Difference between revisions of "Chaotix/Hidden content"
From Sonic Retro
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{{UnusedRow| | {{UnusedRow| | ||
| sprite={{SpriteImage|Chaotix 32X Sprite MightyWallKick.png}} | | sprite={{SpriteImage|Chaotix 32X Sprite MightyWallKick.png}} | ||
− | | desc=An unused wall jump frame. Briefly seen in ''Chaotix'' prototypes, with a similar pose going unused in ''Sonic Crackers''. | + | | desc=An unused wall jump frame for Mighty. Briefly seen in ''Chaotix'' prototypes, with a similar pose going unused in ''Sonic Crackers''. |
}} | }} | ||
{{UnusedRow| | {{UnusedRow| | ||
| sprite={{SpriteImage|Chaotix 32X Sprite MightyFly.png}} | | sprite={{SpriteImage|Chaotix 32X Sprite MightyFly.png}} | ||
| desc=Flying or diving sprites for Mighty, sans combi ring. | | desc=Flying or diving sprites for Mighty, sans combi ring. | ||
+ | }} | ||
+ | {{UnusedRow| | ||
+ | | sprite={{SpriteImage|Chaotix 32X Sprite KnucklesUnusedLedge.png}} | ||
+ | | desc=Extra ledge animation for Knuckles. Seen in prototypes, but not the final game. | ||
+ | }} | ||
+ | {{UnusedRow| | ||
+ | | sprite={{SpriteImage|Chaotix 32X Sprite KnucklesBall.png}} | ||
+ | | desc=Knuckles in a strange ball form, not looking happy. | ||
+ | }} | ||
+ | {{UnusedRow| | ||
+ | | sprite={{SpriteImage|Chaotix 32X Sprite KnucklesGlideStart.png}} | ||
+ | | desc=An extra frame of animation for when Knuckles starts to glide. | ||
+ | }} | ||
+ | {{UnusedRow| | ||
+ | | sprite={{SpriteImage|Chaotix 32X Sprite CharmyHold.png}} {{SpriteImage|Chaotix 32X Sprite CharmyHoldAnimated.gif}} | ||
+ | | desc=Extra pulling frames for Charmy Bee. | ||
+ | }} | ||
+ | {{UnusedRow| | ||
+ | | sprite={{SpriteImage|Chaotix 32X Sprite CharmyDashStart.png}} | ||
+ | | desc=Dash starting graphics for Charmy. | ||
+ | }} | ||
+ | {{UnusedRow| | ||
+ | | sprite={{SpriteImage|Chaotix 32X Sprite CharmyUnknown.png}} | ||
+ | | desc=Unknown frame of animation for Charmy, possibly for the end of a dash. | ||
}} | }} | ||
{{UnusedRow| | {{UnusedRow| |
Revision as of 10:12, 7 February 2021
- Back to: Chaotix.
Contents
Metal Sonic Kai attacks
In any of the game's five attractions, if the player waits for 56 seconds without pressing any buttons, Metal Sonic Kai[1] will fly in and attack. He will use one of two possible attacks: his new Plasma Pulse Attack, or a move resembling his V. Maximum Overdrive Attack.
Extra sound test controls
If the player has a six button control pad, there are two extra options on the sound test screen. Holding while pressing or toggles between mono and stereo output, while holding and doing the same allows the tempo of the song to be adjusted. While the Japanese manual mentions this feature[2], the North American and PAL versions do not, explicitly stating that the and buttons are unused[3][4].
Amy cameo
Amy, while not a playable character in Chaotix, nonetheless makes a cameo appearance as an unlockable for the sound test screen. Setting the first nine MARS color test values to 00 00 00, 06 0B 11 and 00 08 17 will cause Amy to appear in the bottom right of the sound test - she moves from side to side, with a speech bubble that says "Cool sweet & catchy!"
Stage select and debug mode
Set the first six MARS color test values to 06 0B 11 and 04 00 04 to add a "stage select" option to the main menu. From here you will be able to select a stage, the time of day, and the combination of characters.
This also enables debug mode - during gameplay, press to pause the game, and you will be able to move freely around the level. To go faster faster, hold one, two or three buttons.
Notes:
- World Entrance Level 0 is the normal world lobby, level 1 is the penultimate boss, level 2 is the final boss, and all the others crash the game.
- Special Stages number from 0 (0 is the first, 1 is the second, etc.). Each Special Stage starts you off with 200 rings. Once completed, a Special Stage takes you back to the title screen. After completing a Special Stage, and regardless of which one, Not Used level 0 will show the bad ending (but not the screen with the Chaos Rings).
**********
Enabling the above stage select code also reveals an unused playable character, labelled by the game as "**********".
