If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Knuckles' Chaotix/Unused Sprites
Jump to navigation
Jump to search
This is a sub-page of Knuckles' Chaotix.
To do: Add the unused ground explosion, unused dust sprites (146508 / 14740e in Chaoview), & weird circle arrows. |
All sprites in Chaotix are drawn on the 32X side, and all the art is consolidated in a database. Luckily, there was a tool written to search through the game's data.
Characters
Artwork | Description |
---|---|
All of the characters have dizzy animations. In Sonic Crackers, Sonic and Tails use similar animations and become immobile for a while if hurt several times in sequence. One frame of Knuckles' dizzy animation is used for the "**********" character while using a wall kick. | |
Unused frames of Mighty's throwing animation. These also exist for Sonic in Sonic Crackers, though Mighty turns his head more. | |
A sprite of Mighty clinging onto a wall intended for his wall kick move. It was used in the 1207 prototype. This is based on an unused sprite in Sonic CD. A similar sprite for Sonic exists in Sonic Crackers. | |
Sprites of Mighty in some unusual poses that were intended for his wall kick move. Similar sprites exist for Sonic in Sonic Crackers. Like the hanging Vector sprites (shown below), these sprites can be seen in-game via a swap monitor glitch in the third introductory stage. | |
Unused frames of Knuckles's throwing animation. The first frame is used when spin dashing with the "**********" character. | |
Unused frames of Knuckles's gliding animation. | |
A sprite of Knuckles hanging onto a ledge. Similar sprites for Sonic and Tails exist in Sonic Crackers. | |
It appears that Charmy's dash attack was supposed to have a startup to it. | |
Unused frames of Charmy's holding animation. | |
Unused frames of Charmy's throwing animation. | |
Like Knuckles, there is an unused sprite of Vector hanging on a ledge. An armless version of this sprite can be seen in-game after accessing the third introductory stage via the stage select menu, striking a character swap monitor, and reaching the end of the stage before it wears off. | |
Unused frames of Vector's throwing animation. | |
An animation of Vector facing the camera in a cramped spinning position. | |
Some unused sprites for Vector, who seems to have quite a few unused sprites in general. The first sprite on the left was used in the 1207 prototype when clinging onto a wall, although it's only visible for a single frame. These sprites represent Vector hanging onto a wall differently, possibly tumbling down, and some sprites that seem to represent him pulling the tethered partner in a weird angle. | |
An unused frame of Bomb's jumping animation. | |
While most characters have unused frames in their throwing animation, Heavy's throwing animation is not used at all. | |
Sprites of Espio holding and throwing while standing on a vertical wall. | |
Different angles of Espio spinning. |
Other
Artwork | Description | ||
---|---|---|---|
Unused sprites of Super Sonic. Purpose unknown, though its proximity to other sprites related to the good ending make it appear to be part of a scrapped good ending animation. No palette is known to exist. Curiously, this sprite appeared on Sonic Team's website in 1996, and a sprite heavily based on it appears in the ending credits of the Sonic the Hedgehog 2 film. | |||
Sparkles believed to be used in conjunction with the above sprite. Palette unknown. | |||
Unused sprite of Tails in the Tornado. Purpose unknown, though its proximity to other sprites related to the good ending make it appear to be part of a scrapped good ending animation. | |||
A small banner. Purpose unknown. | |||
A small bubble. Believed to be part of a scrapped underwater section. | |||
A splash. Believed to be part of a scrapped underwater section. | |||
A spinning ball that comes in red and yellow. This was later touched up in Sonic Mania and used for Studiopolis Zone. | |||
An object or enemy that would have been used in Speed Slider. | |||
This sprite was likely supposed to hide the player sprites behind the loops that Speed Slider had in prototypes. | |||
Unused diagonal sprites of the Poptank enemy. | |||
An electric platform meant for Amazing Arena. | |||
An unused horizontal tube ending for Amazing Arena. All of the tube endings in-game are vertical. | |||
A block with the sun and moon on it meant to be used in Amazing Arena. | |||
Some kind of scrapped enemy. Where the enemy would have appeared is unknown, but it could have been intended for Amazing Arena, due to the similar palette. | |||
Stars and clouds for Amazing Arena. These were probably supposed to appear in the windows/screens in the background. Similar graphics exist for the World 2 Attraction in Sonic Crackers. | |||
An unused version of the Mosqui (called Kameka in this game). Possibly related to the intro cutscene, which features other Mosqui. Of note is the exploding animation, which is unknown where it would be in the intro. | |||
An unused Eggman pose believed to be part of a scrapped version of the good ending, or possibly intended for a "Try Again" screen like in earlier Sonic games. | |||
Several unused sprites of the final boss. While most of the sprites in the game are rendered in the 32X, the head sprite is rendered in the Genesis/Mega Drive. The other sprites indicate that he was supposed to use his arms differently and possibly have more attack phases. | |||
"Test". | |||
A skull, purpose unknown. The Japanese text reads "tobu" (とぶ); the intended word is ambiguous and nothing in the game seems to be connected to the sprite to tell. | |||
Hourglass icons for monitors. Purpose unknown, though there is some code for an unused monitor type so it might be a remnant of a Time Attack mode seen in some prototypes. If a monitor's subtype is changed to either of these monitors, it does nothing when broken. | |||
Graphics loaded during the staff roll. In the prototypes, there is an entry for "Cassablanca projects" at the very beginning of the credits list, but mysteriously absent in the final ROM. | |||
A spinning star. The first frame in this animation was used as invincibility stars in earlier prototypes, likely as placeholder graphics. | |||
A lamppost associated with the title screen graphics. The blocky square is part of the sprite. | |||
Arrows that are grouped with the HUD and "HOLD!" graphics. | |||
|