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Knuckles' Chaotix .:: Knuckles' Chaotix


Knuckles' Chaotix

 

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.

 

OVERALL RATING? I rate Knuckles' Chaotix as a 8/10.