Sonic Advance 3
A 2D platformer with a two-character team-up dynamic.
Last updated
Sonic Advance 3, a 2004 platform game for the Game Boy Advance, was developed by Sonic Team and Dimps and published by Sega. The sequel to Sonic Advance 2, it belongs to the Sonic the Hedgehog series. The story follows Sonic, Tails, Knuckles, Amy, and Cream as they try to stop Doctor Eggman and his robot assistant Gemerl from constructing empires on seven pieces of the Earth, which Eggman split apart. Upon release, the game sold quickly and earned positive reviews, with critics praising its gameplay and visuals, though opinions were more mixed on its two-character team-up system.
Lore & Background
Sonic Advance 3 is a fast-paced 2D platformer featuring similar gameplay to its predecessors. The player controls one of five characters simultaneously with a second one as a sidekick; alternately, a second player joins and one controls each character. The two characters run and jump through a series of seven levels, destroying robots along the way. The player collects rings in levels and boss battles as a form of health.
The levels contain features like vertical loops, springs, and rails that the player can grind on. Each level is divided into three acts, punctuated by a boss fight with Doctor Eggman at the end; all three acts, the boss fight, and two minigames that grant the player extra lives are bound by a hub world. Within each act, the player collects Chao creatures; finding 10 in all 3 acts in one zone grants the player access to a special stage, where a Chaos Emerald can be found. Collecting all seven Chaos Emeralds, which can be done after completion of the main campaign, allows the player to fight an extra final boss for the game's true ending.
Plot
Prior to the game's events, Doctor Eggman builds a robotic assistant named Gemerl, using parts from the robot Emerl who was self-destroyed in Sonic Battle. Eggman attempts an experiment using the Chaos Emeralds to perform the Chaos Control technique, but it goes awry and tears the world apart. This action separates Sonic and Tails from Amy, Knuckles, and Cream. Eggman intends to create a segment of his impending empire on each chunk of the planet.
Sonic and Tails travel through the game's seven levels to retrieve the Emeralds and undo Eggman's actions. The final boss fight takes place at the Altar Emerald temple. If the player defeats Eggman there without having all seven Chaos Emeralds, Eggman and Gemerl escape and fall off the edge of the temple. Peace is restored to the world, and Omochao snaps a picture of the five heroes.
However, the game alerts the player that the Emeralds must still be collected for the true ending. If the player defeats Eggman at the temple with all the Chaos Emeralds, Gemerl stops running away with Eggman and attacks Sonic, causing the Emeralds to scatter. Gemerl uses them to take on a giant, orb-shaped form, but Sonic also uses their power to attain his Super Sonic form.
With Eggman's help, Super Sonic destroys Gemerl. Cream and Vanilla later find Gemerl's broken body on a beach. Gemerl's body is brought to Tails, who repairs and reprograms it. The game ends as Cream plays with the now non-aggressive Gemerl at her mother Vanilla's house.
The Birth of a Blue Icon
By 1990, Sega found itself struggling to establish its 16-bit Genesis console against Nintendo's overwhelming dominance. President Hayao Nakayama concluded that porting arcade titles was no longer enough; the company needed a proprietary star character that could showcase the hardware's capabilities. An internal design contest was launched, and among the competing teams were artist Naoto Ohshima and programmer Yuji Naka.
Naka had built a technical demonstration using a dot-matrix algorithm that let a sprite glide smoothly along curves, and his prototype featured a fast character rolling through a winding tube. Management green-lit the project, and designer Hirokazu Yasuhara was brought in to craft the levels. The protagonist went through several iterations—first a rabbit with prehensile ears, then various animals capable of rolling—before Ohshima settled on a teal hedgehog.
The color echoed Sega's cobalt blue branding, while the red-and-white shoes drew inspiration from Michael Jackson's album Bad cover, and the character's cocky attitude was modeled on Bill Clinton's 'can-do' demeanor. Ohshima also repurposed an abandoned contest design into the villain, Doctor Eggman. The team that shipped the game called themselves Sonic Team.
