Knuckles' Chaotix

Source: Wikipedia, the free encyclopedia.

Knuckles' Chaotix
Platform, action
Mode(s)Single-player, cooperative

Knuckles' Chaotix

levels
while collecting rings and defeating enemies. Knuckles' Chaotix introduces a partner system whereby the player is connected to another character via a tether; the tether behaves like a rubber band and must be used to maneuver the characters.

While

Mighty the Armadillo first appeared in the arcade game SegaSonic the Hedgehog
(1993).

Knuckles' Chaotix was released in North America and Japan in April 1995, and in Europe in June 1995. It received mixed contemporary reviews and failed commercially. Reviewers found the tethering physics cumbersome, although some appreciated it as an attempt to innovate. The

difficulty level were also criticized. Journalists have described Knuckles' Chaotix as the last of the "classic" 2D Sonic games before the series moved to 3D. Some characters and concepts it introduced feature in later Sonic games and media, beginning with Sonic Heroes in 2003. Despite interest from fans, it has not been rereleased beyond a brief period through GameTap
in the mid-2000s.

Gameplay

Gameplay screenshot of Knuckles and Espio in Isolated Island, the first level of Knuckles' Chaotix. This particular screen shows the game's cooperative "rubber band" physics in action.
The player (left) builds tension in the tether while anchoring the partner (right) to perform a speed boost.

Knuckles' Chaotix is a

Chaos Rings to satisfy their evil deeds.[4]
: 2 

The game takes place over six

boss fight with Robotnik and one of his large robots.[2] Each act has a different time of day decor, such as morning, noon, evening, and night.[5] Like earlier Sonic games, players collect rings, jump to perform a spin attack to defeat enemies, and can perform a spin dash on the ground to gain speed.[1][3]: 10, 15  Power-ups include rings, shields, and speed shoes.[3]: 18  The partner system enables players to perform actions not seen in earlier Sonic games.[1] Players can call their partner if they are separated, which reunites them with the main character but costs 10 rings, or throw their partner to reach far platforms. If the partner is computer-controlled, the player can stop and anchor the partner to perform special moves such as "snapping" to a higher ledge or thrusting to gain speed.[3]
: 10–11 

Before entering a stage, the player begins in a

Tails are seen with the Chaotix, who have freed the island from Robotnik.[7]

Development

Although

level design, tethering, and some music resurfaced in Knuckles' Chaotix.[19]

Sega eventually moved development to the Genesis' more powerful

Sega of America CEO Tom Kalinske recalled that Knuckles' Chaotix was once intended for the Genesis' successor, the Sega Saturn, as a mainline Sonic game. According to Kalinske, development moved to the 32X when it became clear that the game would not be ready for the Saturn launch; Kalinske said it was "too big, it was taking too long, it was over budgeted, it was behind schedule".[20] Because Sega needed new 32X games, Sega decided to downsize the game and introduce it quickly on 32X.[20]

By December 1994, Sonic and Tails had been removed and the game had been reworked to star Knuckles the Echidna, who had been introduced in

manga.[27] Sonic co-creator Naoto Ohshima said he was responsible for repurposing Vector and Charmy, but otherwise had no involvement with Knuckles' Chaotix.[28]
: 302 

Espio was the only original character, designed by manga artist Takumi Miyake.

Release

Knuckles' Chaotix was released in North America in April 1995,

Windows computers via the subscription service GameTap.[37][38][39]

The Sonic Crackers prototype ROM was

emulators.[9] A cartridge version was auctioned for $146.50 in 2001. While some fans speculated that the Sonic Crackers ROM was an April Fools' Day hoax,[19] its authenticity has been corroborated by multiple sources, including references in an internal Sega design document and text found in a later Knuckles' Chaotix prototype.[15]

Reception

Knuckles' Chaotix received mixed reviews,[2][41][45][46] and failed commercially, as did the 32X.[2]

The game's presentation divided critics.

