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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?
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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.
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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
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Screenshots --
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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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