We all know this level.
Often considered "worst part out of 3&K", "too slow", "annoying", "bland", "cheap", among other insults, it's become infamous for one of the most commonly despised levels in the classic Sonic games.
Now let's actually slow down and think for a second...
Is Sandopolis Zone, the ninth level in Sonic 3 & Knuckles, really that bad?
Let's think about this...
Level Design
Sandopolis Zone is split into two acts like most other levels. The first act takes place outside in the lethal heatstroke of the shifting sands.
Act 2, meanwhile, takes place inside a pyramid Sonic enters after defeating the miniboss. Said pyramid is dark, ancient, abandoned, and haunted by vengeful spirits.
Both acts of this level are extremely slow in comparison to most other 3&K levels. You know what? I like this. I despise Hydrocity for its automation and the way it always forces you forward; Sandopolis is the total opposite, allowing you to explore and forcing you to feel that amazing sensation of earning your own speed through the rolling mechanic.
There are gimmicks such as pushing blocks to become moving platforms, slides full with quicksand akin to the oil slides in Oil Ocean Zone (Sonic 2), ziplines to hop between two towers, and the famous ghosts in Act 2 which get more vicious as the light dims. These gimmicks are fresh and never seen before or after in the game, providing Sandopolis its own experience.
Music
Sandopolis Zone is often considered to have the blandest music in 3&K... I call nonsense. These two tunes are the only ones from 3&K that actually manage to stick in my head.
These tracks really give me that feeling of being in a wide, open desert with no people or water in sight (Act 1) and that feeling of being trapped inside a large structure, dim and haunted by ghosts (Act 2).
The only thing the two songs are different from each other is pitch. This, to me, is a positive. It helps you remember that this is indeed the same level, just a section within it when you pass into Act 2.
Atmosphere
Picture done by dantemustdie00 on deviantART
Picture done by fajar2 on deviantART
Picture done by ashman718 on deviantART
Sandopolis Zone has arguably the largest change of atmosphere between its two acts.
Act 1 takes place in an empty, lumid Egyptian-esque desert with ziplining towers, quicksand pools/slides and pyramids.
Meanwhile, Act 2 takes place inside a massive pyramid, dark, ancient, full of murals, abandoned and haunted by evil ghosts named Hyudoro. At the very bottom of said pyramid lies... Eggman's latest attempt to destroy Sonic, the Egg Golem. No, not the SA2 boss. Quite the easy fight, Eggman has hidden his Eggmobile inside an Egyptian statue and is controlling it from the inside. Sonic must smash the statue open to reveal Eggman and land a hit or sometimes even defeat him in one smash of the statue if you can make enough jumps.
Enemies
The Sandworm is a caterpillar-style badnik that appears submerged in Sandopolis' many quicksand pools before performing a dolphin jump up to the surface, trying to harm Sonic. Like the Caterkiller from Sonic 1, its only weak point is the head, as the spikes on the rest of its body will harm Sonic if he touches them. However, seconds before they perform their jump, a rippling effect is shown in the sand; therefore giving a slight idea of where they are at the point in time.
Rock'n at first appears to be just a regular rock that Sonic can smash, but when he approaches, BOOM! Rock'n comes to life, revealing a badnik underneath. Rock'n cannot be jumped on to destroy due to the platform above it; instead, you must charge up a spindash to hit the vulnerable lower half of its body. Rock'n is also unable to cause damage to Sonic; although it can squash him against walls by trapping him between it and said wall.
Often considered the most infamous badnik in all of the classic Sonic games, Skorp is a scorpion-esque badnik that roams Sandopolis Zone, keeping an eye out in case Sonic is approaching. With a ridiculously finnicky hitbox, Skorp is near impossible to avoid; the lengths its ball and chain can stretch to are surreal also. Despite these flaws... I don't really mind the badnik all that much.
Instruction manual description
"No desert has shiftier sands than this treacherous terrain. Play the sands to your advantage. Time your attack on the Skorp just right!"
Overall, I think Sandopolis Zone is an underrated gem of a level that really does deserve more credit than it usually receives. What do you guys think?