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Kid Chameleon

 
Games: Kid Chameleon

Game Description

All of the kids lined up to play this new video game called the "Wild Side" at the local arcade. It was so special because it used holograms to create new lands to play in. Something went terribly wrong, however. Instead of the kids beating the boss, the boss escaped and beat them! Now the kids are trapped somewhere within this holographic world--all except one. The coolest, most skilled video game player on the block aims to beat this boss and rescue his peers. His name? Kid Chameleon!

Seek out power-ups to transform you into several different characters such as a samurai, knight, axe maniac, or even a fly! Kid Chameleon features over 100 levels spanning 1,850 screens, so your journey won't be a short one. Along the way you'll battle huge bosses and discover many hidden secrets that can warp you to different areas of the game. These warps are important since there is no battery backup or password support to resume your progress. Hey, you are the greatest video game player in the world, remember?
~ Scott Alan Marriott, All Game Guide

Roots & Influences

Kid Chameleon is obviously inspired by the arcade game Super Mario Bros., which was also the flagship title for the Nintendo Entertainment System. The floating blocks, the bouncing on enemies in order to defeat them and flags marking the end of each level are all influenced by Nintendo's classic platformer.
~ Scott Alan Marriott, All Game Guide

Review: Overall

Kid Chameleon is a platform game in the tradition of the Super Mario series, borrowing a lot from the famous Italian plumber: floating blocks that hold power-ups and coins (actually, in this game they are diamonds), flags marking the end of levels, even bouncing on top of enemies. The similarities end there, however. Kid distinguishes himself with the ability to transform into new creatures with special powers.

Each power-up lets you perform new moves and gain special abilities: a knight helmet increases Kid's health and allows him to scale walls; a samurai helmet turns him into a high-jumping, sword slashing feudal warrior; and a hockey mask changes him into an axe throwing maniac, not unlike Jason from the Friday the 13th movies. There are twelve different power-ups in total, ranging from the strange (shrinking to a fly that can "stick" to nearly any surface), to the truly bizarre (a gorilla driven tank that fires skulls). All of these power-ups can help you solve certain puzzles within each level so you can reach the flag. There are also multiple paths to take by flying, climbing, or breaking down walls. Time is a factor as well. You start with three minutes to clear a level, but can add two minutes with every clock power-up you find. While some levels may only last a minute, others seem so enormous that you'll be baffled on how to get through them. There's nothing worse than seeing the flag with only two seconds left, because if time runs out, you lose a life.

The enemies are as wacky as the power-ups. Detached hands will crawl and grab onto you, slowing you down until they disappear, lions will toss fireballs, and giant boulders on wheels will fire cannons. (That's a few of the normal ones!). The boss will also appear at various points throughout the game, resembling an ancient tribal warrior--without a body. An enormous head (or multiple heads) will attack you and to defeat it you must either bounce on it several times or use your character's weapons. Whenever an enemy makes contact with you, a life point is lost, and once they are all gone, you revert back to Kid. There are also "environmental" dangers such as spikes, acid pools and bottomless pits which will quickly take your life if you're not careful.

Perhaps the greatest part of the game is the sheer size of it--it's huge! There are over 100 levels and there's no password or battery to save your progress. Fortunately, you can find shortcuts that will advance you to different levels in the game. The problem is, they can also warp you back several levels. There are often multiple flags within each level, but to get to these locations you usually need a certain power-up. Of course, finding it can be an adventure by itself...

Kid Chameleon seamlessly melds platform, puzzle and action elements to create an absorbing experience all its own. The game may not have a certain blue rodent or cute sidekick, but what it lacks in flash is more than made up in gameplay.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

This game is packed with fun characters and great puzzles. The only downside is that there isn't a password or save feature. But hey, that's part of the challenge! The ending is very anticlimactic considering all you have to do to get there.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The game's graphics actually get better as you progress through the game. Kid Chameleon looks like a baby Arthur Fonzarelli, and has very awkward looking jumps. Fortunately, you don't play as the Kid very much!
~ Scott Alan Marriott, All Game Guide

Review: Sound

The music and sound effects are very offbeat. The boss repeatedly says "die!" and Kid will say "bummer!" now and then. Each transformation has a funny little sound--my favorite being the fly. There's an evil little laugh that makes me smile every time.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

Secrets, hidden power-ups, 100 levels and over 1000 screens means there is a lot to see in this cartridge.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The manual explains everything you need to know.
~ Scott Alan Marriott, All Game Guide

