To start off: There terrible buzzing like sound in the opening that keeps going however it stops as soon as the game freezes. The screenshot of the entire island. Level select is available from the start. Wechidna freezes the game as soon as he lands on the ground. Upon selecting time attack and going into a level you never land and just keep spinning forever. The game freezes if the two characters collide. When you begin scenario selection you see knuckles and espio fall in however once you touch the ground espio disappears. Knuckles' sprites freeze after he lands after gliding. The pause moving around is still enabled. Of course keep in mind some or most of these freezes might be cause by the emulators.
The buzzing sound disappears in GensKmod when the PWM is disabled. Incomplete PWM code? This happens with all the early Chaotix protos with this problem. however they seem to run more unstable in Gens than in Kega so are pretty much unplayable. It took many attempts to even get the rom to boot.
While creating modded Fusion.exe's for playing these Chaotix protos, I got distracted with 1229 and played it some. Notable differences after I played Isolated Island and Amazing Arena act 1: Espio appears outta nowhere, Metal Sonic comes in from the front of the screen, and sits in front of Espio. If you try to touch him, he moves back. He eventually flies away, and the screen shifts to the right. Eventually, theres a purple flash, and you're in a different area in IIZ (there's no training zone in this proto, thank god). This platform is not solid and bounces up and down when Espio tries to stand on it. Also, to climb walls with Knuckles, you must hold the jump button, otherwise he jump off the wall (much like Vector in the Final). Also his climbing sprites are different. The level is only one "part" long (there's just morning), and the layout is different. Different end signpost. Different Special Stage art. IIRC this was seen in early magazine shots. I quite like it. Holy Ring? What were they thinking? Newtrogic High is mostly intact, however the Combi Catcher is not yet working. Instead, the makeshift NPC SELECT screen from Time Attack mode is used after your level is chosen. The light switch is not present in Amazing Arena, nor is the mini-boss. However, you can complete the level regardless. When you call your partner, your sprite is in front of their's. Heavy looks so much smaller by comparison. =P Special Stage 2. This one is a lot uglier than the first one. And after that I got back to work, so that's all I came across.
Also, something I noticed, It's possible to climb to an area above and reach to a platform with a 10-ring monitor in Isolated Island 1
There's also a speed shoe in a few of these at the start. I can't remember if this one had it, but I recall it being the first three or four beta had it.
Isn't the Special Stage playing in the lower horizontal resolution, just like Sonic 2's and Sonic CD's? That would make sense, since the characters look way too thin in the final, higher resolution version...
I can't believe my eyes: A loop. In Chaotix. This may or may not be in other builds, but I just happened to be playing 1229 at the moment. I'll check 1227 later. However, after 5 seconds of playing with it, I realized why they were removed the final: Oh well, torturing Bomb was fun anyway. =P
<!--quoteo(post=181174:date=Feb 25 2008, 06:20 PM:name=Robjoe)--><div class='quotetop'>QUOTE (Robjoe @ Feb 25 2008, 06:20 PM) A loop. In Chaotix. This may or may not be in other builds, but I just happened to be playing 1229 at the moment. I'll check 1227 later. However, after 5 seconds of playing with it, I realized why they were removed the final: Oh well, torturing Bomb was fun anyway. =P[/quote] I think it's more shocking that there are no loops in the final. But still, very nice observation.
There's loops in the final, but they're only the ones that lead vertically downward—this way, they wouldn't need a dual-path system to make them work.
This was probably due to time constraints (32X lasted only six months, and then came Saturn, right?), as doing dual-path systems and water acceleration/decelaration fixes could have probably set them back quite a bit.
I never liked calling those loops, since you're stopped in your tacks as you wait for the platform to explode. Come to think of it, I wonder why they never coded a subtype that explodes quicker so you can keep moving along?
The worse part is that they didn't put any loop after those awesome ones in crackers :P (I know, it's a different game etc) Those would rock
...No, sonic crackers is like a very alpha chaotix. We have proof that Chaotix is based on it, including music, layouts, and graphical findings.
<!--quoteo(post=180750:date=Feb 25 2008, 03:03 AM:name=Robjoe)--><div class='quotetop'>QUOTE (Robjoe @ Feb 25 2008, 03:03 AM) Holy Ring? What were they thinking?[/quote] Wasn't there some talk in the manual about Vector thinking the rise of the island Robotnik built his Newtrogic High Zone on was a sign of God or something like that? :P