Heavy and bomb sonic

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Heavy and Bomb in Sonic World!

I'm not a very big fan of the game anyway, in all honesty. The amount of characters is cool and all, and I'd like to see more from the Archie comics and TV shows or something in the future (seeing as you already have models made for some of them), but you guys seriously need to focus on gameplay and levels. The gameplay isn't that good and the levels are extremely bland at the moment, and some don't look very appealing visually (like that one candy themed stage with mainstream candy bar wrapper textures). I'm not too big on the whole mission thing either. Maybe if those were just extra things to do in the game they'd be okay, but I don't like those as the main stages. I think there should just be a series of levels you play through like a normal Sonic game and the only mission, really, is to complete the level and maybe collect Chaos Emeralds on the way through Special Stages or something. 

But about Heavy & Bomb in general, he looks like he plays way too light and agile for Heavy. Like obviously you can't make him an almost immobile piece of shit like he is in Chaotix, but he definitely needs more weight to him. It also doesn't make much sense how Heavy & Bomb can spindash and spinjump. I think it'd be best to re-design him with some new features that could give him new gameplay alternatives. Like maybe you could put some kind of wheels / skates on Heavys feet that help him move around more since he's supposed to be so big and slow. Or maybe add some kind of rocket propulsion on him, or maybe even give Bomb some kind of jet pack or something since he's on the top of Heavy all the time and he could use it to pick up Heavy and fly around and give him a boost while on land too. Fuck, if you want to take it even further you could make them have some kind of motorboat mechanic whenever they go on top of water where Heavy could pull in his feet and float on water while Bomb uses his jet propulsion to make them move around. There's lots of creative alternatives you could do here. You could even make Heavy the one who flies or something and he could throw Bomb at enemies and bosses from the air like a jet shooting missiles. Also to point out a minor error on Bombs model, he's actually supposed to have a switch on his head, not the bomb string thing or whatever it's called. It would actually make more sense anyway because you'd need fire to make Bomb blow up with his current design. It'd make more sense that he makes himself blow up by activating the switch on his head. But whatever.

By the way, you may as well throw in characters like Gamma, Honey, Eggrobo, Emerl, Gemerl, Shade (make sure Ken Penders doesn't sue you lol), Mecha Sonic, Lumina, and Void if you guys haven't already since the rest of the game cast is pretty much in there, including a scrapped character that never even appeared officially. 

Sours: https://www.deviantart.com/nibroc-rock/art/Heavy-and-Bomb-in-Sonic-World-545659715

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Video Game / Knuckles' Chaotix

https://static.tvtropes.org/pmwiki/pub/images/img_1389.JPG

It's Knuckles in his own game!

The One With…Knuckles taking the spotlight. Kind of. He had to share it with that one armadillo from the arcade game and three new characters who would become official eight years from then.

Knuckles' Chaotix (called just Chaotix in Japanese and the title screen) is a Gaiden Game in the Sonic the Hedgehog franchise released for the Sega 32X in 1995. It's the only Sonic game to appear on that system. Though mostly forgotten, the soundtrack has endured even amongst non-fans of the series, most notably the "Door Into Summer" track. If you're a connoisseur of retro game OSTs, you've probably been linked to that theme at least once. Sonic Generations uses a rearrangement of the song for one of its menus.

There are two completely different storylinesdepending on the instruction manual.

In English: Knuckles is enlisted as a bouncer at Carnival Island, a high-tech amusement park and resort. Dr. Robotnik has designs on the island's Emerald Pillar, which houses the Power Emerald which supplies the island's power. Robotnik has trapped four of Knuckles' friends in the Combi Confiner, so it's up to Knuckles to rescue them (using the real ring power of teamwork!) and kick out Robotnik before the grand opening.

In Japanese: Dr. Eggman discovers a mysterious island containing artifacts known as Chaos Rings, regular rings infused with Chaos Emerald energy. He's built his base, dubbed the Newtrogic High Zone, on the island. Mighty the Armadillonote An otherwise-obscure character from a Japanese-only arcade game called SegaSonic the Hedgehog, Espio the Chameleon, Charmy Bee, and Vector the Crocodile all arrive at around the same time for their own reasons, but are captured by Eggman and placed in his "Combi Catcher" machine to prevent them from meddling in his plans. Knuckles, curious about the island, ventures there to find out more about the Chaos Rings and their connection to the Floating Island.

