- Back to: Chaotix (prototype 1207)/Comparisons.
The cast of characters in the 1207 prototype are at various stages of completion. None are broken to the point of being unplayable, but some are missing special moves of have minor animation issues.
Mighty the Armadillo
Mighty's wall jump manoeuvre behaves slightly differently in the 1207 prototype. It is easier to attach yourself to a wall, and the angle Mighty jumps at is more horizontal than the final game. Occasionally a different frame of animation is also rendered, which is unused in the final and can be traced back to as early as Sonic Crackers.
**********
Fan favourite **********, or what is believed to be the remains of Tails, does not function at all in the 1207 prototype through normal means, and will cause the game to freeze regardless of whether it is player or computer controlled. In the final game, ********** only does this when it touches a solid object (usually the floor). If the special stage is selected, the player will default to Mighty.
The game only lets you choose ********** through the stage select screen from the main menu. The "dedicated" character and NPC leave a gap for the character, but refuse to let the player select it.
Knuckles the Echidna
The only meaningful difference with Knuckles is his climbing ability. Unlike Sonic & Knuckles and the final version of Chaotix, players have to hold the jump button to stay on a wall, otherwise Knuckles will fall off. He also uses different climbing sprites, which look nothing like any Knuckles climbing animation from any Sonic game ever made.
Charmy Bee
When standing, Charmy holds his Combi Ring ring in front of his face so is difficult to see.
Flying downwards with + causes Charmy's floating sprite to render upside down.
Vector the Crocodile
Vector's air dash isn't implemented yet.
Climbing walls is a chore. The player has to let go of the jump button mid-air, move towards the wall and then press jump again. Even then it doesn't always work.
Vector is the only character with no dust trails when spin dashing.
Bomb
Bomb loses his arms while holding his partner. While there are no unique frames for this action in the final game either (after all, Heavy and Bomb are rarely meant to be directly controllable), he is at least seen holding a combi ring.
Bomb doesn't explode when hit.
Heavy
While invincible in the final game, Heavy takes damage in this prototype. The character lacks a "hurt" sprite, so the game draws its jumping animation instead.
Espio the Charmeleon
Espio is also missing any unique moves, so cannot walk up walls. When left idle, he also does not change colour like in the final game.
Espio's spin dash dust trails are drawn in front of the character, rather than behind.
References