Production Credits

Game Design: Hoyt Ng, Rick Macaraeg, Graeme Bayless, Bill Dunn; Software: BC. Tchiu Le, Steve Woita, Bill Willis, Mark Cerny ; Art: Craig Stitt, Alan Ackerman, Judy Totoya, Brenda Ross, Paul Mica; Sound: Nu Romantic Productions
~ Scott Alan Marriott, All Game Guide
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Wikipedia: Kid Chameleon (video game)
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Kid Chameleon
Kid Chameleon Coverart.png
PAL boxart
Developer(s) Sega Technical Institute
Publisher(s) Sega
Designer(s) Broderick Macaraeg (Game Designer)
Mark Cerny (Programming & Software)
Artist(s) Craig Stitt & Yasushi Yamaguchi (Art)
Composer(s) Nu Romantic Production
Platform(s) Mega Drive/Genesis, Virtual Console
Release date(s) May 28, 1992
Genre(s) Platform
Mode(s) Single player, multiplayer
Rating(s) VRC: GA
Media 16-Meg Cartridge

Kid Chameleon (known as Chameleon Kid in Japan) is a platform game released for the Mega Drive/Genesis. The premise of the game is that the main character, Kid Chameleon, can use masks to change into different characters in order to use different abilities.

The game is also a part of the Sega Genesis Collection for the PlayStation 2 and PlayStation Portable. It was released for the Virtual Console in Japan on May 22, 2007; North America on May 28, 2007; and Europe on June 1, 2007. It was also released in addition to a series of other Sega games, including Shining Force and Comix Zone, in Sega Smash Pack 2. The game has also appeared in Sonic's Ultimate Genesis Collection for Xbox 360 and PlayStation 3

Contents

Story

A new virtual reality arcade game arrived in town and every kid played it. Nothing seemed out of the ordinary until kids began to disappear. The game's boss, Heady Metal, had freed himself from his scripted AI and was using his new freedom to kidnap every kid who could not beat the game, which was all of them—until now! Casey enters the game and must defeat every level, every boss and Heady Metal himself if he wants to save the others.

Gameplay

The player, as Kid Chameleon, progresses through a series of levels. Most levels contain a flag, which is the primary goal of each level, from which the player progresses to the next level. However, a number of teleporters throughout the game can warp the player not only to different places in the same level, but also to different levels, and sometimes to an entirely different path through the game. At the end of the game, Kid fights and defeats the final boss, Heady Metal. Kid Chameleon contains nearly a hundred levels, of which only about half are on the "main path" (traversing levels only by flags), and also counts the two-dozen smaller unnamed levels, simply called "Elsewhere". Despite the game's considerable length, there was no password system or other method of saving the game. However, both Sega Genesis Collection and the Virtual Console service allow players to save their progress mid-game [1].

As Kid Chameleon moves through the game's levels, he gains access to masks that transform him into different characters. Each character has different special abilities and varying amounts of hit points. The sheer amount of variety in gameplay due to the various characters is part of what gave Kid Chameleon such an addictive style; few levels repeated the same structure and they usually had specific strategies and characters to be beaten. In addition to the offensive abilities of each form, the Kid could also defeat enemies by jumping on them, although he may take damage from some enemies by doing so.

Characters

Listed in rough order of appearance:

  • Kid Chameleon - If Kid runs out of hit points while wearing any other mask, he reverts to this form. If Kid runs out of hit points in this form, he dies. (He will die in any form if he is crushed, falls off screen or if time runs out.) In this form he can grab onto ledges to pull himself up.
  • Iron Knight - The Iron Knight is the most durable character, able to take more hits than any other character. He also has the ability to scale vertical walls. He is heavy enough to break through some floors.
  • Red Stealth - A Samurai who can defeat enemies and break through some floors with his sword. He is able to jump higher than any of the other characters.
  • Berzerker - This character can charge through walls or foes.
  • Maniaxe - Modeled after Jason Voorhees, Maniaxe throws axes in a steady, forward arc.
  • Juggernaut - A wide tank that shoots skulls, which bounce forward and ricochet until they disappear.
  • MicroMax - A fly able to stick to walls and is half the size of the other characters, able to fit in small places, but walks slowly.
  • EyeClops - Can temporarily reveal hidden blocks and fire a harmful beam for a low diamond cost.
  • SkyCutter - A hoverboarder able to ride on the ceiling at a consistent pace, though can never fully stop moving.
  • Cyclone - A superhero who can fly by spinning like a tornado.

