From Sega Retro
|System(s): Sega Mega Drive, Mega-Tech System, Virtual Console, Steam, RealOne Arcade, iOS, Android, Nintendo Switch Online|
|Developer: Sega Technical Institute M2|
|Supporting companies: Nu Romantic Productions (audio)|
|Sound driver: GEMS|
|Number of players: 1-2|
Kid Chameleon, called Chameleon Kid (カメレオンキッド) in Japan, is a platform game released for the Sega Mega Drive in 1992. The premise of the game is that the main character, "Kid Chameleon," can use masks to change into different characters to use different abilities.
- 1 Story
- 2 Gameplay
- 3 History
- 4 Versions
- 5 Downloadable content
- 6 Production credits
- 7 Digital manuals
- 8 Magazine articles
- 9 Promotional material
- 10 Artwork
- 11 Physical scans
- 12 Technical information
- 13 External links
- 14 References
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! Kid Chameleon enters the game and must defeat every level, every boss, and Heady Metal himself if he wants to save the others.
The game is a platform game played as Kid Chameleon, who progresses through a series of levels in a "virtual reality" world to rescue kids captured by a rogue artificial intelligence. 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 telepads 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 103 levels, of which only about half are on the "main path" (traversing levels only by flags). Thirty-two of these 103 levels are smaller, unnamed levels simply called "Elsewhere." Despite the game's considerable length, there is no password system or other method of saving the game (though re-releases, such as the Sega Mega Drive Collection, Virtual Console service, and the Mega Drive Mini, allow players to use save states to save their progress mid-game).
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. Collecting a mask that Kid Chameleon is already wearing restores its health. In addition to the offensive abilities of each form, the Kid can also defeat enemies by jumping on them, although he may take damage from some enemies by doing so. There are several bonuses that can be earned at the end of certain levels (in which the flag is touched), including beating a time limit, not getting hit and not collecting any prizes.
Kid Chameleon moves with or . He runs by holding (though there is an option to run by default and walk slower by holding instead). He ducks with and crawls with or . Some transformations have weapons that are used with . Each form can also make use of Diamond Powers that require diamonds collected in the game to use. These abilities are used by pressing + . Most forms have two Diamond Powers, one that is used when the player has between 20 and 49 diamonds and one that is used when the player has more than 50 diamonds.
Players lose a life if Kid Chameleon loses all of his hit points in human form, if he is crushed, falls into a bottomless pit or lava, touches the drill wall that appears in certain levels, or if time runs out. Losing all of his hit points while wearing a transformation mask morphs him back into his Kid Chameleon form. The game ends if the player runs out of lives, but there are a limited number of continues available. Extra lives and continues can be found in the game, with additional lives awarded for every 50,000 points.
The game has an alternating two-player mode where the players share a control pad or use separate control pads (depending on the option selected).
The Kid Chameleon form has 2 hit points. The Iron Knight has 5 hit points. All other transformations have 3 hit points.
All blocks act as platforms and can be stood upon (with the exception of Drill Blocks when they have a drill extended).
|Drops an item or a helmet when hit, leaving a Rock Block in its place.|
|Destructible. The most commonly found block.|
|Indestructible. Berzerker can push them.|
|Indestructible and immovable. They function as "bouncers," the height of the ascent depending on the height from which Kid landed on them. They also repel movement from other directions.|
|Slippery and makes maneuverability hard. When broken, they shoot ice in the opposite direction from which they were broken (for example, Ice Blocks broken from beneath shoot icicles upward).|
|Disappear when they are touched.|
|Same as a Vanishing Block but shoots one or more spikes in the directions marked on it. These spikes can destroy any destructible block. They are often used in conjunction with other Cannon Blocks to form a chain reaction, often clearing paths for the player.|
|Moves upward when hit.|
|Same as an Iron Block but with harmful drills that come out of one or more sides when Kid is in close proximity.|
|Disappears when hit from beneath and spawns as many as three additional mushroom blocks above them.|
|Phases in and out of existence.|
|When hit, a countdown starts at 9. After reaching 0, the platform on the block shoots upwards.|
There are three levels throughout the game (starting with Hills of the Warrior 1) that feature a giant, metal wall covered in drills and augers that sweeps across the screen at a steady 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. The drill wall in Hills of the Warrior 1 moves slower than in other levels.
It is possible to avoid two of these levels entirely, depending on the "route" taken through the level progression; the first one being unavoidable unless the player uses what is known as 100k points trip to skip almost half of the game.
During development the game was known as Dylan Charles: A.K.A. The Chameleon.
One of Kid Chameleon's most famous cheat codes is actually the result of miscommunication between programmers. During development, programmers Steve Woita and BichCau Le added a cheat code that would allow players to go straight to the credits screen. Designer Hoyt Ng was unaware of this cheat when he added another level, changing the level counter and making the code activate Plethora's stage instead of the end credits.
Kid Chameleon was at one point set to be the first Sega game to be released in all major territories simultaneously.
