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Console Yourself: Knuckles' Chaotix

“Let’s hear it for the fearless guardian of the Chaos Emeralds! Loosing these things is getting to be a bit of habit, isn’t it buddy?” -Sonic The Hedgehog

Format: 32X• Developer: Sega• Released: April 1995

After the unexpected success of the Mega Drive, Sega embarked on an ill-advised bid to extend the life of its underpowered system, though the use of hardware add-ons. After the Mega CD crashed and burned, offering little more than extra storage capacity, Sega followed it up with the 32X. Effectively Saturn hardware without the graphics card, the not-so-magic mushroom slotted into the console’s cartridge port, integrating closely with the Mega Drive’s hardware. The Mega CD’s brief lifespan was considerably extended by the appearance of Sonic CD, a less linear cousin of Sonic Team’s 16-bit titles. The game itself doesn’t hold up too well today, with bland level design noticeably lacking the inspiration of the original Team’s work, but the soundtrack and fmv had served as an effective showcase for the Mega CD’s technical capacity. Taking note, Sega shipped the prototype for a fifth Mega Drive Sonic across to the 32X, unwittingly creating one of the more curious entries in the series.

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With the US-based Sonic Team proper commencing work on the long-delayed NiGHTS, development of another 16-bit Sonic title had been left in the hands of new group at Sega Japan. Their brainstorming resulted in a demo that attached a fully controllable Sonic and Tails by an elasticised strand, making all sorts of slingshot tricks possible. This was selected as the basis for the title, and the move to the 32X lead the team to experiment with the new hardware, devising sprite scaling and 3D elements first and then attaching gameplay applications to them. A further change in mission brief came partway through development. Sega was now quietly writing off the 32X, and it was decided that Sonic’s appearance on the system would merely dilute the appeal of the company’s mascot. However, there was an obvious replacement to hand. Knuckles had proven an extremely popular element of the hedgehog’s third outing, with the planned Sonic 3: Special Edition being hastily redesigned as Sonic & Knuckles, with a full campaign added for the echidna. He would now receive the mixed blessing of fronting the 32X’s moment in the sun.

The game’s main gimmick of the elasticised strand obviously requires two characters on screen at once, and the developers made this an integral part of the plot. Dr Robotnik’s attack on a theme park has left its defenders imprisoned in a giant claw machine, from which only one of the team can be released at a time. Before tacking each act, Knuckles may swap his partner, or even surrender himself in order to allow two of his friends freedom at once. The cast was drawn from an array of unlikely sources. Vector The Crocodile has been intended for inclusion in Sonic’s first game, but was scrapped from the final version. Resurrected as the leader of Chaotix, he was joined by custom-created characters Epsio The Chameleon and Charmy Bee. Further adding to the numbers was Mighty The Armadillo, a rather obvious re-use of the Sonic sprite created before the character was pulled from the game. Building the levels around Knuckles’ move set obviously presented some challenges for the team, as they had to find ways to let character access areas that the Echidna reached by climbing and gliding. There’s mixed success here, as while Charmy’s flight feels natural to the character and Espio’s ceiling-walks retain their novelty, Vector’s special moves feel rather forced. Unfortunately, these issues are compounded by the team’s determination of following their design logic to its conclusion, even to the detriment of gameplay. Selection of a partner was semi-randomised, and the team also included robots Heavy and Bomb as “wooden spoons” for the player. Playing a level with either of these slow and awkward nightmares is a severe trial to any gamer’s patience, and it quickly became standard practice to commit hara-kiri in order to return to the game’s hub, rather than persevere.

Old School
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The game is essentially made up of five themed zones within the park, each of which is broken down into five acts. In a break with tradition, these levels are tackled in any order, with the next act chosen from another semi-randomising selection machine located in the game’s hub level. The levels themselves are extremely atmospheric, with the flat-out roller coaster Speed Slider a clear inspiration for the 3D Sonic games’ “highway” stages. Although the pastel art direction is a curious choice, the there’s a richness of detail here that goes beyond any other 2D Sonic games, and some areas are remarkably memorable. Sound design is good, with appropriate and striking music. The game is actually much faster than the Mega Drive’s 2D Sonic titles, with the elastic serving as a means of rapid acceleration above and beyond the classic spin dash, and several “throw” moves preventing the supporting character even being stuck behind a part of the scenery. A particular highlight of the game is its special stages. Although not winning any awards for originality, with Sonic 3’s blue spheres added to a hexagonal tube, the 32X’s 3D abilities allowed a much-improved implementation, with the tube often opening out into a true landscape and the implimentation of physics making falling off a real threat. The balancing of these sections was perfect, a noticeable contrast to the extremely easy main game.

Although Chaotix themselves made an extremely unlikely comeback in 2004’s Sonic Heroes, the difficulty of emulating the 32X means that their game has long since vanished into obscurity. The title gets top marks for imagination, effort and correct apostrophe use, but the lack of coherency hurts it. The team throw out ideas at a furious rate, but rarely grasped the full potential of any of their innovations. Chaotix was Sega’s Gears of War: not entirely without merit, but an obvious recycling of the company’s house style for purely commercial reasons.

3 Stars

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Comments

> [Sonic CD] doesn’t hold up too well today

LIES LIES FILTHY LIES.

Good piece, though, I didn’t really know anything about this ‘un before. Definitely need to at least give it a try at some point.

