That mean ol' doctor is up to his tricks again.
Are you and your tethered buddy bad enough dudes to go wreck his latest plan?
For a traditional 2D
Sonic title, Knuckles' Chaotix is a pretty weird game. Like most Genesis-era
Sonic games, the story is light. In the US manual, Knuckles is tasked to go to Carnival Island to make sure the opening day goes well (which naturally goes to pot fast with the good doctor's meddling). In the Japanese manual, a mysterious island has risen out of the ocean after the events of
Sonic and Knuckles and Knuckles goes to investigate, again to find the doctor up to no good. That's honestly it as far as the story goes, but instead of trying to fill this space with anything I can think of, instead I'll go into a bit of a history lesson.
The top game turned into the bottom one.
Chaotix started as another game called
Sonic Stadium or
Sonic Crackers as the leaked ROM is called. As you'd expect, it stars Sonic and Tails and there are a couple of levels, though the only ROM of
Crackers is obviously unfinished and what playable parts are small and few. The game has the same 'elastic line' system in place, and you can carry/throw Tails much like in
Chaotix, and there are even some songs from this game that carry over into
Chaotix, but that begs the question: What happened? I don't think it was originally
Sonic 4 since it plays quite differently from previous titles, and I've never seen that name brought up anywhere officially until the episodic series from last year. Going by ROM dates,
Crackers was moved from the Genesis to the 32x as
Chaotix in as little as eight months, Sonic was turned into Mighty (obvious by looks, but compare
this to
this), Tails was dummied out (appears as '*********' in the Stage Select menu as a glitchy mess), and the main character was changed to Knuckles...then to Espio and back. I guess Sega decided they needed a
Sonic game on the 32x to push units. It's really an interesting history, and you can
read more over on Sonic Retro. Now, back to your regularly-scheduled BoB.
As I mentioned earlier, there is an 'elastic line' or rubberband-like tether between you and your partner, and this is the main gimmick of the game. This keeps your partner on-screen with you constantly, as opposed to previous
Sonic games having 'Sonic and Tails' mode be 'Sonic and Tails drops by every once in a while.' Because the tether is stretchy and elastic, there is a bit of fun to be had with physics. You can have your partner hold himself to the ground and you can run in one direction, then either one of you releases to go zooming off, or you can throw your partner onto an out-of-reach platform and you can bungee up to him, etc. Or you can just be boring and hold your partner the entire Act until you absolutely need to use him as a vault. If your partner gets stuck, you can call him with the A button, though this costs 10 rings (and this is the only
Sonic game I know of where your ring count can go into negatives). It is also worth noting that you must have a partner at almost all times. Though you are able to choose to play as any of five characters once you beat the intro stage, you have to use the Combi Catcher skill claw game to choose your partner from the remaining four plus two 'joke' characters. Your partner can take damage and loses a single ring in the process, but should either of you get hurt while you have zero rings, he drops off the screen and you're left alone for a few moments before he returns. Since there are no lives in
Chaotix, 'dying' boots you out of the current Act and you're taken back to the hub area.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Special Stages return, and this time you must collect six Chaos Rings (no relation to Square-Enix's iOS title of the same name) by finishing an Act with 50 or more rings and hopping into the giant ring at the end ala
Sonic 1. In the Special Stages, one person runs through a hollow hexagonal prism collecting blue spheres and rings while the number of rings collected in the previous Act count down. You can walk on any of the six sides by moving left or right, and jumping is required in some parts to clear gaps or other obstacles. Having your ring count reach zero or falling out of the stage completely kicks you out with no reward. Collecting all six Chaos Rings opens the good ending (sorry, no Super forms this time), and alters any future forays into the Special Stages by making the walls and ceilings wireframe.
Things I Liked
-The Characters-
Yes, I realize one of the biggest criticisms of the
Sonic series is the number of characters, but it's interesting that all of the playable characters (barring joke characters Heavy and Bomb) have their own abilities and they can interact with walls. Knuckles can glide and climb as in
Sonic and Knuckles, Mighty can jump off of walls and is the fastest, Vector has the largest hitbox and can also climb walls, Espio can walk on walls/ceilings, and Charmy can just fly indefinitely (that's just cheating, man). I haven't done enough testing, but I'm pretty sure each character has his own weight too, which would play into how the tether works. There are also Heavy and Bomb; Heavy is true to his name by being incredibly slow and barely capable of jumping, and Bomb is average in terms of abilities, can't do anything with walls, and explodes when damaged, potentially hurting you as well.
-Tether-
This is the thing people hated most about the game from what I've heard. The tether makes springs difficult to use, renders the Spin Dash less useful than normal, and to many, is completely unnecessary in the main scope of the game. True, but it's actually pretty fun to use (once you get used to it). It's hard to use since you're partially controlling your partner as well as your main, but there is a lot of potential for neat tricks, though many would probably just hold their partner the entire Act until they needed to throw him for a platform. I can't wait to see what devilry tool-assisted speedrunners do with this feature.
