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Chaotix (prototype 0111)

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Revision as of 20:18, 31 March 2008 by MathUser (talk | contribs)

Knuckles' Chaotix Prototype 0111 for the Sega 32X was released by drx on February 23, 2008. Its compile date is Jan 12, 1995.

Various Differences

General

  • If you skip past the title screen intro there will be no background in the mode select screen.
  • This is the first version with the 'low res' zoomed in like title screen background. No, it's not actually zoomed in; you can clearly see that it has been low-res-ified. look at the pointy things above the green glowy things in both; you can see it's more than a simple zooming issue.
  • The title screen contains the text "Featuring Epsio the Chameleon" indicating that at this point Espio was considered the star.
  • The pause moving around is still enabled.
  • You can get a negative score in this proto.
  • No limit for Negative Rings.
  • Once collecting an item box it's icon does not appear at the bottom however they still seem to work for the most part.
  • There IS the combi catcher however it gives you items which don't work (The tube comes out nothing happens.) To choose your partner wait until after choosing a stage you are allowed to choose your partner manually (The partners you can choose are: Mighty as a ? box second ? box probably being wechidna who is unselectable. Charmy Vector Bomb Heavy and another ? box this one being espio.)
  • Once you pass the combi-catcher part of the level hub you can go back instead of it being locked off however it just shows up blank.
  • Time attack messes up the screen but you can still see the characters spinning.
  • The glitch character Wechidna's sprites are messed up. He has a fully functional flying ability, to fly up hold the C button and hold up, works with down as well. To clarify on Wechidna's flying, he acts just like Tails would. For example, after you fly around he gets "tired" and shows a different animation. Another thing to note about Wechidna is that his seperate arm sprite doesn't exist.

Music

  • ICEKnight: Programmer's rage against SEGA, perhaps? I mean, the music is overwhelmingly better in the protos (and Kega brings out the true potential of the DAC percussion in the protos much more than Gens).
  • Door Into Summer has a different mix than the final. Yes, I'm using the side-by-side comparison utility to compare music. The differences seem to be that the final has stronger "shush, shush" and a couple different sections here and there. And the PWM percussion thingy at the bottom doesn't flash in the proto.
  • Tribute and ??? GOOD ENDING ??? are the same track, but the proto mix is quite different from the final mix. Same with ??? NORMAL ENDING ??? and Destructive Power, this time, the proto difference is that when the final plays three notes on the FM1 (three bass notes that run behind everything), proto only plays one, which is always one note higher than where the final currently is. If someone can give a better description, go ahead.
  •  ??? STAFF ROLL ??? and Just Another Day are also different. Mainly in the DAC percussion in proto, and some other note malarkey I can't describe. The mix IS different, however. Proto is missing DECISION 2ND. Steel Heart doesn't play, it just plays one note and then stops in proto. Decision keeps looping in final, but only stops after two loops in proto. Bad decision (forgive the bad pun), Sega.
  • In Oriental Legend, the mix is also different, along with High Five, Reach The Goal, Have a Happy Day, Nice Meeting You, Surprise! (Surprize! in proto), Chaotic World, Tachy Touch, Silver Screen, Pendulum, Soda Pop (very different mix!), Child's Song, Crystal Nightmare, Tube Panic, Mechanical Dance, Surging Power...well, more than half the songs are different. Most of them are different because the PSG 3 held "note" is a much higher one, making them vastly different, and making the combined sound sound like it was in a metal tube. More musically literate people can tell these differences better than me, just pointing out that there's boatloads of music differences here.

Scenario Selection screen

  • When you begin scenario selection you see knuckles and espio fall in however once you touch the ground espio disappears.

Demo Level

  • Unable to skip past training. The demo after the intro stage forces itself on you, you can't press start to skip it.
  • "Demo" level (The How To Play one, with the japanese text) is apparently endless, after level 2 it just keeps looping over and over, but entering world entrance in any other way results in that glitched screen shown a few posts above, without the characters ever landing. Act 2 uses Crystal Nightmare as music, act 3 Tachy Touch, Act 4 Electoria, Act 5 nothing. Everything after Act 1 World Entrance is a blank screen with music, or in act 5's case, nothing.

Special Stages

  • Special stages require 0 spheres to win.
  • Bonus Stage starts you off with 1000 rings for some reason.
  • Once you pass a special stage you get a "Holy ring"

New Trogic High Zone

  • Instead of playing the final music during the stage select in Newtrogic High Zone, it plays that extremely-fucking-annoying-constant repeat song, I forget what it's called in the sound test. I know that track's in the final, but I don't think it's used.


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