The player controls two characters who are joined together by an elastic ring, with the 'cord' shown as a trail of sparkles. Before each stage, you use the Combi Catcher to randomly select your partner, then select a stage (also at random; how fast the stage select indicator moves depends on what day cycle you're currently on). Knuckles and co. plod through the game in the usual Sonic fashion: Beat Eggman's robots and reach the end of the stage. Cooperation is required to make it through the game, as you have to make use of the properties of the rings you and your partner hold in order to zoom and slingshot your way around obstacles. Eggman is fought numerous times in the game, and his Sonic CD henchman Metal Sonic (known as Metal Sonic Kai in the Japanese manual) shows up in the finale to put an end to your heroic career.


Tropes used in Knuckles' Chaotix:

  • 1-Up: One of the very rare instances in the series which a Sonic game does not use 1-ups or continues. If your character gets hit without a partner, you'll just get sent back to the hub level.
  • Alliterative Name: The levels: Botanic Base, Speed Slider, Amazing Arena, Marina Madness and Techno Tower.
  • Amusement Park of Doom: The entire game except for the Isolated Island levels is set on one.
  • Anti-Frustration Features:
    • If your partner gets stuck, you can use the "Call" button to summon him back to you, at the price of ten rings. Curiously, the game allows you to even go into negative rings if you abuse this (but sends you back to the hub if you reach -99 rings). Amusingly, the game will actually subtract points from your score if you clear a level with negative rings.
    • If your partner gets hit by an enemy and you have rings, he'll only lose one ring so that you don't unfairly lose all of your rings. Your partner also doubles as an extra hit point, since getting hit will just cause you to lose him for a few seconds and then return.
    • The Combine Ring monitor allows all of your rings to be combined into one ring that falls out if you get hit, and you have a few seconds to grab it and get all of your rings back.
  • Artificial Stupidity: One of the biggest sources of difficulty, besides the unrefined nature of the teamwork mechanic, is that your partners are so dumb, that they'll more often than not get you stuck or weigh you down instead of helping you. The dev team probably anticipated this and added the "Call" button (which summons your partner back to you at the cost of 10 rings) to the game as a result.
  • Background Boss: The second phase of the final boss.
  • Bottomless Pits: Averted during the normal stages. Since there are almost always two characters on the field at one time, stages are deliberately designed to keep this from happening. The Special Stages, however, are prone to this.
  • Bulletproof Human Shield: Partners can be used for this purpose, as they only lose one ring when hit instead of all of them (unless your partner is Bomb, who explodes when hit, hurting you if you're within its blast radius). Your partner also doubles as an extra hit point, since getting hit will just cause you to lose him for a few seconds and then return.
  • Canon Discontinuity: Knuckles Chaotix is not taken as part of the continuity of the series. Sonic Heroes reintroduce Espio, Charmy and Vector to the series, and Sonic Generations pretends Mighty the Armadillo was last seen in 1993, the year of his debut in SegaSonic the Hedgehog. Furthermore, the Chaotix trio are considered modern characters, and as such, cannot appear in Classic Sonic material. This doesn't necesarily answer why Espio was seen in Sonic the Fighters, but who knows at this point.
  • Canon Immigrant: Vector was supposed to have first appeared in the Sound Test from Sonic The Hedgehog, as part of Sonic's band. While the idea was discarded, he got to make a cameo in the very first Sonic manga in 1991. As for Charmy Bee, he first appeared in another Sonic manga at around 1992.
  • Cap:
    • The game has a cap of 255 rings instead of 999. Any rings collected afterwards are turned into points.
    • There is a cap the other way as well. Calling your partner too much can give you negative rings, and the lower cap for this is -99 rings. Anything below that and you are sent back to the attractions screen.
    • Also, you can only take 200 rings into a Special Stage. Anything above that is simply lost. Likely because rings are used as the timer for the special stages, and being able to take more than 200 in would make them too easy.
  • Captain Ersatz: Mighty the Armadillo is literally just an edited Sonic sprite. Which makes the appearance of Sonic in the ending pretty strange.
  • Circus of Fear: The "Speed Slider" level. It's more like a cheery roller coaster, but Creepy Circus Music plays during the merry-go-round boss battle.
  • Color Contrast: Avoided; the game really tried hard to show off the 32,000+ colors of the 32x, and the result is a garish game with all the colors of the rainbow spread out and cranked up to neon brightness, although it does fit in with the carnival theme.
  • Comic-Book Adaptation: The game received loose adaptations in both the Archie comic (as a 48-page special) and Sonic the Comic (as a six-part serial). The characters became regulars for a long while, by contrast to the many years before their next appearance in the games.