GamesRadar wrote that Knuckles' Chaotix was the best game for the 32X and was underrated,[47][48] though it still considered the game a "wasted opportunity".[49]

The "rubber band" multiplayer system was criticized, despite being acknowledged as an effort to innovate.[2][41][49] Though IGN admired the attempt to "breathe life into a series that was running out of steam" and fix the lopsided multiplayer of Sonic 2 and Sonic 3 (1994), whereby Tails would get lost off-screen, they felt the physics were "clunky" and unorthodox.[2] EGM felt the system was original, but slowed down the gameplay,[41] as did GamesRadar.[49] Next Generation felt the bond was tiring and not truly innovative,[46] and GamePro called it Knuckles' Chaotix's biggest flaw, finding it frustrating and choppy. The reviewer also found that the bond complicated gameplay and compared it to being handcuffed.[45]

The level design and low difficulty were also criticized.

Mean Machines Sega.[2][5][45] IGN considered the boss design simplistic and the level design bland and seemingly unfinished,[2] and Mean Machines Sega thought that, without enemies, "this is just not half the game it could have been".[5] Game Players criticized the game's lack of replay value, saying the game's simplicity made secrets in levels impossible to miss.[44] However, IGN, GameFan, and EGM praised the number of playable characters,[43][41] and IGN felt the game's "marvelous" fully 3D special stages were the best of the Sonic series.[2]

IGN described Knuckles' Chaotix as "a bad game with a good foundation",

AllGame and Complex both wrote that it was among the worst games in the series.[1][52]

Legacy

Knuckles' Chaotix is considered the last of the "classic" Sonic games before the 3D game Sonic Adventure (1998) took the series in new gameplay directions.[53][2] Several of its concepts were re-used in later Sonic games. A similar partner system features in the Game Boy Advance game Sonic Advance 3 (2004),[54] and IGN noted similarities between the game's auto-running special stages and Sonic and the Secret Rings (2007).[2] Two tracks from Knuckles' Chaotix, "Tube Panic" and "Door Into Summer", appear in Sonic Generations (2011).[55] The "Hyper Ring" power-up re-appeared in Sonic Mania (2017)[56] and a recreation of Knuckles' Chaotix's final boss fight was added in a 2018 update.[57]

With the exception of Mighty,

Jim Sterling felt that all the Chaotix lacked redeeming qualities, calling Vector "Idiot the Crocodile" and Espio "Generic Brooder the Chameleon". They singled out Charmy for particular ridicule, feeling he was annoying and noting his high-pitched voice.[72] Mighty would eventually return as a playable character in Sonic Mania Plus in 2018.[73]

In 2011, Sega noted fans frequently requested Knuckles' Chaotix as a game desired to be rereleased.

1UP.com and GameSpy expressed disappointment the 2005 compilation Sonic Gems Collection did not include the game.[75][76] In 2010, Sonic Team head Iizuka expressed interest in developing a sequel.[77] Also expressing interest was Christian Whitehead, the developer of the mobile versions of Sonic CD, Sonic the Hedgehog, and Sonic the Hedgehog 2, saying in 2014 that he would be open to remaking Knuckles' Chaotix using the Retro Engine.[78]

Notes

  1. ^ The game is titled on the title screen and in Japan as Chaotix (Japanese: カオティクス, Hepburn: Kaotikusu)
  2. ^ Sonic Crackers is sometimes referred to as Sonic Stadium because of the ROM header containing the title Sonic Studium [sic].
  3. ^ Games featuring the Chaotix include Sonic Heroes (2003),[60] Shadow the Hedgehog (2005),[61] Sonic Rivals 2 (2007),[62] the Nintendo DS version of Sonic Colors (2010),[63] Sonic Generations,[64] and Sonic Forces (2017);[65] Espio is a playable character in the arcade game Sonic the Fighters (1996)[66] and Vector is playable in Mario & Sonic at the Olympic Games (2007) and its sequels.[67]

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External links