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----------------------------- Thought I'd re-post this topic due to the wipe ------------------------------------ Knuckles Chaotix 20th Anniversary Knuckles Chaotix was released in North America in March 1995, Europe in May 1995 and in Japan on 21 April under the name of “Chaotix”. A very pretty looking game thanks to the 32-bit capability of 32x system which the game was released on. The level aesthetics, unique gimmicks and unorthodox bosses reminds me a lot of a Mega-Drive/Genesis game; Dynamite Headdy. Chaotix is a game which tries very hard to distance itself from the previous Genesis titles. So where did it all start? Sonic Stadium? Pffffft, more like, Sonic Crackers After Sonic & Knuckles had been released, SEGA had already begun working on proof-of concept about a new Sonic game for the Mega-Drive. Known both as Sonic Crackers and Sonic Stadium (hence my terrible joke). This was to be a 2d game featuring Sonic and Tails in new 2d environments and hub worlds. However, unlike the numerical games, Crackers incorporated a new unique "rubber-band" co-op gameplay style, where the player effectively controls two characters; Sonic and Tails who are tethered by a rubber-band. The idea being you could propel both characters around the zones at incredible speed by holding one character whilst pulling the other as far back as the rubber-band allows, and then releasing the character, thus creating the rubber-band effect and moving at lightning speed! There are quite a few Crackers prototypes which can be downloaded and played (via Fusions etc). Whilst they are extremely incomplete, it does provide a fascinating insight into the game which could well have been the true "Sonic 4" sequel to 3&Knuckles. However, SEGA decided to move the game to the 32x which was designed to extend the life of the Genesis until the Saturn was released. The 32x was a disastrous add-on which lacked popularity and bombed due to being too expensive and a lack of sales. A total of 40 games were released on the system. The full list of which can be seen in the below spoiler tag: Instead of the game featuring Sonic and Tails, both characters were removed to be replaced by Knuckles, Mighty and new characters, Vector, Espio, Charmy Bee, Heavy and Bomb all with their unique abilities. Mighty isn't really a Chaotix. He's more of a stand in for Sonic who was original intended to be in Chaotix along with Tails. Hacking has unearthed proof that Sonic was removed and Mighty (who originally appeared in SEGASonic Arcade) took his place and was given pretty much identical sprites. Evidence of Tails was also found in the form of a broken Echidna-type character nicknamed "Wechnia" which has Tails assets including his flying ability. Fun fact; Taxman used Tails swimming sprite from Chaotix when he added the fox to Sonic CD 2011. Chaotix's gameplay is a very stop and start (careful platforming and maddening speed) kind of nature. The two player rubber band co-op gimmick makes Chaotix feel very different from the Genesis titles. I found the progression a little frustrating the first time I played it, but once I got used to the rubber-band physics it became easier to get through the levels more quickly. The Story: There are effectively 25 acts in the game (not counting the final boss, and Isolated Island tutorial stage) which you access from the main hub world; Newtrogic High: From there you select the characters you wish to play with and which level to play via a kind of roulette system. You then have five zones to choose from; Amazing Arena, Botanic Base, Marina Madness, Speed Slider, and Techno Tower. Each with five acts, with an Eggman boss at the end of the fifth act. Amazing Arena: The complex Labryinth like maze. Botantic Base a beautiful green paradise. Marina Madness, a stage based around boats, harbors, but there's no water. Speed Slider which is all about insane speed and Techo Tower a funky looking stage where you race to the top. The level design can often be confusing and there are no specific landmarks which stand out (like in the Genesis games) and thus it all seems to blend. There's nothing particularly memorable. Sonic Team really tried hard to make this game a unique experience. Most of the team behind Sonic CD worked on Chaotix. It's just a shame this game was made on the ill-fated 32x, as it likely would have been more popular had it been a Saturn title. Apart from being released on Microsoft Windows (via GameTap) this game has never been re-released. SEGA tried to include Chaotix in the Sonic Mega Collection, but this never came to be due to problems porting the game. I've only ever played it via emulation. SEGA made use of the 32x's superior hardware by incorporating 3d designs into the 2d stages. Before you touch the act ending sign-post: After you touch it: The bosses have very detailed designs and the boss fights are at best, okay. Not hard, although it's tricky to avoid getting hit due some bizarre gimmicks. This is mainly because you're trying to control two characters which makes it slightly harder to time your attacks. You can so easily end up throwing your partner at the boss, only to then - yourself - be propelled straight into the line of fire. You also get a brief cutscene before each Eggman boss. Very unusual for a Sonic game is that Amazing Arena (acts 1 to 5) has a kind of mini-boss which pops up halfway through each stage. You can't hit it. You just need to avoid it's attacks for about 30 seconds and then it goes away. The penultimate boss fight against Metal Sonic in Neutrogic High is such a bizarre concept. You just hope to get lucky by selecting the box marked with an 'x' each time when you have to play a roulette game. Metal Sonic Kai is the easiest final boss I have ever played in a Sonic game. It is a blatant rip-off of the Sonic 3&K Death Egg giant robot. I.e you destroy the hands/arms and then attack Kai's body. I do like the 3d design of the boss and the arena's background. The bonus stage is pretty cool. Although I don't like the fact that your ring total slowly counts down. The