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Minor fixes.


** To put this perspective, the earliest known evidence of ''Chaotix'' existing in any form is ''Sonic Crackers'' (which is barely anything as the "game" is seen as an engine sample used to pitch a game to Sega and nothing more -- it is extremely unpolished) and is dated April 1, 1994 (and ''Crackers'' is a Sega Genesis ROM, not 32X software, meaning it wasn't even being pitched for the 32X). ''Chaotix'' reached its initial retail release in the US (meaning gold mastered, burnt to ROM chips, carts constructed, packed and shipped to stores) in March of 1995. That is less than a year from being a Sonic-themed prototype that barely works to a game that could be bought on store shelves with a completely different set of characters.

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** To put this perspective, the earliest known evidence of ''Chaotix'' existing in any form is ''Sonic Crackers'' (which is barely anything as the "game" is seen as an engine sample used to pitch a game to Sega and nothing more -- it is extremely unpolished) and is dated April 1, 1994 (and ''Crackers'' is a Sega Genesis ROM, not 32X software, meaning it wasn't even being pitched for the 32X). ''Chaotix'' reached its initial retail release in the US North America (meaning gold mastered, burnt to ROM chips, carts constructed, packed and shipped to stores) in March of 1995. That is less than a year from being a Sonic-themed prototype that barely works to a game that could be bought on store shelves with a completely different set of characters.



** The game uses a slingshot mechanic as a substitute for the Spin Dash, which is [[{{Nerf}} very underpowered here]]. You hold the B button to keep your partner in place, run to the opposite side you want to go to stretch the cord, release the d-pad, and then release B. It is a needlessly complex mechanic to introduce when we've already had a simple Down+Jump boost move for several games, to the point the target audience, children, can have [[SomeDexterityRequired trouble performing the motions]].

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** The game uses a slingshot mechanic as a substitute for the Spin Dash, which is [[{{Nerf}} very underpowered here]]. You hold the B button to keep your partner in place, run to the opposite side you want to go to stretch the cord, release the d-pad, Control Pad, and then release B. It is a needlessly complex mechanic to introduce when we've already had a simple Down+Jump boost move for several games, to the point the target audience, children, can have [[SomeDexterityRequired trouble performing the motions]].



** The extra Special Stages are complete different story when it comes to difficulty when compared to the rest of the game and even the previously mentioned Special Stages. Besides also featuring the nasty FakeDifficulty and harsh time limit from the latter Special Stages, the extra ones add some ''insane'' InterfaceScrew, where everything is rendered as wireframes and therefore ''much'' harder to navigate and play.

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** The extra Special Stages are complete a completely different story when it comes to difficulty when compared to the rest of the game and even the previously mentioned Special Stages. Besides also featuring the nasty FakeDifficulty and harsh time limit from the latter Special Stages, the extra ones add some ''insane'' InterfaceScrew, where everything is rendered as wireframes and therefore ''much'' harder to navigate and play.

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* ItsEasySoItSucks: A big complaint about the game is its lack of any real challenge (bits of FakeDifficulty notwithstanding). [[DeathIsASlapOnTheWrist Dying just sends you back to the level select, because there's no extra lives]]. And even that's unlikely, since you have a partner that basically acts as a hit point to go along with the ring and shield power-ups, and the level designs are so devoid of enemies and obstacles that you can just breeze through them with reckless abandon. The boss fights, [[AnticlimaxBoss including the final one]], are a complete joke, too.

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* ItsEasySoItSucks: A big complaint about the game is its lack of any real challenge (bits of FakeDifficulty notwithstanding).and [[ThatOneLevel Special Stages]] aside). [[DeathIsASlapOnTheWrist Dying just sends you back to the level select, because there's no extra lives]]. And even that's unlikely, since you have a partner that basically acts as a hit point to go along with the ring and shield power-ups, and the level designs are so devoid of enemies and obstacles that you can just breeze through them with reckless abandon. The boss fights, [[AnticlimaxBoss including the final one]], are a complete joke, too.


