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Knuckles'
Chaotix
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Name:
Knuckles' Chaotix - North America
Knuckles' Chaotix - Europe
Chaotix - Japan
Other Names
(Nicknames): N/A
Release Dates:
March, 1995 - North America
April 21st, 1995 - Japan
May, 1995 - Europe
Quality: 32-Bit,
Sidescrolling Platformer
Game System(s): Sega
32X
Also released on: N/A
Developer(s): Sonic
Team
Publisher(s): Sega
Credits:
Executive Producer: Mamoru Shigeta
Producer: Hiroshi Aso, Makoto Oshitani, Mike Larsen
Director: Masahide Kobayashi, Atsuhiko Nakamura, Naohisa
Nakazawa
Team Leader: Hiroshi Fukutsu
Assistant Producer: Bill Person
Game Designer: Hiroshi Fukutsu, Keisuke Miura, Kenichi
Ono
Map Designer: Hiroshi Fukutsu, Keisuke Miura, Kenichi
Ono, Hideki Anbo, Masato Nishimura, Katsunori Murakami
Text Coordinator: Ryoichi Hasegawa
Product Manager: Ami Matsumura-Blaire
Chief Graphic Designer: Takumi Miyake
Attraction Designer: Takumi Miyake, Jina Ishiwatari, Sei
Akaiwa, Masumi Uchida, Masamichi Harada, Tohru Watanuki, Akira Yamaguchi, Saori
Wada, Tsutomu Nakatsugawa
Original Character Concept: Naoto Ohshima, Takashi Thomas
Yuda, Manabu Kusunoki, Kazuyuki Hoshino, Takumi Miyake, Yasufumi Soejima
Character Designer: Ryo Kudou, Takumi Miyake, Jina
Ishiwatari, Kazuyuki Hoshino, Yasufumi Soejima
Enemy Designer: Takumi Miyake, Ryo Kudou, Kazuyuki
Hoshino
Boss Designer: Ryo Kudou, Takumi Miyake
Chief Programmer: Hiroshi Okamoto, Toshiaki Yajima
68K Programmer: Toshiaki Yajima
SH2 Programmer: Tatsuo Yamajiri
Scroll Programmer: Kenji Kawai
Object Programmer: Chikahiro Yoshida, Syuji Takahashi
Boss Programmer: Hiroshi Okamoto
Map Tool Programmer: Arata Hanashima
Sound Director: Tatsuya Kousaki
Sound Programmer: Atsumu Miyazawa, Yoshiaki Kashima
Composer: Junko Shiratsu, Mariko Nanba
Sound Effects: Junko Shiratsu
Special Thanks: James Spahn, Yukifumi Makino, Naofumi Hataya, Jun Senoue, Yuichiro Yokoyama, Yuichiro Konno, Jill Alexander
Character
Introductions: Espio the Chameleon, Charmy Bee, Vector the Crocodile (on a
system), Mighty the Armadillo (on a home gaming console), Heavy and Bomb.
Region Game Takes
Place On: Newtrogic High Zone
Concept
Introductions: Even though Knuckles' Chaotix had the same general layout
and elements of a conventional Sonic game, the method in which you ventured
through each zone was entirely different. You ran through the zones with a
partner; each of you holding a ring, and the rings were linked by an elastic
band of sparkling energy. So you had to whip, zip and fling yourself around the
zones. Your partner simply followed your actions and can submit to certain
commands such as holding themselves in place or coming back when you call them
in case they get lost. Knuckles' Chaotix is also the Sonic game with the
farthest range of power ups. One of which was a silver ring powerup, which when
collected, combines all of your rings into one large ring that you can gain
back if you lose it, getting back all of the rings you collected at once.
Another included 'partner switch,' which is self-explanatory. Also, there was a
powerup where your character changes to what character was featured on the
powerup at the time you hit it — its effect is temporary. There was also an
additional shrinking and enlarging powerup, changing the size of the character
and their weight. Of course, there were the traditional 10 ring, invincibility,
and bubble shield powerups. Bonus stages are also accessible in hidden ring
portals throughout the stages. Knuckles' Chaotix also introduced the 6 Chaos
Rings (purple, pink,
blue, cyan, green, yellow in
color), which can only be collected via Special Stage.
Concept Deductions:
There are no checkpoint markers in Knuckles' Chaotix. Special Stage access
is however, the same (50 rings and the ring portal at the end of the zone). The
7 Chaos Emeralds were replaced by the 6 Chaos Rings.
Main Framework: Somewhat
linear level design with a great vertical expanse, moreso than Sonic 3. The
paths can really stretch in some spots, prompting one to take full advantage of
the new ring mechanic.
