--
Sonic the Hedgehog Chaos
-- Chaos, Chaos, CHAOS! Geez,
we've got the Chaos Emeralds, we've got Sonic Chaos, we've
got Chaotix, and we've got just plain ol' Chaos the water
freak. I guess "chaos" is kind of a cool word...it can be used to
describe alot of things. School finals, family reunions, tax time, a
lengthy game of Chu-Chu Rocket, the impending war with
communist China who now have all of our military secrets, the female
mind...alot of things. Sonic Chaos (Sonic & Tails in
Japan) is pretty cool, though.
--
Story -- All is not well in
Mudville...er, make that South Island. The Eggman's laid the snatch
on the red Chaos Emerald, throwing the other five (yeah, we're back
down to six) into a parallel dimension. As a result of this
dimensional quake, South Island has begun sinking into the ocean!
It's up to Sonic and Tails to collect the remaining Chaos Emeralds
and recover the red one from Robotnik before South Island and all
its inhabitants go for a looong swim...
--
Gameplay Info -- The first
couple of 8-bit runs were moderately entertaining, but Sonic Chaos
really struts the Sonic stuff and the result is the first of
two original-formula Sonic games that actually works in the confines
of the Game Gear/Master System world. Ironically enough, the way
this is achieved is by taking away some of Sonic's trademark speed.
While the first couple of GG Sonics were faster, the problem is that
they were too fast. In Chaos, the speed is exchanged for big,
pretty graphics and larger, more elaborate levels that follow the
same design schema as those in Sonic 2 (the Genesis version).
Being that this is a traditional Sonic game,
you'll be performing all the same tricks: running, collecting Rings,
bouncing off Springs, blablabla. One new feature is the addition of
Pogo Springs. Jump on one and they stick right to Sonic's feet, so
you can go hopping about until you take a hit or jump off. Sonic
retains both the Spin Dash and Peel Out (although the Peel Out loses
the cool figure eight thing), while Tails' flying maneuver has been
made playable. Under these circumstances, Tails gets the easy trip
as he can just fly right over obstacles Sonic would have to face.
Unfortunately, Tails cannot enter the Special Stages so the full
ending is out of the question.
Forget the giant Rings and Star Circles...all
you need to do to warp off to the Special Stages in Sonic Chaos is
collect 100 Rings in any Act. Each of the five stages offers a
different course to finish in a time limit. The first, which is
almost impossible to lose unless you really suck, finds Sonic
strapped onto a pair of Rocket Shoes. Fly through the Ring
formations (little Rings are worth 1 point a piece, the big ones are
worth 10) to reach the Chaos Emerald at the end. The direction to
head in the second stage is up, via the Pogo Springs littered about.
(Bust open clock monitors to temporarily freeze the timer.) The
third is a maze of pipes, and the fourth is a looong plane with some
hills and pits. At the end of it is the Chaos Emerald up on a hill
(too high to reach with a jump). I never did get that godforsaken
Emerald, and consequently never got to play the fifth and final
Special Stage...
Prepare to zip through these Zones:
- Turquoise Hill -- Your standard tropical paradise, and
probably the easiest Zone in Sonic history. If you have trouble
here, you'd better revert to Sonic's Schoolhouse.
- Gigapolis -- The whole "city at night" thing. This time you're
not above the cityscape on some aerial highway, but down in the
nitty-gritty.
- Sleeping Egg -- Remember Crystal Egg? It's alot like that in
terms of illusion: what you see might not be, and what you don't
might. Ooh...
- Mecha Green Hill -- It's just like all those tropical Zones,
except...it's all metal, man! Not a friendly place...even the
coconuts are out to get you.
- Aqua Planet -- Latest of the contingent water Zones. It's some
ancient ruins under stormy skies, and the waters are mean and
turbulent. Bring a life jacket.
- Electric Egg -- You're in the dark interior of one of
Robotnik's factories, except it's lit up by flashing lights and
other cool electrical doo-dads.
We've also got the classic five-flavor
assortment of items, including a newbie:
- Rocket Shoes -- Send Sonic on a high-speed (albeit very short)
flight. As Tails, monitors containing Rocket Shoes are replaced
with Super Rings.
- Power Shoes -- Temporarily raises Sonic's speed
- Super Ring -- Worth 10 Rings
- Invincible -- Makes you invincible for a short time
- Extra Life -- Gives you an extra chance
Like its two predecessors, you'll get a
different result depending on what picture you spin at the end of
each Act:
- Flicky -- Nothing happens
- Sonic -- You get an extra chance (only as Sonic)
- Tails -- You get an extra chance (only as Tails)
- Ring -- You get 10 Rings
- Chaos Emerald -- You get a continue
--
Screenshots --
-- Master System Version --
--
Codes & Cheats --Sound Test: (Game
Gear version) When "Press Start" begins flashing on the title
screen, press: Down, Down, Up, Up, Left, Right, Left, Right, 1, 2,
START.
Level-Select: (Game Gear version) When "Press Start"
begins flashing on the title screen, press: Up, Up, Down, Down,
Right, Left, Right, Left, START. (Master System version) At the
title screen, press: Up, Up, Down, Down, Right, Left, Right, Left, 1
or 2, START.
Ryu-Sonic: (Game Gear version) Input the Sound Test code.
During the sound test, move the D-pad in a quarter circle and press
1 or 2. Sonic will shoot a "Hadoken" fireball.
--
Trivia --
- Sonic Chaos was the first 8-meg Game Gear cart.
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. The title was changed to "Sonic Chaos" when Sega execs
realized that "Sonic Anarchy" wouldn't work. (No, not
really.)
|