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** The extra Special Stages are complete different story when it comes to difficulty when compared to the rest of the game and even the previously mentioned Special Stages. Besides also featuring the nasty FakeDifficulty and harsh time limit from the latter Special Stages, the extra ones add some ''insane'' InterfaceScrew, where everything is rendered as wireframes and therefore ''much'' harder to navigate and play.
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** The tether mechanic makes many platforming sections a pain in the balls. Should you landed on that ledge and your partner didn't? Too bad, he'll pull you down and you have to try again.

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** The tether mechanic makes many platforming sections a pain in the balls. Should you landed land on that ledge and your partner didn't? Too bad, he'll pull you down and you have to try again.
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** The ring-tether mechanic; some people find it perfectly fine while others find it incredibly frustrating.

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** The ring-tether mechanic; some people find it perfectly fine think it's an interesting gimmick while others find it incredibly frustrating.
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* PraisingShowsYouDontWatch: For a long time, the game enjoyed a degree of popular mystique in the ''Franchise/SonicTheHedgehog'' fandom, owing to its status as a spinoff staring Knuckles, being the introduction to multiple popular characters (and for many years was one of the few game appearances of EnsembleDarkhorse Mighty the Armadillo), its excellent sprite-work, top-notch soundtrack, and the fact that few were able to play it, owing to the 32X's low sales and being notoriously difficult to emulate (so much so that [[KeepCirculatingTheTapes the game has never been re-released in an official capacity]]). Unfortunately, its reputation took a turn for the worse once technology improved enough for more fans to play it, since it suffered from issues such as the central ring-tether mechanic being gimmicky and frustrating, the labyrinthine level design, and the poor structure and pacing that made the game a slog to play through.
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* ObviousBeta:
** The game was rushed for release so the 32X could have a ''Sonic'' game at launch, and it shows. The teamwork mechanic is wonky and unrefined, with [[ArtificialStupidity the A.I. being extremely stupid, failing to make jumps and running into enemies constantly.]] The level design is [[CutAndPasteEnvironments very repetitive, drawn out and sometimes sparse when it comes to setpieces and enemies.]] There are also numerous collision bugs that can be unwittingly triggered by the aforementioned team mechanic.
** To put this perspective, the earliest known evidence of ''Chaotix'' existing in any form is ''Sonic Crackers'' (which is barely anything as the "game" is seen as an engine sample used to pitch a game to Sega and nothing more -- it is extremely unpolished) and is dated April 1, 1994 (and ''Crackers'' is a Sega Genesis ROM, not 32X software, meaning it wasn't even being pitched for the 32X). ''Chaotix'' reached its initial retail release in the US (meaning gold mastered, burnt to ROM chips, carts constructed, packed and shipped to stores) in March of 1995. That is less than a year from being a Sonic-themed prototype that barely works to a game that could be bought on store shelves with a completely different set of characters.
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** The Chaotix's next appearance (not counting Espio being playable in ''VideoGame/SonicTheFighters'') would be ''VideoGame/SonicHeroes'', a game that ''also'' features tubular Special Stages [[spoiler:and a monstrous version of Metal Sonic as the final boss.]]

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Misuse. There is nothing funny or amusing about this, it's just the developers reusing a gameplay mechanic in a later game.


* HilariousInHindsight:
** This would not be the last time where [[VideoGame/SonicHeroes teamwork would be a major part of Sonic gameplay]], nor would it be the last game where [[spoiler:Metal Sonic (apparently) pulls a OneWingedAngel]] (not to mention [[spoiler:it is vaguely similar-looking to his Metal Overlord form]]) -- and to top it off, the Chaotix were brought back for that game!
** This also wouldn't be the last time [[VideoGame/SonicAdvanceTrilogy a game would have mechanics revolving around one character grabbing up and carrying another character to use as a tool.]]
** The reason Mighty was used as a SuspiciouslySimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[VideoGame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.

