Also known as: Chaotix (JP)
This game has unused playable characters.
This game has a prototype article
It's Sonic...on the 32X...without Sonic...
Get other sprites out, such as Vector in a bubble, a different spinning Vector, and others. Also, slap andlabs in IRC to re-upload the Chaotix art viewer the next time he gets home and check out all of this.
All sprites in Chaotix are drawn on the 32X side, and all the art is consolidated in a database. Luckily, there was a tool written to search through the game's data.
|All of the characters have dizzy animations. In Sonic Crackers, Sonic and Tails use similar animations and become immobile for a while if hurt several times in sequence.|
| 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.
Curiously, this sprite appeared on Sonic Team's website in 1996.
|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.|
|An unused sprite of Vector, which was possibly part of his climbing animation.|
|An unused animation of Vector, which was possibly part of his throwing animation. Presumably, this could have worked as a windup to his throw, giving it a bit more power.|
|A small banner. Purpose unknown.|
|A small bubble. Believed to be part of a scrapped underwater section.|
|An animation of Vector facing the camera in a cramped spinning position, possibly part of said bubble and scrapped underwater section.|
|A splash. Believed to be part of a scrapped underwater section.|
|A spinning ball. Believed to be a scrapped bumper. A yellow one (given the same palette) also exists. This was later touched up in Sonic Mania and used for Studiopolis Zone.|
|Some kind of scrapped enemy. Where the enemy would have appeared is unknown, but it could have been intended for Amazing Arena Zone, due to the similar palette.|
|An unused version of the Mosqui (called Kameka in this game). Possibly related to the intro cutscene, which features other Mosqui. Of note is the exploding animation, which is unknown where it would be in the intro.|
|An unused Eggman pose believed to be part of a scrapped version of the good ending.|
|An unused sprite of Titan Metal Sonic's head. While most of the sprites in the game are rendered in the 32X, this sprite is rendered in the Genesis/Mega Drive. It may have been used for his escape if you failed to collect all the Chaos Rings.|
|A skull. Purpose unknown. The Japanese text reads "tobu" (とぶ); the intended word is ambiguous and nothing in the game seems to be connected to the sprite to tell.|
|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
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 the final boss, and all others crash the game.
Sound Test Stuff
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.|
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!"
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.