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            -- 
            Knuckles' Chaotix --   I always 
            thought Chaotix was very representative of the 32X itself. 
            Potentially cool, but half-baked. A fumble, but a fumble with style. 
            Anyway, the re-introduction of Mighty is quite welcome (although it 
            adds even more substance to the mystery of what happened to Ray), 
            and Espio ranks right up there with Metal Sonic and Fang. Does 
            anybody really like Vector and Charmy, though? -- 
            Story --   It's the day before 
            Carnival Island's grand opening, and it's Knuckles' job to make sure 
            nothing gets $@#%ed up before the grand event. Robotnik, however, 
            has designs on the Power Emerald that supplies Carnival Island with 
            energy. Well, what Robotnik wants he is apt to try and get, and when 
            Knuckles returns from patrolling the far side of the island, he 
            discovers that all his friends have been captured in the Combi 
            Confiner -- Robotnik's latest invention. But hello, Knux can free 
            one friend at a time by using Ring power! Now it's up to Knuckles 
            and the crew to chase Eggboy away before he gets the object of his 
            desire: the Power Emerald.
 -- 
            Gameplay Info --   Something old, 
            something new...but no hedgehogs to be seen. Okay, first imagine 
            your traditional Sonic gameplay. Get from the start to the finish in 
            under ten minutes, grabbing Rings, bouncing of Springs, and bopping 
            Badniks along the way. Now imagine that Sonic and Tails are 
            connected by a giant rubber band. Ba-da-boom, you're now visualizing 
            Knuckles' Chaotix.
    The big gimmick for the game is controlling two 
            characters at once, connected by an elastic band of Ring energy. 
            (The second character can be controlled by the computer or a second 
            player, but the 1-player version is more functional.) The object is 
            to utilize the elasticity of the band with your teammate to gain 
            speed and perform some cool aerial acrobatics. 
                The basic set of moves includes: C to jump, B 
            to "hold", and A to call your partner. If you're away from your 
            partner, using the "hold" button will command him to hold his 
            ground. If you're right next to him, he'll curl into a Spin so you 
            can pick him up and throw 'im around. These two basic moves are what 
            forms the substance of the control...the physics are very accurate, 
            so it's a matter of figuring out how to use the "snapback" force of 
            the elastic band to get where you want to go. The call button can be 
            used to "call" your partner back to you no matter where his on the 
            screen...keep in mind, though, that this maneuver costs 10 Rings. 
            The Spin Dash is also present, although it's underpowered and rather 
            useless. 
                Rings now work along the premise of a number 
            line: if you go into deficit spending trying to call your partner 
            back, your Ring total will drop into negative digits. If you take 
            damage with 0 or a negative number of Rings, your partner will ditch 
            you for a bit. If you take damage without Rings or a partner, you go 
            patootie. Other new features include the addition of blue Springs 
            (bounce even higher than red ones), and the following assortment of 
            monitor items up for grabs: 
             
              Super Ring -- Worth 10 Rings 
              Combine Ring -- While this item is active, all the Rings you 
              lose when you take damage combine into one large Ring. Grab that 
              Ring, and you get back all that you lost. 
              Power Sneakers -- Temporarily raise your speed 
              Shield -- Protects you from one hit 
              Invincible -- Makes you invincible for a short time 
              Swap -- You and your partner switch places for a short time 
              Grow -- Makes you really big for a short time 
              Shrink -- Makes you really little for a short time 
              Change -- Turns your partner into the character featured on 
              the monitor screen for a short time     Before heading into a level, you play a little 
            game of UFO Catcher to select your partner. Time it right and you'll 
            get who you want...if you suck though, you'll more likely end up 
            with Heavy or Bomb, two completely useless characters. Here's how 
            the Drano Cookie crumbles: 
             
              Knuckles the Echidna -- The all-round balanced one. Has his 
              usual arsenal, including gliding and climbing. 
              Vector the Crocodile -- Big and slow, but his spin attack 
              covers a wider radius. His special move is the Power Boost, a 
              double jump of sorts. Like Knuckles, he can climb, although 
              letting go of the action button will cause him to drop. 
              Mighty the Armadillo -- If Sonic was in the game, this would 
              be him. He's the fastest of the group, and is generally the 
              easiest to work with as a partner. His special move is kicking up 
              and off walls. 
              Charmy Bee -- Charmy is itsy-bitsy, teeny-tiny. He can't jump 
              or use the Spin Dash at all, but he can fly (and unlike Tails, 
              Charmy never gets exhausted). He destroys enemies by fly-dashing 
              into 'em, and can also hover. 
              Espio the Chameleon -- Although somewhat clunky, he can take 
              out enemies head-on when going max speed. Rather than a ball 
              attack, Espio uses a whirlwind spin. He also has the ability to 
              walk up walls and ceilings. 
              Heavy -- Heavy is slow and useless. 
              Bomb -- Bomb is also slow and useless, and he'll blow up at 
              the first sign of trouble.     The levels themselves are also chosen somewhat 
            randomly, unless you have phenomenal timing. (Once upon a time, I 
            had the hang of it and could choose Zones at my will...) Anyway, 
            there are five Zones ("Attractions") with five Acts each. They're 
            big and intricate, but completely lack variety. It's got a spiffy 
            time feature that encompasses four different times of day: morning 
            (blueish-purple hue), daytime (normal colors), evening (orange hue), 
            and nighttime (darkened colors). Each scenario lasts for two Acts. 
            The Zones are: 
             