Other attributes of the game

Diamond powers

Kid Chameleon is considered a platformer in the game industry and generally plays like one. The player uses his character to hit blocks for rewards, must jump on enemies' heads to defeat them and collected diamonds (like Super Mario's coins or Sonic the Hedgehog's rings). But there were a few things that set the game apart. Unlike Super Mario, Sonic the Hedgehog or other platformers, the diamonds players collected did not automatically count towards an extra life or some other reward. Instead, they were used like money to purchase support for the player. Almost every character had a set of two such supports; one would cost 20 diamonds and the other would cost 50, a chime would play when one of these amounts was reached; players could collect up to 99, whereupon subsequent collected diamonds would disappear and be wasted. The only way to get an extra life via diamond collections was by having 50 or more while playing as Maniaxe. Some characters did not have a set of diamond powers, as they were called, and instead had a single, cheap power available. For instance, Juggernaut could purchase a five-way shot for 5 diamonds or EyeClops could purchase a death ray that damaged all enemies it hit for 2 diamonds. The diamond powers can be activated by pressing A and Start at the same time.

Various blocks

Another aspect of Kid Chameleon that set it apart was the various blocks the characters could hit. Unlike some other games, which usually featured only one or two types of blocks, this title featured 11, as follows:

  • Prize blocks offered rewards when hit, such as masks, sets of diamonds or an extra life. They became rock blocks once the prize was extracted.
  • Rock blocks act as barriers or platforms to stand on; at times the player would need to break through them and at other times, he or she would need to be careful not to. This was especially the case with Iron Knight, as his weight would automatically break through them if he jumped too high and landed on them.
  • Iron blocks function just like rock blocks, but cannot be destroyed, although Berzerker had the ability to push them.
  • Rubber blocks were stationary and could not be destroyed. The character bounced atop these blocks.
  • Cannon blocks shot out a sharp projectile that could break rock blocks, kill enemies or hurt the character (if he was in the way); these were used at times to make a deadly trap for the player, in that if one was accidentally touched, the player's character died.
  • Ice blocks made maneuverability hard and when broken, shot ice upward.
  • Vanishing blocks disappeared the moment they were touched; some levels forced the player to move quickly and these added to the adrenaline rush, as one mistake could spell the character's doom.
  • Shifting blocks moved upward when hit; they could also moved sideways by hitting them with Berzerker. If a player hit a shifting block while an enemy was standing between two of them, the enemy would be destroyed; enemies could also be crushed with them using Berzerker's ability.
  • Drill blocks looked just like Iron blocks, but had a deadly drill that came out when the character got too close; the game would often tempt the player with a ledge of blocks, only to fool him or her into hurting their character.
  • Mushroom blocks would disappear when hit, only to grow additional ones above where it had been. These could be used to reach high, normally unaccessable areas.
  • Ghost blocks looked like shifting blocks, except that they were stationary and phased in and out of existence. Sets of them would at times be grouped, making perfect timing a must. If the player was caught in the middle of a block as it materialised, he would automatically die, regardless of form.

Drill wall

There are three levels throughout the game (starting with Hills of the Warrior 1, then Forced Entry, then Bloody Swamp) that feature a giant, metal wall covered in drills and augers that sweeps across the screen at a slowly increasing pace. These levels require the player to navigate and exit the map as quickly as possible, as coming in contact with the wall instantly kills Kid. These levels have a unique music theme, which becomes useful in identifying the danger early on.

Comic adaptation

In early 1993, Kid Chameleon gained his own comic strip in the new Fleetway publication Sonic the Comic. The first strip ran from issues 7-12 and featured Casey entering the Wildside to rescue his friend Suzy, with a disembodied presence known as The Voice giving him advice and encouragement. Through each issue he changed into one of the different personas- Red Stealth, Eyeclops, Micromax, Berzerker and finally Iron Knight, before his Chameleon powers ran out and he had to take down a powerful enemy as his normal self. While he & Suzy escaped Wildside, the story ended with Casey discovering local school bully Brad was also trapped in Wildside. In issues 54-59 he returned again to rescue Brad, this time turning into Skycutter, Berzerker, Maniaxe and Cyclone. Here he discovered that The Voice had a more sinister agenda and was keeping children from all over the world prisoner in the Islecatraz gulag, using Brad as warden. Casey, as Cyclone, destroyed Islecatraz and freed everyone from Wildside, but when it became clear only one more person could escape, Brad sacrificed himself as penance for his sins so Casey could escape. The ending was ambiguous, with a showdown being threatened between Casey and The Voice, and fueled speculation that a third strip was imminent. Fleetway did not produce any more, however, and the story, like almost every non-Sonic strip, remains unresolved.

External links


 
 
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