Knuckles' Chaotix

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Knuckles' Chaotix

Developer: Sega
Publisher: Sega
Platform: 32X
Released in JP: April 21, 1995
Released in US: March 1995
Released in EU: May 1995


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


ProtoIcon.png This game has a prototype article

It's Sonic...on the 32X...without Sonic...

Contents

Unused Sprites

Hmmm...
To do:
Get other sprites out, such as other characters' dizzy/drunk sprites, Vector in a bubble, a different spinning Vector, and others. Also this.


All sprites in Chaotix are drawn on the 32X side, and all the art is consolidated in a database. Luckily, andlabs wrote a tool to view it all (though some of it was found long before)!

Artwork Description
I don't think "drunk" was allowed in games at the time...
...but I know "dizzy" was.
Dizzy or drunk Knuckles and Mighty. In Sonic Crackers, Sonic and Tails used this animation and become immobile for a while if hurt several times in sequence.
Chaotix Super Sonic 1.gif
Chaotix Super Sonic 2.gif
Chaotix Super Sonic 3.gif
Unused sprites of Super Sonic. Purpose unknown, though its proximity to other sprites related to the good ending make it appear to be part of a scrapped good ending animation. While character limbs are separate sprites the game engine puts together in real time, the person who created these rips (SGR) put them back together. No appropriate palette is known to exist, so SGR created this one.
Chaotix Tails Tornado.gif
Unused sprite of Tails in the Tornado. Purpose unknown, though its proximity to other sprites related to the good ending make it appear to be part of a scrapped good ending animation.
KnucklesChaotixHangingVector.gif
An unused sprite of Vector, which was possibly part of his climbing animation.
Chaotix Banner.png
A small banner. Purpose unknown.
Chaotix Bubble.png
A small bubble. Believed to be part of a scrapped underwater section.
Splish-splash!
A splash. Believed to be part of a scrapped underwater section.
Chaotix Bumper.gif
A spinning ball. Believed to be a scrapped bumper. A yellow one (given the same palette) also exists.
KnucklesChaotixGulper.gif
Animation of a scrapped enemy. Zone of enemy is unknown, but it could be from Amazing Arena Zone, due to the similar palette.
Chaotix Mosqui1.gif
An unused version of the Mosqui (called Kameka in this game). Possibly related to the intro cutscene, which features other Mosqui. No appropriate palette is known to exist.
Chaotix Robotnik.png
An unused Robotnik pose believed to be part of a scrapped version of the pre-final boss scene.
Beeeeeeeeeeeeee...
"Test". Yeah, I guess...
I don't think a skull really fits in this game...
A skull. Purpose unknown. The Japanese text reads "tobu" (とぶ), which likely is the word 飛ぶ which means "to jump."
Chaotix Hourglass Monitor 1.png
Chaotix Hourglass Monitor 2.png
Hourglass icons for monitors. Purpose unknown, though there is some code for an unused monitor type so it might be a remnant of a Time Attack mode seen in some prototypes.

Stage Select/Free Movement

Chaotix Stage Select Code.png

Configuring the Color Test to look as it is on the left activates a stage select in the main menu. Choosing a stage and configuration also enables a free movement debug mode, activated whenever the game is paused. Use the D-Pad to move and combinations of A, B, and C to move faster. There are three numerical values shown: the X coordinate of the crosshair (which is always at the center of the main character sprite; all sprites are drawn relative to their centers in Chaotix), Y coordinate of the crosshair, and an unknown value.

The second character on the player select menu is a deleted character simply named "**********", which uses Knuckles' art and Mighty's palette; in earlier prototypes, this character could fly similarly to Tails, showing that Sonic and Tails were scrapped sometime after Sonic Crackers. Using this character may trigger game breaking bugs.

For the five "attractions", the level numbers should be between 1 and 5; 0 is the same as 1, while 6 will crash. For the Special Stage, 0-5 are the six normal stages and 6 is the first wireframe stage. World Entrance Level 0 is the normal world lobby, 1 is the penultimate boss, 2 is Metal Sonic Kai, and all others crash the game.


Hmmm...
To do:
Other configurations.


Sound Test Stuff

Unused Sounds

In prototypes, the Sega screen plays a sound at code 6B. This was removed from the final game, however a different version of the sound remains in slot 6B.

Version of the sound from Prototype 0202 (February 2, 1995), the last known build to play a sound on the Sega screen and the last known to contain this version of the sound.
Final version of the sound, used by all prototypes after 0202 and the final builds.

Amy Rose

Chaotix Amy Code.png

Configuring the Color Test to look as it is on the left will replace the volume meters with a dancing Amy Rose saying "Cool Sweet & Catchy!"

Chaotix Amy.png

Unused Text

Chaotix Unused Text.png

None of the text shown on the left is ever used in-game. They are shown with an incorrect palette (though a more correct palette could possibly be applied, perhaps the HUD palette). Most of these appear to be related to a Time Attack mode present in some prototypes but removed from the final build.