Due to its appearance in game, ********** has, for many years, informally been known as "Wechnia", a portmanteau of "white" and "echidna". This is because in-game, ********** uses garbled, palette-swapped sprites of Knuckles and the moveset of Mighty. ********** can also be selected as a partner.
********** is a curious creature, being second in the list of selectable characters (after Mighty) and using Mighty's sprites when entering a bonus or special stage. ********** is not, however, playable in normal gameplay without hacks - as soon as the character touches the floor, the game will freeze (and even if this is fixed, interactions with other objects will likely cause problems). Incidentally this is the case with the majority of Chaotix prototypes, however up until the release of prototype 0119, ********** has an entirely different moveset - by holding the button after performing a double jump, the character will fly.
********** is, in fact, what remains of Tails, and further proof that Chaotix evolved from Sonic Crackers. With Mighty (in the first slot) being thought to have evolved from Sonic, ********** (in the second slot) was suggested to be Tails, though the addition of flight suggests more work went into the character after Crackers before he was scrapped.
Unused content
Art
Art | Description |
---|---|
Unused "dizzy" sprites of every playable character (bar Heavy and Bomb) exist. In Sonic Crackers, similar graphics are rendered when Sonic and Tails repeatedly touch spikes. | |
Many characters have unused throwing frames, some more elaborate than others. | |
An unused wall jump frame for Mighty. Briefly seen in Chaotix prototypes, with a similar pose going unused in Sonic Crackers. | |
Flying or diving sprites for Mighty, sans combi ring. | |
Extra ledge animation for Knuckles. Seen in prototypes, but not the final game. | |
Knuckles in a strange ball form, not looking happy. | |
An extra frame of animation for when Knuckles starts to glide. | |
Extra pulling frames for Charmy Bee. | |
Dash starting graphics for Charmy. | |
Unknown frame of animation for Charmy, possibly for the end of a dash. | |
An unused sprite of Vector, which was possibly part of his climbing animation. | |
A forward facing spinning animation for Vector. | |
Possible ending frames for Vector's air dash, in both horizontal and vertical varieties. | |
A wall latch frame for Vector, and possibly falling off. | |
A jumping frame for Bomb. | |
Horizontal spinning sprites for Espio, presumably for when walking on walls. | |
Holding and throwing sprites for Espio when standing on walls. These moves aren't possible in the final game. | |
An animated sprite of an unused Super Sonic. Colors are incorrect and fan-made, no known palette in the game matches. Unknown use; speculated as part of an intro/outro. | |
Another Super Sonic, this time with his arm outstretched. | |
Sparkles. | |
An animated sprite of an unused Tornado with Tails. Unknown use; speculated as part of an intro/outro. | |
An unused banner-looking sprite. Possibly planned for use in the scrapped "Time Attack" mode. | |
A bubble sprite. Likely meant to be used in an underwater section, though none exist in the game. | |
Animated splashing sprites. Same case as above. | |
Spinning bumpers or balls, in both red and yellow varieties. Would later be recycled in Sonic Mania's Studiopolis Zone. | |
Animation of a scrapped enemy. Zone of enemy is unknown, but it could be from Amazing Arena Zone, due to the similar palette. | |
Animated Needlenose sprites, possibly used in intro. | |
The final boss has plenty of animations that were never used in the game. On the Mega Drive's side, he got this Disembodied head that may have been used for his escape if you failed to collect all the Chaos Rings. | |
Other graphics associated with the final boss. | |
While partially used, some specific animation frames of Robotnik in the "bad ending" are unused, as well as this background. | |
Unused, however it was probably going to stay that way. | |
Unused, unknown what it was intended for. Possibly a joke sprite. The japanese text reads "tobu" (とぶ), which translates to "to fly, to jump". | |
Hourglass icons for monitors. The "thinner" one was used as a placeholder graphic for the Combi Catcher in the 0111 prototype. | |
The text "Cassablanca projects" for the credits sequence. | |
A strange device. | |
An unused grey enemy. | |
Cape or flag graphics. | |
Bendy or moving spikes. | |
A coiled spring-like object. | |
A small spinning star. | |
A machine with a rolling tube. | |
Red buttons at various angles. | |
A lamp post associated with the title screen, complete with errors. | |
A larger icon for Isolated Island. This was used in some prototypes, but not in the final game. |
Text
Chaotix stores individual word graphics rather than a full alphabet, and many of these word graphics, in various states of completion, remain unused. Most are thought to be leftovers from the scrapped "Time Attack" mode hinted in earlier prototypes.
The correct palettes are not known.