  • Credits Medley: The only non-mainline Sonic game with one.
  • Cut-and-Paste Environments: Each zone has 5 acts instead of the usual 2 or 3 and they're rather lacking in setpieces, interesting gadgets, and hazards to play around with, so it often becomes clear each zone follows a rigid and rather repetitive level design template.
  • Darker and Edgier: Not as a whole, but the final boss has a far more threatening character design than you would expect in a classic Sonic game. And if you fail to collect all Chaos Ring, the Bad Ending shows him floating above a city in flames, implying he just burned the whole place down.
  • A Day in the Limelight: The sole time Knuckles has ever been given solo billing in a game title (and he doesn't even get that in the Japanese title or in-game on the title screen, with the title reduced to simply saying "Chaotix"), which was only done to prevent tainting the Sonic brand name on a platform that wasn't given high hopes internally (also the reason Mighty simply co-opts Sonic's moves; he is a redrawn Sonic sprite).
  • Death Is a Slap on the Wrist: In the off chance that you get hit without having rings or a partner handy, the only penalty is just getting sent back to the level select. There's no lives system, so there's no Game Over at all.
  • Demoted to Extra: Sonic himself does not appear at all in the main game, being replaced by Mighty; he and Tails only get a cameo in the game's good ending. According to a former Sega staffer, Sega of Japan felt the 32X and the game would be a flop, and were afraid that having Sonic as the game's star would hurt the series' brand image, so they made Knuckles the main character instead of cancelling the game altogether.
  • Downer Ending: The game's "Bad Ending" is perhaps one of the darkest moments in the series. Metal Sonic survives and proceeds to set the island ablaze, presumably with everyone on it.
  • Dub Induced Plothole: Despite being renamed Carnival Island in the US and the plot being centered on rescuing it on the day before opening day, the hub and introduction to each level still refers to the world as Newtrogic High Zone, and the day and night cycle changes go on for as long as you play and no time limit is imposed on the player to beat the game. In addition, the whole deal with Knuckles being the guardian of Carnival Island contradicts his role as the guardian of Floating/Angel Island in the other games. The Chaos Rings are also unexplained in the Western story.
  • Early Installment Weirdness: In this game, Vector, Espio, and Charmy weren't part of a detective team (the title Chaotix doesn't actually refer to them as a group, but is a punny title for the game) and are described as having different personalities than how they're reimagined as in Sonic Heroes.
  • Easter Egg: Amy in the Sound Test menu.
  • Eternal Engine: The "Techno Tower" level.
  • Excuse Plot: While there are large discrepancies between the English and Japanese plots, they're both centered on the same problem — the Doctor is invading the island using Ring Power for an evil purpose, and it's up to Knuckles and company to stop him!
  • Flight: Charmy can't Spin Dash or jump, but he can fly around without limits (unlike Tails in other games, who has to rest after flying for a short time).
  • Fake Difficulty: Between the wonkiness of the teamwork mechanic and the braindead A.I. of your partners, trying to keep control of your characters is one of the few challenges the game offers.
  • Game Mod: A romhack exists that replaces Mighty the Armadillo with Sonic.
  • Gimmick Level: The game is rather lacking in gimmicks to give each stage their own identity, but Amazing Arena is a fairly interesting one. It begins with the lights turned off, creepy music playing, and a radar pointing out the location of a clock. If you go out of your way to avoid the clock and then clear the level, it counts as a failure. This zone also contains a mini-boss fight at a certain path of each act.
  • Golden Ending: Accessible only if you've collected all of the Chaos Rings. However, it's also a case of A Winner Is You since it's just the title screen with Sonic and Tails added.
  • Green Hill Zone: The Isolated Island stages, which are played through before reaching the Newtrogic High Zone for the first time. Oddly for a Sonic game, they are devoid of enemies.
  • Hub Level: The Newtrogic High Zone where each character appears after exiting a stage. The next stage played is selected off of a roulette style game.
  • Idle Animation: Every character has one...and if you leave them idle for a minute, Metal Sonic shows up and shoots at you.
  • In-Universe Game Clock: The game has a Day and Night system that changes as you enter and leave each level. This mechanic does affect certain properties of the levels, such as doors changing position or getting locked, bosses changing attack patterns, and the mini-boss on Amazing Arena being able to take more or less hits.
  • Joke Character: Heavy the Robot and Bomb. Heavy is extremely slow and heavy, and Bomb will blow up on the player if he takes a hit.
  • Jungle Japes: Botanic Base, which is also the most natural setting in the game.
  • Last Chance Hit Point: Upon taking a hit at zero rings, you will first lose your partner for a while instead of dying.