-Music-
Sonic games are notable for usually having catchy tunes, and
Chaotix doesn't disappoint, though it goes back to having one tune for each Zone as opposed to
Sonic 3's method of giving the second Act a variation of the first Act's tune. A sound test feature is always a bonus, and there are a number of keyboards displayed in the sound test that correspond to the notes being played by the game. You can (technically) use this to learn the game's music, though each song is split across the six FM channels and three PSG channels. It's still cool to see the keyboards play themselves to the song, at least.
-Power-Ups-
There are a couple of additions to the standard monitors in this game that are pretty cool. The first is the 'blue ring' power-up that causes all of the rings you lose to instead be dropped as a single bigger ring, though only once per item. The grow/shrink boxes are neat too (at least, the grow ones are) since you grow huge and your jump and throw strength is much higher than normal. Shrink boxes do the opposite, and while your partner can get either power-up, they won't really get as much benefit. It's also nice how active effects are displayed on the bottom of the screen; on the left for Player 1, on the right for the partner/Player 2, and in the middle for both.
Things I Didn't Like
-Special Stages-
I'll be honest here. This is me bitching about difficulty again. The Special Stages in this game are pretty hard for the last couple of Chaos Rings. Apart from the fact that you have a timer to work against and the blue spheres to pick up, you can screw up a jump and fall off the map completely to undermine all of your efforts. You can potentially screw yourself by getting a low number of rings during an Act, and while you can always pick up a few during the Special Stage, sometimes that means skipping a blue sphere. The game does have a bit of mercy in that if you make it to the checkpoint/finish without enough collected spheres, you're given another pass to get the last few, but your rings aren't refunded. The wireframe Special Stages are worse since it's a lot harder to see what's solid ground, but at least those are only played for a 50,000 point bonus and nothing more.
-Amazing Arena-
It's weird to dislike one entire Zone, but this happened. Amazing Arena differs from the other four Zones in that it is entirely possible to fail the Act. Each Act requires you to find a switch in order to 'activate' the Act, bring it to life, etc. If you make it to the end of the Act without hitting this switch, you're presented with this screen:
Sorry, try again, no refunds. You're kicked back to the hub area as though you died and you have to do the whole thing over again. Thankfully, there is a display telling you in what general direction you can find the switch, but it is rather frustrating to get to the end and have it be pointless. As far as I know, this is the only Zone in the series to do this.
-Metal Sonic-
Hang on, Metal Sonic is one of my series-favorite characters. How can I hate him? His inclusion in this game seems kinda...I dunno, unnecessary? Metal Sonic is usually put into games to antagonize Sonic, so why is he harassing Knuckles? That and (breaking my vow about spoilers), I hate the battle against Metal Sonic. When you get your partner from the Combi Catcher, you then have a roulette wheel to pick your Zone/Act at random. You use this mechanism to fight Metal Sonic. You hit the plunger thing, and the roulette starts, and it has to land on the panel marked 'X' to do damage to him. If it lands on a number, he triggers a pre-determined attack you have to survive. You have no rings, only your partner to absorb a hit every few seconds. And may I note that the battle is
entirely random? Okay, I don't know the mechanics behind the wheel, but getting it to land on the right space is down to luck for most people. You could luck out and spend only a couple of minutes on the battle, or luck could spite you and you'll fight him for ten minutes or more. The only positive thing is that for each time you get the roulette to stop on the X, an attack panel is destroyed. But hey, it'll be worth it to see the good ending, right?
-The Ending-
Wrong. What ending? You beat the final boss, and it cuts to the credits. The 'good ending' is a rehash of the (animated sprites on the) title screen along with Sonic and Tails
out of nowhere! Where the HELL were you guys to begin with?! I mean, this game has cutscenes for when you reach the end of Act 5 of each Zone and you fight the doctor, but there's nothing at all for the ending? The doctor built an amusement park on the island, and we don't even get a
Castlevania-esque crumbling animation? Come on, at least the Genesis
Sonic games had something before the credits. The bad ending is just as bad, except what you see is of course different.
The Final Verdict
Well, I'm pretty lenient when it comes to mediocre or average games, and
Knuckles' Chaotix is nothing really spectacular, but it's a pretty game and isn't a total waste of an afternoon. The only problem is, good luck finding it. It apparently is on GameTap, but I can't navigate their site at all since I'm not a member, so yeah. It was apparently going to be in
Sonic Gems Collection but it's nowhere to be found, so GameTap and emulation are your only options. You won't really be missing much by skipping this, but hey, this is (currently) Mighty's last game ever so...
Mighty who? I love hacks sometimes.
A Tip From DF
Pick Charmy and intentionally try to get joke character Heavy for probably the easiest time in the game. Charmy can fly indefinitely (something not even Tails can do) and Heavy is indestructible, and Charmy's flight won't let Heavy's weight be a big factor. It won't be particularly fun, but it's one of the most effective character combos.
Score:
10/10
The best of the best of the best, Game of the Year material, Best Game Ever candidate, instant Gaming Hall of Fame inductee, God Among Games winner, #1 on the "Games You Must Play Before You Die" list, Best Game Ever winner, approved by four out of five dentists, part of a complete breakfast.