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Knuckles' Chaotix/Unused Sprites

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This is a sub-page of Knuckles' Chaotix.

Hmmm...
To do:
Add the unused ground explosion, unused dust sprites (146508 / 14740e in Chaoview), & weird circle arrows.

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.

Characters

Artwork Description
I don't think "drunk" was allowed in games at the time......but I know "dizzy" was.KnucklesChaotix-Charmy-dizzy.gif

KnucklesChaotix-Vector-dizzy.gifKnucklesChaotix-Espyo-dizzy.gif

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. One frame of Knuckles' dizzy animation is used for the "**********" character while using a wall kick.
Chaotix MightyThrow.png
Unused frames of Mighty's throwing animation. These also exist for Sonic in Sonic Crackers, though Mighty turns his head more.
Chaotix MightyWallCling1.png
A sprite of Mighty clinging onto a wall intended for his wall kick move. It was used in the 1207 prototype. This is based on an unused sprite in Sonic CD. A similar sprite for Sonic exists in Sonic Crackers.
KnucklesChaotixMightyJump.png
Sprites of Mighty in some unusual poses that were intended for his wall kick move. Similar sprites exist for Sonic in Sonic Crackers. Like the hanging Vector sprites (shown below), these sprites can be seen in-game via a swap monitor glitch in the third introductory stage.
Chaotix KnucklesThrow.png
Unused frames of Knuckles's throwing animation. The first frame is used when spin dashing with the "**********" character.
Chaotix KnucklesGlide.png
Unused frames of Knuckles's gliding animation.
Chaotix KnucklesHang.png
A sprite of Knuckles hanging onto a ledge. Similar sprites for Sonic and Tails exist in Sonic Crackers.
Chaotix CharmyDash.png
It appears that Charmy's dash attack was supposed to have a startup to it.
Chaotix CharmyHold.png
Unused frames of Charmy's holding animation.
Chaotix CharmyThrow.png
Unused frames of Charmy's throwing animation.
KnucklesChaotixHangingVector.gif
Like Knuckles, there is an unused sprite of Vector hanging on a ledge. An armless version of this sprite can be seen in-game after accessing the third introductory stage via the stage select menu, striking a character swap monitor, and reaching the end of the stage before it wears off.
Chaotix VectorThrow.png
ChaotixVectorSpin.gif
Unused frames of Vector's throwing animation.
ChaotixVectorBubble.gif
An animation of Vector facing the camera in a cramped spinning position.
KnucklesChaotixVectorsprites.png
Some unused sprites for Vector, who seems to have quite a few unused sprites in general. The first sprite on the left was used in the 1207 prototype when clinging onto a wall, although it's only visible for a single frame. These sprites represent Vector hanging onto a wall differently, possibly tumbling down, and some sprites that seem to represent him pulling the tethered partner in a weird angle.
Chaotix BombJump1.png
An unused frame of Bomb's jumping animation.
Chaotix HeavyThrow.png
While most characters have unused frames in their throwing animation, Heavy's throwing animation is not used at all.
Chaotix EspioHoldSideways.png
Chaotix EspioThrowSideways.png
Sprites of Espio holding and throwing while standing on a vertical wall.
Chaotix EspioSpinSideways.gif
Chaotix EspioSpinDiagonal.gif
Different angles of Espio spinning.

Other

Artwork Description
Chaotix SuperSonicPieces.png

Chaotix Super Sonic 2.gifChaotix 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. No palette is known to exist.
Curiously, this sprite appeared on Sonic Team's website in 1996, and a sprite heavily based on it appears in the ending credits of the Sonic the Hedgehog 2 film.
Chaotixsupersparkles.png
Sparkles believed to be used in conjunction with the above sprite. Palette unknown.
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.
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
Chaotix YellowStarBall.gif
A spinning ball that comes in red and yellow. This was later touched up in Sonic Mania and used for Studiopolis Zone.
Chaotix SSThing.png
Chaotix SSThingWindup1.gif ChaotixSSThingWindup2.gif ChaotixSSThingWindup3.gif ChaotixSSThingWindup4.gif
An object or enemy that would have been used in Speed Slider.
Chaotix SSLoopMask.png
This sprite was likely supposed to hide the player sprites behind the loops that Speed Slider had in prototypes.
Chaotix PoptankDiagonal.png
Unused diagonal sprites of the Poptank enemy.
Chaotix AAPlatform.png
Chaotix AAElectricPlatform.gif
An electric platform meant for Amazing Arena.
Chaotix AAHorizontalTubeEnding.png
An unused horizontal tube ending for Amazing Arena. All of the tube endings in-game are vertical.
Chaotix AASunMoonBlock.png
A block with the sun and moon on it meant to be used in Amazing Arena.
KnucklesChaotixGulper.gif
Some kind of scrapped enemy. Where the enemy would have appeared is unknown, but it could have been intended for Amazing Arena, due to the similar palette.
Chaotix AAClouds.png Chaotix AAStars.png Stars and clouds for Amazing Arena. These were probably supposed to appear in the windows/screens in the background. Similar graphics exist for the World 2 Attraction in Sonic Crackers.
Chaotix Mosqui1.gif
Chaotix Mosqui2.gif
Well that's one way to zap bugs...
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.
Chaotix eggman animation.gif
An unused Eggman pose believed to be part of a scrapped version of the good ending, or possibly intended for a "Try Again" screen like in earlier Sonic games.
Chaotix MSKHead.png
Chaotix FinalBossEye.gifChaotixBlastH.gifChaotixMSKBite-1.gifChaotixMSKBlastV.gifChaotixMSKFlame.gifChaotixMSKWist.gifChaotixunknownMSK.gifChaotixMetalSonicKaiArm.gif
Several unused sprites of the final boss. While most of the sprites in the game are rendered in the 32X, the head sprite is rendered in the Genesis/Mega Drive. The other sprites indicate that he was supposed to use his arms differently and possibly have more attack phases.
Beeeeeeeeeeeeee...
"Test".
I don't think a skull really fits in this game...
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.
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. If a monitor's subtype is changed to either of these monitors, it does nothing when broken.
Chaotix Cassablanca Projects.png
Graphics loaded during the staff roll. In the prototypes, there is an entry for "Cassablanca projects" at the very beginning of the credits list, but mysteriously absent in the final ROM.
Chaotixspinningstar.gif
A spinning star. The first frame in this animation was used as invincibility stars in earlier prototypes, likely as placeholder graphics.
Chaotixlamppost.png
A lamppost associated with the title screen graphics. The blocky square is part of the sprite.
Chaotix Arrows.png
Arrows that are grouped with the HUD and "HOLD!" graphics.
Chaotix Unused Text.png
Hmmm...
To do:
Update these graphics, the correct palette has been found.
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.