  • Lethal Joke Character: Heavy the Robot is completely indestructible. In fact, he can open monitors and destroy enemies just by walking into them. You could pretty much pick him up and run around with reckless abandon while holding him in front of you, barely suffering any damage. Taken into better effect if you break a monitor that's showing him, or — more permanently — select him as your player character through the debug menu.
  • Loads and Loads of Characters: For a Sonic-based platformer of its time. To be specific, Sonic the Hedgehog had only two main characters. Sonic the Hedgehog 2 had threenote four if you count Mecha Sonic, and Sonic 3 & Knuckles had four charactersnote six if counting Mecha Sonic and EggRobo, and nineteen if counting all the sub-bosses. Sonic the Hedgehog CD had threenote five if counting Metal Sonic and Tails' cameo. Knuckles' Chaotix has sixnote nine if counting Metal Sonic, Heavy, and Bomb, and also making eleven if counting Sonic and Tails at the Good Ending and twelve if counting Amy's Cheat Code cameo in the Sound Test.
  • Long Song, Short Scene: The ending scene music, Tribute. The scene it plays along (which just shows how many Chaos Rings you have) runs no longer than fifteen seconds at best, but the track is a minute long. Really a shame, too, as it's a very nice track and would have been very appropiate... had there been an actual ending...
  • Market-Based Title: The game was simply titled Chaotix in Japanese. The localizations added Knuckles to the title but left the title screen untouched.
  • Mighty Glacier: Heavy the Robot is incredibly slow, but he's invincible, and can destroy monitors and enemies just by walking into them.
  • Missing Secret: The screenshot shown in the manual depicting the island as a peaceful paradise is nowhere to be found in the game.
  • The Mole: Heavy and Bomb are implied to be Robotnik's spies, intentionally being hard to use to slow down the Chaotix (albeit only in the English manual).
  • Nerf: The Spin Dash move is available for everyone except Charmy, Heavy, and Bomb, but it's heavily watered down to encourage the player to use the teamwork mechanic to gain speed.
  • Noob Cave: The "Isolated Island" level. There are no enemies or traps, and it's basically you and your partner running wild until you reach the goal.
  • Non-Indicative Name: Despite what their later appearances would lead you to believe, the title of Chaotix is a Pun-Based Title and does not refer to Vector, Espio, and Charmy as a team like in later games. They all have their own separate agendas in this game and are only banding together to fight off Robotnik.
    • "Mighty" the Armadillo focuses more on speed and agility than any strength-based abilities. This, however, is due to the fact that his sprite is simply a redrawn version of the Sonic sprite used in a prototype for this project codenamed "Sonic Crackers". His name would be done more justice for his next appearance in Sonic Mania Plus.
  • Obvious Beta: 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 the A.I. being extremely stupid, failing to make jumps and running into enemies constantly. The level design is 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.
  • One-Hit-Point Wonder: Another Sonic tradition is turned on its head in this game. Besides the abundance of shields and rings, your own partner counts as an extra hit point for you if you get hit and neither of them have rings. Your partner will take the fall for you (literally, they fall off screen), but will quickly return to you in several seconds.
  • One-Winged Angel: The final boss is a gigantic snarling red demonic version of Metal Sonic.
  • Player Nudge: Even if you skip the tutorial stage, in order to encourage players to learn about the benefits of the teamwork mechanic (such as the slingshot boosting, which is crucial since the Spindash has been severely nerfed here), Isolated Island forces the player to solve a few switch puzzles that involve planting Espio in place while Knuckles reaches another; pressing both switches and then letting Espio go will immediately snap both characters ahead quickly.
  • Poison Mushroom: The Shrink monitor, which makes its user very tiny and heavily impedes their jump.
  • Power Up Letdown: The Grow monitor. While it lets you jump higher, it makes you a very easy target for enemies and the cramped level design can make it harder to move around with it.
  • Pun-Based Title:
    • The second part of the title is meant to be a play on the word "Chaotics", hence why it's possessively called Knuckles' Chaotix — it's referring to the frantic escapades of Knuckles and the gang, not the Chaotix as a team like they became years later. The X is also a play on the fact that it's released on the 32X.
    • The game's earliest known prototype is called Sonic Crackers. It's likely a "R" and "L" mixup, as the clacker toy fits the game's main mechanic neatly. The internal data also identifies the game as Sonic Studium, likely intended to be Sonic Stadium.
  • Scenery Porn: Fittingly enough for a game that takes place in a big amusement park, it has easily the most colorful levels in the classic games, if not the franchise as a whole.
  • Scoring Points: While the game doesn't provide a high score table, it has incentives towards score runs. Collecting rings while already having 255 awards the player with bonus points, as does beating the wireframe versions of the special stages after earning all the Chaos Rings.