problem with this is that by the time you have collected some more rings, overall your rings total would have hardly increased. I also don't like the fact you don't have lives in this game, and that there are no extra lives awarded for getting 100/200 rings and no extra life item boxes. To be fair though you will hardly ever die. It has a very easy difficulty. I like the item boxes you can pick up, such as the boxes that make your character temporarily smaller or larger. It looks really cool. I also think the box which briefly gives you control of the your AI partner, and the box that can temporarily switch your AI partner to a different character is a fun idea. The little character animations that you see when the characters have stood still for a while, like Knuckles crouching down-twiddling his rubber band ring and Vector dancing, lol. I also like Knuckles climbing animation, because it makes him look slightly more like an Echidna. Special stages: I gotta say that I absolutely love the 3d Hexagonal maze design. It's really interesting platforming. It's nice that they brought back the Blue Sphere's from 3&K. I also like that you can move up the walls of the stage which then becomes the floor (from your perspective) as you move. It's quite disorientating, but fun once you get used to it. To be fair the special stage does kind of overstay it's welcome, as it can go on for ages. I like very much how your ring total from the level is carried into the special stage, giving you incentive to explore the levels thoroughly to get as many rings as you can. Your rings counting down in the special stage gives you something to think about, but it's fair. If you mange to collect all six Chaos Rings in the special stages you get the Good Ending, and if you don't you get the bad ending. Both are rather underwhelming. It's ironic that there are no death pits in the levels, like in Sonic CD (with the exception of Metallic Madness Zone 3) which is nice, but the special stages are filled with instant fail death pits. Oh and as for replaying the special stages again from the see-through wireframe perspective after you have obtained all six chaos rings? Well, your reward for beating them is, err............500,000 points. There are no super forms. The game has some nice music, such as https://www.youtube.com/watch?v=IaykX3Cie3E, and You can get Amy to appear in the Sound Test menu. I've always found Knuckles Chaotix to be a very interesting game. Has a weird story and level hub structure, and doesn't have great replay value, but a decent Sonic game all the same. It's a very experimental game full of interesting ideas. Some well implemented and some not so well designed. This short review of Chaotix is worth watching. So.........over to you guys. What do you think of Chaotix?
Welcome to the Knuckles' Chaotix Thread! In case you aren't familiar, Knuckles' Chaotix was a trippy game released on the 32X. Picture a 2D Sonic game where you pick your bro and set off like a rubber band through crazy worlds where you can't see shit. No, seriously you can't see anything. It's a dull world. If you haven't played the game, get it any way you can. EVERY Sonic fan needs to play this game. It is mandatory that after you explore the many Attractions of Newtrogic High Zone that you watch this video: So get your Combi Ring on and get on Robotnik's ass before he makes a shitstorm! YEAH! Also, if you feel like it you can talk about your experience with this game. Did you rush to the store and buy the original cartridge when it was released? How did you get your hands on this baby? Favorite Zone? Whatever you wanna talk about. Crocodile, OH YEAH!
I'm trying to start a fan-driven campaign to get an official SegaSonic the Hedgehog port for the Nintendo DS consoles. In case you didn't know, SegaSonic the Hedgehog was an arcade game which had a very limited release, mainly in Sega Worlds and Japanese arcades. The game has an isometric viewpoint, like in Sonic 3D Blast, and was controlled with a trackball and a single button for jumping. In the game, Sonic, Ray the Flying Squirrel, and Mighty the Armadillo are captured by Dr. Eggman and are forced to escape his trap-filled island, grabbing rings along the way. This game is so special and important to Sonic history, and we can't let it be forgotten. It was the first to feature voice acting for the characters, and the first appearances for the "forgotten" characters, Mighty the Armadillo and Ray the Flying Squirrel (who hasn't been seen since). It's pretty fun too, which is why it's a shame that so many can't play it. Sonic Team actually wanted to include the game in Sonic Gems Collection, but was unable to properly emulate the trackball control scheme with a control stick. Without a trackball, it's impossible to play properly. Now, thanks to the Nintendo DS, a virtual trackball can be properly emulated and manipulated on the touchscreen, a technique that has been used successfully in several other DS games, like Looney Toons Galactic Taz Ball, and The Wizard of Oz: Beyond the Yellow Brick Road. Translation of the in-game text would be wonderful, and a replication of the arcade version's multiplayer capabilities via Wi-Fi might also be possible. If ported to the 3DS, even the illusion of depth can be included! The technology is here, and the time couldn't be better as we celebrate Sonic's 20th Anniversary. The inclusion of Ray and Mighty posters in Sonic Generations' City Escape proves that Sonic Team still remembers the game. Whether it's an unlockable in a future Sonic game, part of a compilation, or even a standalone downloadable title, we need to tell SEGA that we want a DS port of SegaSonic the Hedgehog! Because really, who doesn't? I've started a Facebook page for the campaign. Here's where you come in: you need to like the page, and tell all your friends, too. If enough of us speak up, SEGA will listen. Also, feel free to copy my new sig if you like. Use it proudly on the forums you frequent, and include a link to the campaign page. Before you know it, we just might have a proper, official port worthy of such a great game.