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Chaotix (prototype 1207)/Comparisons/Characters

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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

Chaotix1207 32X MightyWall.png
Prototype 1207
Chaotix 32X MightyWall.png
Final game

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.

**********

Chaotix1207 32X Comparison Tails.png
Prototype 1207
Chaotix 32X Comparison Tails.png
Final game

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

Chaotix1207 32X Comparison KnucklesClimb.png
Prototype 1207
Chaotix 32X Comparison KnucklesClimb.png
Final game

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

Chaotix1207 32X CharmyStand.png
Prototype 1207
Chaotix 32X CharmyStand.png
Final game

When standing, Charmy holds his Combi Ring ring in front of his face so is difficult to see.

Chaotix1207 32X CharmyFlyDown.png
Prototype 1207
Chaotix 32X CharmyFlyDown.png
Final game

Flying downwards with Down + C causes Charmy's floating sprite to render upside down.

Vector the Crocodile

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Prototype 1207
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Final game

Vector's air dash isn't implemented yet.

Chaotix1207 32X VectorClimb.png
Prototype 1207
Chaotix 32X VectorClimb.png
Final game

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.

Chaotix1207 32X VectorSpindash.png
Prototype 1207
Chaotix 32X VectorSpindash.png
Final game

Vector is the only character with no dust trails when spin dashing.

Bomb

Chaotix1207 32X Comparison BombCarry.png
Prototype 1207
Chaotix 32X Comparison BombCarry.png
Final game

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.

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Prototype 1207
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Final game

Bomb doesn't explode when hit.

Heavy

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Prototype 1207
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Final game

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

Chaotix1207 32X EspioWall.png
Prototype 1207
Chaotix 32X EspioWall.png
Final game

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.

Chaotix1207 32X EspioSpindash.png
Prototype 1207
Chaotix 32X EspioSpindash.png
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
Chaotix1207 4.png

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