  • Spiritual Successor: The game serves as a Sega 32X equivalent of the Sega CD's Sonic CD. The game's levels, songs, and general style have a similar feeling to Sonic CD. A couple graphics and sounds from that game are also reused here. On the subject of reused Badniks, Mosqui (Robot Mosquito) and remodeled versions of Pata Bata (Robot Butterfly) from Palmtree Panic appear in Speed Slider as Needlenose and Hoverby Mk II. Also, both games feature Metal Sonic as The Dragon, and here he even takes over Sonic's place for the Idle AnimationEaster Egg. Even the same jump sound effect is used in both games, a filtered version of the ones heard in the main Genesis games.
  • Sudden Downer Ending: If you fail to collect all the Chaos Rings before defeating the Final Boss, then you'll be treated to the big demonic version of Metal Sonic hovering over a city wreathed in fire while creepy techno music plays. It comes out of nowhere and makes a stark contrast with the game's fun carnival theme.
  • Surprise Creepy:
    • The above-mentioned Sudden Downer Ending is darker than anything else in the game, or anything in a Sonic game for that matter, since it ends with the implication of a genocide of apocalyptic proportions if not The End of the World as We Know It.
    • The final boss himself, having the most threatening character design seen in a classic Sonic game.
  • Suspiciously Similar Substitute:
    • The Chaos Rings are a stand-in for the Chaos Emeralds in the Special Stages, and while they don't grant super forms, they serve a similar purpose — allowing you to see the best ending. The Japanese manual even mentions that the Chaos Rings got their power directly from the Chaos Emeralds' energy. The English manual also mentions a Power Emerald, but it never appears in-game.
    • Mighty plays rather similarly to Sonic, even being the fastest character in the game. Which is unsurprising, given that early in development, Sonic was used in his stead. When the decision to remove him from the game was made, Sonic was re-skinned into Mighty.
  • Tactical Suicide Boss:
    • At Marina Madness, Robotnik has a crystal-shaped barrier surrounding his whole ship, but after a while he reduces it to orbiting shards instead.
    • Instead of personally fighting the heroes, Metal Sonic acts as a battery to the former level select machine that now deploys hazards on them. It just happens that one of the machine's functions is to self-destruct.
  • Teamwork Puzzle Game: The whole elastic-ring thing.
  • Tornado Move: Espio.
  • Video-Game Lives: The game has no lives system and no checkpoints. Getting hit at zero rings and with no partner will kick you back to the entrance level, but the chances of anything except a boss killing anyone are next to zero. The game is that easy.
  • Video Game Tutorial: The game's cord mechanics are fairly complex, so the game tries its best to show you the ropes. It begins with a short prologue that introduces the cord concept and then follows with a long tutorial where you must follow the CPU's instructions. Chances are you will skip it, though, so the game then sets you on a zone without any enemies or hazards. Furthermore, the game has a Training Mode with 5 more of the same Isolated Island tutorial levels.
  • Wall Jump: Mighty and Espio.
  • A Winner Is You: If you collect all of the Chaos Rings, you avoid the bad ending... but instead get only a modified version of the title screen with Sonic and Tails added. At least Metal Sonic doesn't blow up the island.
  • Xtremely Kool Letterz: The title Chaotix, an odd play on the word Chaotics and the fact that the game is a Sega 32X exclusive title. The name ended up becoming the name of the Chaotix team (featuring three of the characters in the game, Espio, Vector, and Charmy) in Sonic Heroes years later.

Sours: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/KnucklesChaotix
why heavy and bomb didn´t appear in sonic the fighters

And they are not in the room. They left for the city to visit friends. Okay. Come on.

Sonic bomb heavy and

I took her calves with my hands, bowed my head and began kissing her thighs from above, gradually moving to their. Inner sides. Katya was a little embarrassed and tried to move her legs, but my shoulders, which were between them, did not give her such an opportunity, and she quickly realized. That her desire was inappropriate. Her trickle murmured a few centimeters from me, and I kissed her feet very close to its source and felt the vibrations of the air caused by its.

Knuckles Chaotix: Restored Beta Player/Combi Select Menu

Nevertheless, all these works, in the opinion of the author of this comic, are quite divorced from reality and suffer from various shortcomings. Therefore, the author, without any. Doubt that only he knows how to do a blowjob in fact, and yielding to numerous requests from Internet publications, as a true guru, will tell you and only you, my young lady, how it really is.

If anyone else doubts, it was sarcasm and self-irony. The real reason lies in the memories of cute tear-stained faces, reproachfully looking at him from below, classically blatant.

Now discussing:

I wiped everything. and to be sure, I also ran my hand between my legs and along the sponges if there were still some wet spots. Left by chance.



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