              Isolated Island -- It's the practice stage. You have to get 
              through these (as Knuckles with Espio as your partner) before you 
              get to start the real game. It's sort of tropical-ish, but sort of 
              not...you just have to see it. 
              Botanic Base -- You're inside a massive aviary-type 
              greenhouse. Home to Bushbubble, Bombbearer, and Gotcha. 
              Speed Slider -- It's a big stinking roller coaster! Home to 
              Dribbler, Hoverby Mk II, Needlenose, and Ringleader. 
              Amazing Arena -- You're in a giant funhouse. It's dark and 
              nasty when you walk in, and you must locate the light switch and 
              brighten the place up before the end of each Act. Otherwise it 
              won't count, even if you make it to the exit. Also keep an eye 
              open for the Sound Rooms, where you'll fight a mini-boss. Home to 
              Motorspike and Ticktock. 
              Marina Madness -- Boats and yachts of all nature rise and sink 
              with the tide at this remarkably relaxing marina. (No, really: 
              play this level in the morning [and I mean morning in the game, 
              not in real life]. Sublime, man...) Home to Poptank and Piranha. 
              Techno Tower -- The direction to go is up in this cool lookout 
              tower built against a bright desert. In one of the acts, there's 
              this cool drill machine you can hop into and bust some walls with. 
              Home to Spiketower.     Special Stages are here, but this time you're 
            not after the Chaos Emeralds...your targets are the six Chaos Rings. 
            If you've got at least 50 Rings when you reach the exit, that 
            familiar giant Ring appears above the spin sign. I think you know 
            what to do from there. 
                The Special Stages take place inside giant, 3D 
            tubes. (Although that's not a steadfast rule...sometimes the "walls" 
            break away and you're on a flat platform; sometimes you're running 
            on the outside of a smaller tube, etc.) The object is to collect the 
            requisite number of Blue Spheres before the end of the stage. You'll 
            want to keep a steady supply of Rings coming in, though...your Rings 
            act as your timer. When it hits zero, it's back to the game. (Which 
            is why it's important to have as many Rings as possible when you 
            enter a Special Stage...you'll get that much more time!) Once you've 
            collected all six Chaos Rings, you can still enter the Special 
            Stages for points...the main difference being that they are now all 
            wire-frames! It's pretty slick-looking actually, you should check it 
            out. 
                And there are bonus stages, which you'll find 
            hidden around the Acts in the form of giant Rings. You'll need at 
            least 20 Rings on-hand for them to appear, and once inside, it's a 
            massive 3D free fall! Like the Special Stages, Rings serve as your 
            timer. The more you have when you enter, the longer you'll have to 
            play, but there are also free Rings scattered about. There are item 
            boxes scattered around the endless fall...maneuver yourself smack 
            into 'em to get the goods: 
             
              Springs -- Bounce you back up a level...after three hits, they 
              crumble away 
              Super Ring -- Worth 10 Rings 
              500 PTS. -- Adds 500 points to your score 
              Up -- Speeds up your descent 
              Down -- Slows down your descent 
              Chopper Blocks -- You lose some Rings 
              Stage Select -- Slows down the Stage Select Machine the next 
              time you reach the World Entrance 
              Combi Catcher -- Slows down the Combi Catcher the next time 
              you reach the World Entrance 
              Exit -- Sends you out of the bonus stage  -- 
            Screenshots --
     -- 
            Behind the Screens --   The game 
            that eventually became Knuckles' Chaotix started out as Sonic 
            Crackers, and was originally intended for the Genesis. I suppose 
            they opted to make Knuckles the star when they realized the game was 
            crap, and the Sonic name could not be risked on it. Here are some 
            screens of Chaotix's alpha build, Sonic Crackers:
 
                            Like most 32X games, Chaotix turned out to be 
            all flash and no substance. By "flash" I mean a really cool concept 
            that's horribly executed (just like Disney live-action films). It 
            was rightfully panned in reviews and certainly didn't move any 
            hardware (er, well...except for the one that I bought). On the 
            bright side, the music is cool, and Espio rules... 
             -- 
            Codes & Cheats --Change Music Tempo: 
            Please note that this trick can only be done with the Sega Genesis 
            six-button controller. At the sound test screen (while playing any 
            song), press the X button to toggle between STEREO and MONO sound. 
            Press the Y button to change the music's speed.
 -- 
            Trivia --
 Information compiled and arranged by Jared "Green Gibbon!" Matte. Make 
            no mistake, this site is a part of SonicNEXT. All Sonic 
            related materials are copyright Sega 
            Enterprises. SonicNEXT is created by Zifei Wu. Space provided by 
            VGHQ.com. AH! A bee! *SPLAT!* Hey, have you guys seen 
            Charmy?
 
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