Storyline:
It's been a few months after the
events at Angel Island, and Sonic & Tails were up to their normal thing. As
for Eggman? He was already unfolding his next fiendish plot to take over the
world! And what luck, since a recent earthquake that was triggered by the
Master Emerald caused the unveiling of a new island that rose from the waters.
The island's relationship with the Master Emerald was quite potent, since its
once drenched, rocky surface was suddenly turned into lush greenery and beauty.
But of course, why make things green and lush when you can make them metal and
morbid? Eggman took immediate advantage and went off to investigate this newly
arisen island. At the same time, Knuckles also notices the new island and goes
to investigate as well, under the impression he might find out about his past
and the ancient civilization that he believed thrived there. Unfortunately,
Eggman was waaaay ahead of him.
On his
journey of scrutiny, Eggman would thus come across an odd ring. Carved into its
surface was text that confirmed that this island was indeed part of the
aforementioned lost civilization. A bit later, he came across yet another ring,
which was one of the Chaos Rings: 6 special rings that were united with the
Master Emerald to create a dimensional space within the ring that is filled
with the power of the Master Emerald. Upon studying the ring, Eggman concludes
that he can use it to summon the Master Emerald. And so his plan begun, quickly
building his usual base of operations in the form of a giant, carnival-themed
fortress along the surface of the whole island, named Newtrogic High Zone.
Knuckles eventually senses something amiss and heads out to investigate. He arrives, only to see that he is all too late. Eggman has utilized this special ring energy to create such doo-dads known as the Dark Ring and the Combi-Confiner, which he used to freeze any opposition in time. This dreadful event had already come to pass upon the unlucky souls of Vector the Crocodile, Mighty the Armadillo, and Charmy Bee. Knuckles was just in time to save a chap by the name of Espio the Chameleon, however. So with his new chameleon of a partner, the two go off to save the rest of their friends, and thus this new island before Eggman finishes off his plan!
Personal
Criticism/Opinion (by Nuclear Envoy):
Many say Chaotix was one of the
most dreadful Sonic games. They say that it seemed half-assed and somewhat rushed.
I for one, don't see this error at all, as I find Knuckles' Chaotix QUITE the
fun game. And from a storyline and gameplay perspective, it seemed quite
complete. Needless to say, controlling two characters at once was quite a fresh
idea for Sonic gameplay, along with the fact that the spotlight was now being
shone on Knuckles. It also wasn't your average "you run with your primary
character and some other dude follows," like Sonic & Tails in Sonic 2
and Sonic 3. You had to use teamwork to get through each zone, and your
characters were linked between an elastic band of energy between two rings.
Several commands such as "hold" (where you partner will stand in
place and not move until you let go of the hold button) were useful, since it
enabled your partner to stand still while you run as far away as you can,
letting the elastic band stretch, gaining potential energy until you let go,
snapping you both forward in a kinetic boost of speed. There was also the call
command, in case your partner is stuck somewhere you can't get to, and they
come right back (unfortunately it costs 10 rings). Each character also has
their own unique set of attributes.
Knuckles,
of course has his normal skills of spinball jump, spindash, glide and climb.
Espio's spinball jump and spindash look different but have the same effect (he
looks like a spinning top in a tornado-like fashion — REAL cool, not to mention
it spreads out his attack range more vertically), and he can literally walk and
run on walls, and most of all, CEILINGS as well. Mighty is the fastest
character in the game (duh, since his sprite was an edited Sonic sprite). His
spinball jump and spindash are quite generic, yet his wall-scaling technique
was wall-jumping with his powerful legs. He could even jump up the same wall.
Vector
also had the spinball jump (except he looked like a huge tire in spinball form,
making his attack range larger since he is huge), spindash, and could climb
walls similarly to Knuckles. Except you had to hold the climbing button while
on the wall with Vector — you can't just let go and climb like with Knuckles.
This disadvantage was remunerated with Vector's double jump, which, when the
jump button is pressed twice, causes Vector to perform a quick boost through
mid air in 8 directions with his shoulder. It can bust right through enemies.
Charmy has the most innovative gameplay style. He can't spinball jump, or
spindash… in fact, he can't jump: period. His only assault method is a midair
boost that is exactly like Vector's. But you can do it continuously to the
point where you can boost all throughout the entire level in midair, meaning
Charmy can fly without ever getting tired. He is a GREAT character for starters
and for when you're trying to reel in rings to get Special Stage access.