Breaking Nintendo's Grip
Before Sonic, Sega of America had tried celebrity endorsements and the memorable 'Genesis does what Nintendon't' slogan to chip away at Nintendo's hold on the market, but neither strategy cracked the code. When Tom Kalinske, a former Mattel executive, took the helm, he made a bold bet: bundle Sonic the Hedgehog as the pack-in title that came with every Genesis console. The American staff was skeptical—intermediary Mark Cerny recalled that many in the U.S. office saw no appeal in a fast blue hedgehog. Yet the game's launch in 1991 shattered those doubts.
Its blistering pace and tight level design earned critical praise, and the title became the engine that drove Genesis sales in North America. Sega is credited with capturing roughly 65 percent of the console market share against Nintendo during that period, a remarkable turnaround for a company that had previously been dismissed as a minor competitor. The success cemented Sonic as Sega's flagship identity and set the franchise on a trajectory that would span decades and multiple platforms.
From 2D Speed to a Multiverse of Games
The original Genesis platformers established a formula built around rings as a health system, spring-loaded slopes, bottomless pits, and vertical loops, all set in vibrant locales like Green Hill Zone. After three more Genesis titles and the spin-off Sonic Spinball in 1993, the series entered a quiet stretch during Sega's ill-fated Saturn era. The franchise re-emerged in 1998 with Sonic Adventure on the Dreamcast, its first major foray into three-dimensional space. When Sega withdrew from the console business in 2001 and pivoted to third-party development, the series followed Sonic onto Nintendo, Xbox, and PlayStation hardware.
The cast grew well beyond the blue hedgehog: Miles 'Tails' Prower, Knuckles the Echidna, and Shadow the Hedgehog each headlined their own spin-off titles. The franchise also crossed over with rival properties in games like Mario & Sonic, Sega All-Stars, and Super Smash Bros., while spin-offs branched into racing, fighting, party, and sports genres. Takashi Iizuka has steered the series as producer since 2010.
A Franchise That Outlived Its Console
By 2024, the Sonic franchise had accumulated 1.77 billion in combined sales and free-to-play mobile downloads, placing it among the best-selling video game franchises and one of the highest-grossing media properties in the world. The original Genesis titles are frequently cited as defining artifacts of 1990s gaming culture and regularly appear on 'greatest of all time' lists, even as later entries—most notably the 2006 release—drew considerably harsher critical reception.
Beyond the games themselves, Sonic has a deep footprint in popular culture: comic book runs by Archie, Fleetway, IDW, and DC; animated series from DIC, TMS, Genao, and Netflix; a live-action film series from Paramount; and a Lego construction-set line. A passionate fan community produces a steady stream of unofficial art and fan-made games, keeping the character alive in spaces the developers never control. Sonic endures not merely as a Sega property but as a recognizable cultural symbol of speed, rebellion, and 1990s optimism.
Reader's Guide
Sonic Advance 3 received positive reviews from critics, with respective scores of 79% and 80% at review aggregators Metacritic and GameRankings. GameSpot named it the best Game Boy Advance game of June 2004, and nominated it for the year-end 'Best Game Boy Advance Game' and 'Best Platformer' awards. It later won Handheld Game of the Year at the 2004 Golden Joystick Awards and sold over 100,000 copies in the United Kingdom alone. Critics gave mixed opinions to the team-up dynamic.
Some celebrated that Sonic Team had finally come up with a way of introducing teamwork and variance between characters that does not overwhelm Sonic's bread-and-butter gameplay, while others thought the characters played too much like Sonic and did not add much to the experience. The gameplay was mostly well-received otherwise, with critics acclaiming the level design as 'enormous and fast' and praising the slower, smaller sections for keeping the levels distinct. However, some found the level design 'simplistic' or saw 'repetition' in the typical formula. The game's aesthetics were also well received, with one critic stating that 'in terms of graphics and sound, Sonic Advance 3 is on par with the best that companies like Nintendo and Konami have had to offer this year.' The game was later released for the Wii U's Virtual Console in Japan in May 2016.
More in Sonic the Hedgehog Games
Sources
Compiled from Wikipedia and the sources listed below. Text from Wikipedia is available under CC BY-SA 4.0; this entry is adapted from it.
- Wikipedia: Sonic Advance 3 (CC BY-SA 4.0).
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
