Difference between revisions of "Chaotix (prototype 1207)/Comparisons/Characters"
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==Mighty the Armadillo== | ==Mighty the Armadillo== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Chaotix1207 32X MightyWall.png |
− | | image2= | + | | image2=Chaotix 32X MightyWall.png |
| game1=Prototype 1207 | | game1=Prototype 1207 | ||
| game2=Final game | | game2=Final game | ||
Line 30: | Line 30: | ||
| game2=Final game | | game2=Final game | ||
| desc=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. | | desc=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== | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1207 32X CharmyStand.png | ||
+ | | image2=Chaotix 32X CharmyStand.png | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=When standing, Charmy holds his Combi Ring ring in front of his face so is difficult to see. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1207 32X CharmyFlyDown.png | ||
+ | | image2=Chaotix 32X CharmyFlyDown.png | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=Flying downwards with {{down}} + {{C}} causes Charmy's floating sprite to render upside down. | ||
}} | }} | ||
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| game1=Prototype 1207 | | game1=Prototype 1207 | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Vector is the | + | | desc=Vector's air dash isn't implemented yet. |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1207 32X VectorClimb.png | ||
+ | | image2=Chaotix 32X VectorClimb.png | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=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. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1207 32X VectorSpindash.png | ||
+ | | image2=Chaotix 32X VectorSpindash.png | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=Vector is the only character with no dust trails when spin dashing. | ||
}} | }} | ||
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| game2=Final game | | game2=Final game | ||
| desc=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. | | desc=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. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=Bomb doesn't explode when hit. | ||
}} | }} | ||
− | == | + | ==Heavy== |
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=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== | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1207 32X EspioWall.png | ||
+ | | image2=Chaotix 32X EspioWall.png | ||
| game1=Prototype 1207 | | game1=Prototype 1207 | ||
| game2=Final game | | game2=Final game | ||
| desc=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. | | desc=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. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1207 32X EspioSpindash.png | ||
+ | | image2=Chaotix 32X EspioSpindash.png | ||
+ | | game1=Prototype 1207 | ||
+ | | game2=Final game | ||
+ | | desc=Espio's [[spin dash]] dust trails are drawn in front of the character, rather than behind. | ||
}} | }} | ||
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<references /> | <references /> | ||
− | {{ | + | {{Chaotix1207Omni}} |
Latest revision as of 09:14, 28 January 2021
- 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.
Contents
Mighty the Armadillo
Prototype 1207 |
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Final game |
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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.
**********
Prototype 1207 |
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Final game |
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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
Prototype 1207 |
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Final game |
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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
Prototype 1207 |
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Final game |
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When standing, Charmy holds his Combi Ring ring in front of his face so is difficult to see.
Prototype 1207 |
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Final game |
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Flying downwards with + causes Charmy's floating sprite to render upside down.
Vector the Crocodile
Prototype 1207 |
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Final game |
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Vector's air dash isn't implemented yet.
Prototype 1207 |
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Final game |
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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.
Prototype 1207 |
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Final game |
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Vector is the only character with no dust trails when spin dashing.
Bomb
Prototype 1207 |
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Final game |
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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.
Prototype 1207 |
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Final game |
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Bomb doesn't explode when hit.
Heavy
Prototype 1207 |
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Final game |
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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
Prototype 1207 |
---|
Final game |
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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.
Prototype 1207 |
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Final game |
---|
Espio's spin dash dust trails are drawn in front of the character, rather than behind.
References
Chaotix (prototype 1207), prototype version of Chaotix | |
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Main page | Comparisons | Maps | Hidden content |