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Proto:Knuckles' Chaotix/Sonic Crackers
This is a sub-page of Proto:Knuckles' Chaotix.
| Download Sonic Crackers (Prototype)
File: Sonic Crackers (Prototype).bin (1 MB) (info)
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Sonic Crackers (referred to as Sonic Studium in the ROM header) is a very early prototype build of Knuckles' Chaotix. Its name comes from the peculiar ASCII-art title screen that looks like it was thrown together in 5 minutes. Sonic Crackers is thought to be an engine test, composed of different game engines swapped out using RAM coding.
The game stars Sonic and Tails, held together by Combi rings as seen in Chaotix. Like the final game, Sonic can pick up Tails and throw him up to make it easier to reach higher platforms. Crackers contains only two proper side-scrolling levels in addition to two overhead levels that did not make it into Chaotix. There are no sound effects at all during gameplay and no Badniks to be found, although there are spikes and you lose rings when hitting them (even though you have none). The music mostly consists of early versions of Chaotix tracks.
The date on the lower-right of the title screen reads "19940401", which led to much debate on if the title screen or the ROM as a whole was an April Fool's joke. The later discovery of several Chaotix prototypes, especially the 1207 build, proved that this was not the case. Also, when viewing the ROM through a hex editor, the date "JUL.1994" can be seen; while this would suggest that a bit of work had been done since April, this is unlikely, as among the unused graphics in a prototype build of Yuu Yuu Hakusho: Makyou Toitsusen (dated June 1994) are Field sprites for Tails that are not in this build.
Much later, various Crackers graphics were used for Egg Gauntlet Zone in the 2013 version of Sonic 2, although the Zone was never normally accessible and both it and its assets were later removed.
Contents
General
As a very early prototype, Sonic Crackers is extremely incomplete and unpolished. However, the basic mechanics that serve as the basis of Knuckles' Chaotix are present at this point and similar to how they ended up in the final.
- The player controls Sonic and Tails, who were cut from the final game. However, the pair were not entirely scrapped - Sonic was retooled into Chaotix's Mighty the Armadillo by the 1207 prototype, as evidenced by the two's sprites being practically identical. Meanwhile, Tails was cut sometime between this prototype and the 1207 prototype, though his behavior was functional until the 0119 prototype.
- The game is split between four playable levels: "Attractions", side-scrolling levels similar to those seen in previous Sonic games, and "Fields", overhead levels that have no collision detection. While Fields were cut by the 1207 prototype, like Crackers, Chaotix calls its levels Attractions.
- The primary game mechanic of Chaotix - the rubber band-like Combi rings connecting the two playable characters - has been implemented at this point. While it's similar to how it ended up in the final, there are some key differences owing to this prototype's incompleteness:
- The A, B, C, X, Y, and Z buttons all share the same functionality, causing Sonic to jump, Tails to stop moving, and, if close enough, Sonic to pick up Tails (and throw him). These functionalities were retained in Chaotix, except that the jumping and holding buttons were separated and a recall button was added.
- Pressing "Start" allows the player to move Sonic and Tails' X and Y positions with the D-Pad, much like the debug modes of prior Sonic games.
- The Attractions are mostly devoid of objects; the only objects that the player can interact with are springs (which work as they normally do in Sonic games) and spikes (which cause the player to drop rings even though there are no rings to collect). Players cannot die, although the level will end once the in-game timer reaches a certain point.
- Physics are extremely rudimentary; Sonic and Tails are not affected by gravity and can walk on walls and ceilings with no momentum.
- The soundtrack comprises early versions of Chaotix tracks. There are no sound effects in-game, though sound effects are present in the ROM.
Levels
There are four playable levels, which are accessible either by pressing Start on "1P START" or "2P START" on the title screen or by using the "SELECT" menu.
Attraction Levels
Starting Level and World 2 Levels
An industrial-themed level. This is the only level with an obstacle which causes harm to the player (spikes), which in turn makes this the most complete level of this build. The palette and music changes each time the level is entered, which indicates that time of day was already planned at this point complete with four different themes, themselves early versions of Chaotix songs (Walkin', Hyper-Hyper, Evening Star, and Moonrise). Due to a vaguely similar aesthetic and the goal of this level being to reach the top, this level is speculated to be a very early version of Techno Tower from Chaotix.
When the timer reaches 3 minutes, or when the top of the level is reached, the Game Over sound plays and a Field level is entered.
World 1 Level
A circus/carnival-themed level which, rather than having a definite end, loops. The collision detection is glitchy and makes the floor difficult to walk on when entering the normal way. Each time the level loops, the collision gets more and more broken. The best way to play it is by entering it using the Level Select, which will make the ground solid (Tails seems to be able to walk on the ground without any trouble, though). The characters' arms and Tails' tails will glitch sometimes when they are on slopes. If you go far enough with debug mode, strips of garbage data spawn at the bottom of the level. Like the World 2 Attraction, this level is thought to be a very early version of Chaotix's Speed Slider due to the similar aesthetic.
The music of this level is an early version of Electoria, and Game Over activates after 1 minute. You cannot die from falling into a pit, and are simply stuck there unless there is garbage data or you debug your way out.
Worlds 3-7 and Premium 1-2
No work has been done on these. Trying to enter them shows the title card and plays the World 2 music for a few seconds before immediately giving you a Game Over and beginning a Field level.
Special Stage
Present on the Level Select menu, but no work has been done on this either. Unlike the above, however, selecting it causes the game to crash.
Field Levels
A pair of overhead field stages which are very incomplete and have no collision detection. The music is an early version of Electoria.
To exit these stages, simply pause and press any button. The game will then load an Attraction of the World it is on.