Art | Description |
---|---|
PLAYER | |
MISS | |
START | |
THE | |
CLOCK! | |
TO | |
NEXT | |
LEVEL! | |
GO | |
FOR | |
GOAL! | |
GET | |
ENEMIES | |
SCORE | |
POINTS | |
FINISH | |
IT'S | |
A | |
NEW | |
RECORD! | |
RINGS | |
Colon and "x" |
"Sega" jingle
The Sega screen at the beginning of the game was to have an accompanying sound. It can be heard by playing the sound effect 6B in the sound test menu.
Cheat device codes
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.
Game Genie
Unofficial codes
Code | Effect |
---|---|
SAXT-DTWA | Rings are worth 4. |
AL2A-EA2J | Infinite time. |
BC2A-EB2L | Infinite time/your ring count constantly increase if it reaches zero. |
RE8T-A6XN + AN8T-AAE0 | Enable level select. |
RFHA-A6TY + RFHA-A6W8 + AJLT-CA8W | Enable debug mode. |
AAPT-CAF4 | It doesn't cost any rings to call your partner (it usually costs 10 rings). |
SAPT-CNF2 | Gain 10 rings every time you call your partner (don't combine with the "it doesn't cost any rings to call your partner" code). |
SAPT-CNF2 + NTPT-CAF4 | Gain 100 rings every time you call your partner (don't combine with the "it doesn't cost any rings to call your partner" code). |
AKGA-AA3L | Keep rings between levels. |
AC9A-BAGR | Knuckles has mega jump. |
AEYA-CAG2 + AEDA-CADJ + AEET-CABA | You only have to have 1 ring to access the special stages at the end of levels (you normally need 50 rings). |
Action Replay
Unofficial codes
Code | Effect |
---|---|
FFE009:63 | Have infinite 99 rings. |
FFADB8:01 | Always have shield (leader) |
FFAE78:01 | Always have shield (partner) |
FFADFC:01 | Have speed shoes (leader). |
FFAEBC:01 | Have speed shoes (partner). |
FFADC1:05 | Enable grow (leader) (only works if "always have shield" is enabled). |
FFAE81:05 | Enable grow (partner) (only works if "always have shield" is enabled). |
FFE01B:0? | Have Chaos Rings
(Any other number higher than 6 results 6 Chaos Rings and FFE01B:06 then switching codes to FFE01B:05 will trigger the bad ending with 6 Chaos Rings getting destroyed.) |
FFDFFE:0606 + FFE000:0606 + FFE002:0606 | All levels cleared (after completing a level). |
FFDFF3:0? | Level modifier
(any other value will crash the game) |
FFDFF5:0? | Stage number modifier (1-5 for normal levels) |
FFDFF7:0? | Time of day modifier (0: Morning, 2: Day, 4: Sunset, 6: Night) |
FFFFED:FF | Amy appears in sound test. |
FFFCEA:0? | Attachment to partner modifier (0: Not Attatched, 5: Attatched). |
FFFFEC:FF00 | Enable debug mode |
FFFFEE:FF00 | Enable level select (Pick "stage select" at the main screen). |
FFE20E:0500 | Play as Bomb The Mechanic (must use at the "player select" screen). |
FFE20E:0600 | Play as Heavy The Mechanic (must use at the "player select" screen). |
Unused "Sega" sound
As it turns out, the Sega screen at the beginning of the game was to have an accompanying sound. This has been confirmed in Chaotix (prototype 0202), although the sound is different. In the final, it is a different sound, but still is never used. It is located in the final game under the sound test menu with the SFX I.D. of 6B.
Mighty: He's A Sonic Clone?
The absence of Sonic the Hedgehog as a playable character in Chaotix resulted in a lot of speculation from various members of the community, which often resulted in questioning whether Sonic was ever planned for Chaotix. Furthermore, the speculation is fueled with the presence of leaked games such as Sonic Crackers, which offers a similar gameplay engine to Chaotix, except with Sonic and Tails as the only playable characters. However, careful observation proves that Sonic may not be entirely absent from this game. Mighty the Armadillo is one of the available characters in Chaotix, who shares a lot of the behavior of Sonic in Sonic Crackers.
As the sprite sheet above demonstrates, nearly all of Mighty's poses match up with Sonic's poses from Sonic Crackers, and occasionally Sonic the Hedgehog CD. Likewise, some of the unused poses in Sonic Crackers match up with Sonic.
References
- ↑ File:Chaotix 32X JP manual.pdf, page 43
- ↑ [Chaotix 32X JP manual.pdf Chaotix 32X JP manual.pdf]
- ↑ File:Chaotix 32X US manual.pdf, page 7
- ↑ File:Chaotix 32X EU manual.pdf, page 14
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