Seb Patrick's picture

By Seb Patrick
September 24, 2008 @ 8:32 pm

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You might also want to track down the Beta ROM of Sonic Crackers (or Sonic Stadium depending on who you talk to), which was the prototype for the ‘chained by rings’ machanic that eventually showed up in Chaotix. There’s a fairly bland level to run through with Sonic and Tails, but it’s a nice little curio to have laying around.

By Josh
September 24, 2008 @ 9:50 pm

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Oh, I have played that one! Years ago I made Rachel a CD for Christmas that featured various emulators and just about every 2D Sonic game (though I don’t think it included Chaotix). Well, I say “I made”, I got my mate Mike to do it for me and then I made the cover. Anyway, yes, that was included…

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By Seb Patrick
September 24, 2008 @ 10:59 pm

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Yeah, Sonic Stadium (Crackers was the name of the hacking ground that uncovered it) is an interesting one. The ROM was originally titled Sonic 4, which suggests that Chaotix’s MD phase was intended as a true sequal while Sonic Team were busy making NiGHTS. In the end, Chaotix was clearly a side project, as was Traveller’s Tales’ okay-but-not-Sonic Sonic 3D. What’s surprising about Stadium is just how finished the string mechanic is- Chaotix’s version is identical, save for the addition of proper animation for the characters’ arms.

Last time I checked, no-one had managed to get a 32X emulator working. Like the 8-processor Saturn, its internal chipset is a nightmare to reproduce in code, with the added complication that you have to have the Mega Drive element reproduced as well. For example, the 32X version of Virtua Fighter had the mushroom drawing the characters, while the MD handled the backdrop…

By Julian Hazeldine
September 25, 2008 @ 9:17 pm

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Hey, what’s the skinny on this new DS Sonic RPG? Saw it mentioned in the paper today, but hadn’t heard anything about it. Meant to be any good?

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By Seb Patrick
September 25, 2008 @ 9:38 pm

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It should be- it’s developed by Bioware (Baulder’s Gate, KOTOR, Jade Empire, Mass Effect). I’ll be picking it up tomorrow, and I’ve very deliberatly not read anything about it. There was one interview with the team that I read ages back which has me a very excited fanboy- character work on Robotnik to restore him as lead villian, fixing plot holes in past games dating back to the 16-bit era, re-arranged versions of old music…

Hopefully, it’ll be the Umbrella Chronicles-style tinkering that all long-running unrebooted games franchises need every once in a while.

By Julian Hazeldine
September 25, 2008 @ 9:49 pm

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Excellent. This may be the tipping point that makes me finally realise a DS is too essential not to own, although that will probably just lead to pining after one for ages rather than actually buying one. Bah, why couldn’t it have been unsuccessful like all the other 2000s Nintendo consoles, thus dropping to half its original RRP by now?

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By Seb Patrick
September 25, 2008 @ 9:54 pm

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My DS is probably my favourite thing I own at the moment. Well worth getting - although it’s worth noting that there are rumours Nintendo will bring out a new model next year. So it might be worth waiting for then, if only to get the current one at a reduced price.

John Hoare's picture

By John Hoare
September 25, 2008 @ 11:32 pm

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Yeah, I can’t see ‘em improving on the Lite, I love the design (I’d have got a cheap original by now, but I *hate* the design of that).

I guess if/when I do get one, I’ll finally have to part with my beloved Famicom-coloured GBA SP. Then again, SPs are going so cheap, that it would probably be more worthwhile keeping it in a drawer somewhere than just getting fifteen or twenty quid for it…

Seb Patrick's picture

By Seb Patrick
September 26, 2008 @ 7:13 am

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If you ever want to play original Game Boy or GBC games, keep the GBA. The DS is only backwards-compatable with GBA games.

Somebody's picture

By Somebody
September 27, 2008 @ 4:39 am

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http://kotaku.com/5057870/nintendo-announce-new-ds…
http://kotaku.com/5057883/lets-compare-the-ds-lite…
http://kotaku.com/5058137/dsi-not-bound-for-us-unt…

Was expecting something more interesting, to be honest. I’ll only get it when the REALLY good DSi-only games start coming. And if it’s not reaching America until late 2009, God knows when Europe will get it anyway.

John Hoare's picture

By John Hoare
October 02, 2008 @ 6:51 pm

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I’ve often wondered about this game. It looked good at the time but like most people I suppose, I never knew anyone with a 32X so never got to play on it.

John, looking at this; Nintendo DSi console, it’s not late 2009 for the DSi. That pages says its coming out in April.

By Adam
February 25, 2009 @ 3:43 pm

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Yeah.. about the 32X emulation thing.. I’ve been playing 32X games on my PC since at LEAST 2005… maybe 2004… at full speed and everything.. Anyway, look around for Steve Snake’s EXCELLENT SMS/GG/Genesis/32X/Sega CD emulator, KEGA Fusion, IMO the best one, if not that one, Gens Plus and AGES also both emulate the 32X well. They also all three emulate the Sega CD. In order to play 32X games on the emulator, you will need the 32X BIOS roms, one for each region game you wish to play, same for the Sega CD, you need its BIOS roms to play Sega CD games, but none of this is hard to find at all.. A quick search of Google should provide you with the results you’re looking for.

By Joey Queef
June 14, 2009 @ 10:38 am

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