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Knuckles' Chaotix

-- Intro --
   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

     

Information

Review By:
Green Gibbon

Debut:
March, 1995 (Knuckles' Chaotix)

Players:
2

Publisher:
SEGA

Developer:
Sega of Japan

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Codes & Cheats

50,000 Point Bonus
When you are able to collect all the chaos rings, the special stage entrance still appears after collecting fifty rings. This time, the stage appears in a wire frame form which makes it harder. Finish the stage and you get 50,000 points!

Cut the Cord
In Botanic Base, it is easier to beat the boss by losing your partner. This gets rid of that annoying bungee mode and you can just hit the boss from the bottom.

Different Music in Techno-Tower
In Techno-Tower Zone, Acts 1 and 2, go in a bonus stage, then leave. Right when the screen goes from white to the zone, PRESS PAUSE IMMEDIATELY! This will let you play with different music from another Zone for the rest of the act!

Easy Chaos Rings
Start a game and save through Manual Save. Go through the level and play the special stage. If you win, exit the game at the world entrance to save. If you don't win the Ring, hit RESET. Your loss will not be counted neither will your passing the level. With this, you can have all five Chaos Rings and only have passed five levels!

Playing Tip
When choosing characters it's best to consider what you need for the next level. For example, if you're after raw speed the combination of Mighty and Espieo can't be beat. For power, Hevey and Espieo are your best bet, and for moments when you need both (like fighting bosses) try Charmie and Hevey.

Remove the Bungee code in Marina Madness
In Marina Madness Zone, get rid of your partner. Then quickly find a yellow ship button that will move a ship. Step on it, and you will play without the bungee cord for the rest of the act.

Stereo/Mono and Tempo Control
On the Sound Test screen you can use buttons X and Y to select MONO or STEREO sound and change the tempo of the music.

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Music

Isolated Island
Speed Slider
Marina Madness
Botanic Base
Morning
Evening
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Pictures

#1
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www.thefloatingisland.com