungeon: Advance 3's Chaos Angel goes above and beyond, floating high in the sky, with distorted skies and floating chunks of the planet above the clouds. With fitting doomy music to match.

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