Unused World 2 Field Level Palette Cycle
The second Field Level in Sonic Crackers has a bug in one of its color palette cycles. The color palette cycle incorrectly uses color palette line 2, instead of 3 which is the foreground. However, by using the codes 008570:D43C and 0085DC:D43E (or HWCT-BKXT and H4CT-BK06), the intended effect can be restored.
Unused Chunks
There are a ton of unused stage chunks.
World 1
Some of these chunks, while unused in the level layout itself, appear as part of the garbage data found at the bottom of the level in the loopback.
World 2
This stage has a lot more unused chunks than used ones.
Foreground
Background
A sky with stars goes unused.
Unused Sprites
To do:
|
Sonic Crackers contains a fair amount of unused sprites. Notably, many of Sonic's ended up getting repurposed for Mighty's in Knuckles' Chaotix.
Hardware Issues
The game will crash on a real Mega Drive/Genesis console if the player does not skip the Sega screen quickly enough or stays at the title screen for too long. This is due to the sound driver (which is held on and controlled by the Z80 sub-processor) - if it isn't given a music track ID to process quick enough after being set up, the game will fail. To fix this, open the ROM in a hex editor and go to offset $0052B7, then replace 21 05 1C 7E with 11 00 00 00.
When bypassing the crash stated above and obtaining access to the other selections in the menu, the game can crash in the Level Select option named "SELECT". When selecting the "PREMIUM1 - ATTRACTION" selection, the game crashes with a plain blue screen. The same happens when selecting "PREMIUM1 - FIELD", which will lead to the World 2 Field stage first, and will happen upon pausing and pressing A.
The Game's Name
The ROM header says the game is "Sonic Studium", as opposed to the "Sonic Crackers" on the title screen.
The ROM header name should be "Sonic Stadium". This is due to a transliteration error into Japanese, where it became スタジアム (sutajiamu). Japanese has no "di" syllable, so "ji" is used in its place. The short vowel "a" in Japanese is pronounced as in the English word "father". As such, スタジ would sound very much like the English word "stud". An excerpt from the Sonic Mars script shows "Sonic Stadium" as a title under the "Future SEGA" products category, along with "Sonic 3+". The 1207 Chaotix prototype has unused graphics spelling out "Sonic Crackers S32X", indicating that the official name was changed after Mars was renamed to Super 32X.
Similarly, the name on the title screen (and by extension in the aforementioned Chaotix graphics) should be "Sonic Clackers". Japanese doesn't distinguish between Ls and Rs, and a result the name is a result of a cyclical transliteration error (Sonic Clackers -> ソニッククラッカー -> Sonic Crackers).
Audio
Sounds
| To do: Upload the unused sound effects, maybe? |
While the game doesn't use sound effects, there's a number of them in the ROM, mostly (if not entirely) brought over from previous games.
- 00 - Sonic CD jumping SFX.
- 01 - Sonic 1 end-of-Act/Special Stage "tally finished" SFX.
- 02 - Unknown, possibly early spike SFX.
- 03 - Sonic 1 bomb explosion SFX.
- 04 - Sonic 1 skidding SFX.
- 05 - Sonic 1 Ring loss SFX.
- 06 - Sonic 1 Ring collect SFX.
- 07 - Sonic 3 & Knuckles Badnik destroyed SFX.
- 08 - Sonic 1 spring SFX.
- 09 - Sonic 1 checkpoint SFX.
- 0A|0F - Likely placeholders.
PCM
Hidden deep in the ROM at 0x21672 and 0x22BEE are unused samples of a woman yelling "Let's go! Hey!". Where these samples would be used are an mystery; none of Crackers and Chaotix's music ever use vocal samples (and by Ringstar they're completely gone) and the only samples used are drums.
| Hex Offset | Sound |
|---|---|
| 0x21672 | |
| 0x22BEE |
Music
| To do: Analyze the tracks, comparing them to their Chaotix counterparts. |
As previously noted, the music of Crackers mostly consists of early iterations of Chaotix songs. All of the tracks feature different percussion to their final counterparts - the Crackers versions just utilise the Mega Drive's DAC channel for percussion, whereas the Chaotix versions were reworked to make use of the 32X's PWM channels instead, with several changes and embellishments made to the percussion in the process.
| Name | Sound ID | Sonic Crackers | Knuckles' Chaotix | Notes |
|---|---|---|---|---|
| Electoria | 81 | The most different to its final counterpart. While the backing is very similar to the final version, the main melody has been changed completely - the chorus of the Crackers version echoes the same basic melody as the other stage music present in this build, whereas the Chaotix version drops this in favour of a unique melody instead. | ||
| Walkin' | 82 | As the Crackers DPCM samples have been replaced with the 32X's PWM samples (which allow for additional sounds in one channel), there's a additional maraca in the drumline. The lead melody has gained a additional echo channel which is hard to hear at first. | ||
| Hyper-Hyper | 83 | |||
| Evening Star | 84 | The percussion track(s) were greatly changed to sound more dynamic. | ||
| Moonrise | 85 |
The exception is the Game Over tune, which was changed due to Sega not actually owning most of the Sonic 1/2 soundtrack, and likely not licensing it for this project.
| Name | Sound ID | Sonic Crackers | Knuckles' Chaotix |
|---|---|---|---|
| Mechanical Dance | 86 |








































































































































































































































