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* HilariousInHindsight:
** This would not be the last time where [[VideoGame/SonicHeroes teamwork would be a major part of Sonic gameplay]], nor would it be the last game where [[spoiler:Metal Sonic (apparently) pulls a OneWingedAngel]] (not to mention [[spoiler:it is vaguely similar-looking to his Metal Overlord form]]) -- and to top it off, the Chaotix were brought back for that game!
** This also wouldn't be the last time [[VideoGame/SonicAdvanceTrilogy a game would have mechanics revolving around one character grabbing up and carrying another character to use as a tool.]]
**
HilariousInHindsight: The reason Mighty was used as a SuspiciouslySimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[VideoGame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.
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Zero Context Example. And if it's a spoiler, it's not this trope.]


* SignatureScene: [[spoiler:Metal Sonic Kai, in his monstrous form, razing the city in the bad ending of the game.]]
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** "Metal Sonic Kai" or "Mega Metal Sonic" for the game's final boss. The former ended becoming an AscendedFanNickname; "Metal Sonic Kai" was originally the name of the ordinary Metal Sonic in this game according to the Japanese manual, whose body has been reconstructed since his last encounter with Sonic, but the ''Sonic the Hedgehog Encyclo-speed-ia'' uses it exclusively to refer to the final boss form.

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** "Metal Sonic Kai" or "Mega Metal Sonic" for the game's final boss. The former ended up becoming an AscendedFanNickname; "Metal Sonic Kai" was originally the name of the ordinary Metal Sonic in this game according to the Japanese manual, whose body has been reconstructed since his last encounter with Sonic, but the ''Sonic the Hedgehog Encyclo-speed-ia'' uses it exclusively to refer to the final boss form.
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** Also, "Metal Sonic Kai" or "Mega Metal Sonic" for the game's final boss. Contrary to popular belief, that was never its name - "Metal Sonic Kai" is actually the name of the ordinary Metal Sonic in this game according to the Japanese manual, whose body has been reconstructed since his last encounter with Sonic.

to:

** Also, "Metal Sonic Kai" or "Mega Metal Sonic" for the game's final boss. Contrary to popular belief, that was never its name - The former ended becoming an AscendedFanNickname; "Metal Sonic Kai" is actually was originally the name of the ordinary Metal Sonic in this game according to the Japanese manual, whose body has been reconstructed since his last encounter with Sonic.Sonic, but the ''Sonic the Hedgehog Encyclo-speed-ia'' uses it exclusively to refer to the final boss form.
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** "Wechidna", for the DummiedOut character called "[=***=][=***=][=***=]" by the game, because he appears as a glitched, white Knuckles. Research on the game's prototypes eventually revealed he actually was Tails.

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** "Wechidna", "Wechidna" or “Wechnia”, for the DummiedOut character called "[=***=][=***=][=***=]" by the game, because he appears as a glitched, white Knuckles. Research on the game's prototypes eventually revealed he actually was Tails.
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if it's in-universe, it goes on the main page (and tbh under a different item in this case)


* AlternativeCharacterInterpretation: Utilised in-universe, as the manuals question whether Heavy and Bomb are really minions who defected to help the heroes ([[JokeCharacter if haphazardly]]), or are actually TheMole sent by Eggman to intentionally slow them down.
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* AlternateCharacterInterpretation: Utilised in-universe, as the manuals question whether Heavy and Bomb are really minions who defected to help the heroes ([[JokeCharacter if haphazardly]]), or are actually TheMole sent by Eggman to intentionally slow them down.

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* AlternateCharacterInterpretation: AlternativeCharacterInterpretation: Utilised in-universe, as the manuals question whether Heavy and Bomb are really minions who defected to help the heroes ([[JokeCharacter if haphazardly]]), or are actually TheMole sent by Eggman to intentionally slow them down.
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Moved from the Trivia page.

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* FanNickname:
** "Wechidna", for the DummiedOut character called "[=***=][=***=][=***=]" by the game, because he appears as a glitched, white Knuckles. Research on the game's prototypes eventually revealed he actually was Tails.
** Also, "Metal Sonic Kai" or "Mega Metal Sonic" for the game's final boss. Contrary to popular belief, that was never its name - "Metal Sonic Kai" is actually the name of the ordinary Metal Sonic in this game according to the Japanese manual, whose body has been reconstructed since his last encounter with Sonic.

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