...and then there are the 'bots. The oh-so craptacular
bots. Whether they're robots gone rogue or roadblocks set by Eggman, doesn't
even matter. You do NOT want these two at your side. Heavy, the fat one, is
slow, doesn't jump and is just too damn useless to deal with. Bomb, on the
other hand, might seem better, but the wuss just blows up when a badnik is in
sight. If I never see these two in a Sonic game again, it'll be too soon. Hell,
even Ryan, lover of the cast growth that he is, can’t stand these two. That
should tell you something, huh?
Knuckles'
Chaotix is renowned across Sonic Fandom as being the only Sonic game with a
totally different, and well known prototype. Knuckles' Chaotix was supposed to
be released on the Genesis/Mega Drive as a title called Sonic 4 (according to
the grapevine). The game was to have the same elastic band teamwork gameplay as
Chaotix, but with Sonic & Tails in the Chaotix crew's stead. Luckily, a ROM
dump of this prototype was leaked somewhere and is now one of the most
prestigious ROMs across the online Sonic fanbase. Its prototype was called
Sonic Crackers, while the game itself was supposedly named Sonic Stadium. (The
ROM has been given many different names thanks to file type conversions, but it
is known for being named Sonic Studium, a typo of the actual name, or perhaps
an inside joke — common for when a game is in development.)
If you
download the ROM, you'll notice Sonic's sprite and animations are suspiciously
familiar to Mighty's from Chaotix — and I am talking down to every last
animation! Tails' seems to be the same sprites from Sonic 2 or 3, and Sonic's
sprite (along with Mighty's) is inspired by Sonic 1/CD style sprites. Even the
music and level design from Crackers was used in Chaotix. However, the idea was
scrapped, and was later recycled into Chaotix which was released on the
piece-o-shit 32X.
Many
think that because of this "lookalike situation," Mighty is just a
huge Sonic clone (strange that they don't say as much about Shadow anymore).
This is not true at all, since Mighty actually made an appearance in a Sonic
game prior to Chaotix. It was an arcade game released exclusively in Japan
known as SegaSonic the Hedgehog (or Sonic Arcade) circa 1993. Vector was also
created before Chaotix, and was meant to make a cameo appearance in the sound
test for Sonic 1 with Sonic's music band including his other friends: Max the
Monkey, Sharps the Chicken, and Mach the Rabbit. Albeit, the four characters
were eventually scrapped except for Vector who was kept, redesigned, and
introduced in Chaotix — lucky him!
Knuckles' Chaotix, though, is a wild card. It sucks at times yet it doesn't at other times. More factors about it are better than worse, like its totally awesome cast (two of my top 5 favs are from this game) and innovative gameplay. The special stages are pretty easy and getting all 6 Chaos Rings ensures the good ending after you beat the final boss (which is a wicked form of Metal Sonic where he turns into a giant red monster, an idea later used in Sonic Heroes).
GAMER'S
PERSPECTIVE:
Replay value? Knuckles' Chaotix is a very long game. You have to travel through the 5 zones 5 times each, and each time you go through them, they get progressively harder until the 5th time you finally battle the boss for the stage. But most of all, the biggest turn off is that once you beat the game, you can't travel through the zones again. If you choose the completed game save file, you start at the point where you battle the first of the two final bosses. So to be able to go through the zones again, you need to start a new game save. The replay value of this game overall is real bad. I'd suggest just to play it once out of obligation or curiosity, and put it down and rejoice.
Graphics? Since it was released on a 32 bit system, Chaotix's graphics were a step above the classic Sonic games. The graphics were actually very good. A bit too bright and contrasty, though. Chaotix was also the very first Sonic game on a home gaming console to feature an actual 3D mesh in gameplay (the arms on the Eggman stage boss in Amazing Arena Zone, the elevator in Speed Slider Zone, and the Special Stages). Kinda makes you disappointed that the 32X did so poorly.
Music & Sound
Effects? Chaotix's music was done partly by Jun Senoue once again, which is
why its sounds and beats sound strikingly similar to Sonic 3, Sonic &
Knuckles, and Sonic 3D: Flickies' Island (Mega Drive version). Although, 5
tracks (Newtrogic High Zone's morning/afternoon/evening/midnight tracks, and
Techno Tower Zone's) were hand-me-downed from Sonic Studium's beta version (and
then slightly edited), the rest were made by the music team of Chaotix, which
is quite similar to the rest of Senoue's old-school Sonic tracks, except
they're much faster paced and 'fun' to compliment Chaotix's amusement park
theme. The sound effects (mostly for the character's skills) were
hand-me-downed from Sonic CD, believe it or not.
Storyline? Very
good, one of the better storylines of the old school sidescrollers, definitely.
It was a continuation of Sonic 3 and Knuckles, which is a huge plus, and it
exposed a link to an ancient echidna civilization. That's depth right there, so
this is definitely an up.