Knuckles' Chaotix (1995)

Sonic Team

Sega 32X

2.37 from 38 ratings

110 members have it in their collection · 35 backlogged · 33 wish listed

How long? Main story 4h · 100% 3h (from 2 logged playthroughs)

A mysterious island rose from the sea shortly after the events of Sonic & Knuckles. Dr. Robotnik discovered the island, and found a mysterious ring inscribed with descriptions of the Chaos Rings, ancient Rings infused with Chaos Emerald energy. In order to find these Rings, Robotnik built his base, the Newtrogic High Zone, on the island. Mighty the Armadillo, Espio … Read more
A mysterious island rose from the sea shortly after the events of Sonic & Knuckles. Dr. Robotnik discovered the island, and found a mysterious ring inscribed with descriptions of the Chaos Rings, ancient Rings infused with Chaos Emerald energy. In order to find these Rings, Robotnik built his base, the Newtrogic High Zone, on the island. Mighty the Armadillo, Espio the Chameleon, Vector the Crocodile, and Charmy Bee also arrived at the island, and ended up being captured by Robotnik and Metal Sonic, and placed in Robotnik's Combi Catcher machine. Knuckles, curious about the strange island, goes there as well, and manages to rescue Espio. The two then go on to stop Robotnik from getting the Chaos Rings. Read less
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Details

Developers
Sonic Team
Publishers
Sega, Tec Toy
Genres
Platform
Themes
Action
Franchises
Sonic The Hedgehog
Series
Sonic the Hedgehog

Release dates

  • Apr 20, 1995 (North_America) Sega 32X
  • Apr 21, 1995 (Japan) Sega 32X
  • May 1995 (Brazil) Sega 32X
  • May 01, 1995 (Europe) Sega 32X
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Featured in lists

Rating distribution

5 stars
1
4 stars
1
3 stars
18
2 stars
9
1 star
9
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Community All Reviews Statuses

tylerisrandom

Review tylerisrandom 2/5 · Feb 21, 2021

Tied down

Knuckles runs forward in one of the game's bonus special stages

Good gravy, this game is a mess.

It's not a complete mess. There's good music, great use of color, fun new characters and bosses, and technically impressive special stages (at least compared to the Genesis).

But the core mechanic of tethering two characters together is just totally unappealing to me. Look, I know it has its defenders, and I'm sure …

Read more

Knuckles runs forward in one of the game's bonus special stages

Good gravy, this game is a mess.

It's not a complete mess. There's good music, great use of color, fun new characters and bosses, and technically impressive special stages (at least compared to the Genesis).

But the core mechanic of tethering two characters together is just totally unappealing to me. Look, I know it has its defenders, and I'm sure it's eventually possible to achieve mastery of it, but it's such a drag (figuratively and literally) to get to that point. It just feels so wrong for basic movement in a Sonic game to feel this baffling... I didn't like the team mechanics in Sonic Advance 3 or Sonic Heroes either, but at least those games don't make you feel like you've repeatedly reached the end of your leash. Even when I grew more confident with movement it didn't feel like I'd achieved mastery of anything, it just felt like I'd learned how to break the game's wonky physics.

Knuckles and Charmy chill out in front of an Attraction Information screen

The levels don't help matters either. I've always preferred the leaner "two acts per zone" structure of Sonic 2 and after, but five acts gets ridiculous. Even stranger is how you play these acts in a random order, completely throwing out any sense of pacing or variety. And the acts themselves are as sprawling and non-linear as Sonic CD, but with a far weaker sense of design.

I'm glad I finally resorted to cheats and save states to casually finish a playthrough, because it's fun to experience firsthand some of the stronger ideas (many of which fans of Sonic Mania and its Encore DLC might recognize). It's just a shame those elements are built on such a counter-intuitive foundation.

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