The game is also a part of Sega Mega Drive Collection for the PlayStation 2 and PlayStation Portable. It was released for the Wii's Virtual Console in Japan on 22 May 2007, North America on 28 May 2007 and Europe on 1 June 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.
Level editing has been made possible with the release of K-E. K-E allows maps to be extracted from the Mega Drive ROM, modified, and imported back into the game for play. Up to 126 levels can be used in the game.
In August 1993, Kid Chameleon gained his own comic strip in the new Fleetway publication Sonic the Comic. The first strip, simply named "Kid Chameleon", ran from issue #7 to issue #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 in story arc "Back to Unreality!" 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.
The game is known to have two different ROMS, one for US/EU and one for JP. The US/EU one works on all systems. The JP one appears to be region locked not to run on US system, showing only black screen. It appears to work fine on EU system however. The title screen had words swapped to form the new Chameleon Kid title. The color of purple stripes at title screen when Kid Chameleon transforms into Juggernaut was changed to pink color. Neither of the two versions was optimized for PAL format. Both gameplay speed and music play slower than intended.
|Language||Localised Name||English Translation|
|English||Kid Chameleon||Kid Chameleon|
|English (US)||Kid Chameleon||Kid Chameleon|
- Main article: Kid Chameleon/Changelog.
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- Main article: Kid Chameleon/Downloadable content.
- Game Design: Hoyt Ng, Broderick Macaraeg, William G. Dunn, Graeme Bayless
- Programming & Software: B. C. Tchiu Le, Bill Willis, Steve Woita, Mark Cerny
- Art: Craig Stitt, Alan Ackerman, Judy Totoya, Brenda Ross, Paul Mica
- Sound: Nu Romantic Production
- Special Thanks: Scott Chandler, Hugh Bowen, Haven Dubrul, Test Group
- Created by: Sega Technical Institute
- Presented by: Sega & Sega of America
- Software: Mark Cerny, BichCay Le, Bill Willis, Steve Woita
- Game Design: Graeme Bayless, Bill Dunn, Rick Macaraeg, Hoyt Ng
- Art: Alan Ackerman, Paul Mica, Brenda Ross, Craig Stitt, Judy Totoya,
- Sound: NuRomantic Productions
- Special Thanks: Haven Carter, Scott Chandler, Hugh Bowen, The Test Group, Hanshaw Ink
- Main article: Kid Chameleon/Magazine articles.
Sega Forever icon
Mega Drive version
|Mega Drive, SE (Rental)|
|Mega Drive, AU|
|Mega Drive, AS†|
- Main article: Kid Chameleon/Technical information.
- Sega of Japan Virtual Console pages: Mega Drive
- Nintendo catalogue pages: US, UK, AU
- Kid Chameleon on Steam
- Kid Chameleon on Google Play
- Kid Chameleon on iTunes: US, UK
- File:Kidchameleon md jp cover front.jpg
- https://sega.jp/history/hard/megadrive/software.html (Wayback Machine: 2020-07-20 09:51)
- Google Play (com.sega.kidcham) (Wayback Machine: 2020-01-14 21:35)
- GamePro, "February 1992" (US; 199x-xx-xx), page 40
- GamePro, "April 1992" (US; 1992-xx-xx), page 55
- VideoGames & Computer Entertainment, "April 1992" (US; 1992-0x-xx), page 37
- Sega Power, "May 1992" (UK; 1992-04-02), page 44
- Supergame, "Junho 1992" (BR; 1992-06-xx), page 22
- https://www.nintendo.co.jp/wii/vc/software/03.html (Wayback Machine: 2018-03-06 00:26)
- http://vc.sega.jp:80/vc_chameleonkid/ (Wayback Machine: 2007-08-13 08:03)
- http://www.nintendo.com/games/detail/4AS2Nhg8dXRnrDxoLdjpBVstDcXwQYcA (Wayback Machine: 2010-11-23 00:54)
- http://www.nintendolife.com/games/megadrive/kid_chameleon (Wayback Machine: 2017-07-02 13:12)
- https://www.nintendo.co.uk/Games/Virtual-Console-Wii-/Kid-Chameleon--277721.html (archive.today)
- http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=41&prod_id=19751&pageID=4 (Wayback Machine: 2012-04-03 01:48)
- https://steamdb.info/app/34311/ (Wayback Machine: 2016-09-14 03:02)
- http://steamdb.info/app/34311/ (Wayback Machine: 2013-05-22 20:37)
- http://steamdb.info/app/34311/ (Wayback Machine: 2019-09-13 18:31)
- https://www.engadget.com/2017/06/21/sega-forever-free-mobile-retro-games/ (Wayback Machine: 2018-05-07 04:47)
- http://www.eurogamer.net/articles/2017-06-21-segas-back-catalogue-is-headed-to-mobile-with-sega-forever (Wayback Machine: 2018-01-12 21:33)
- https://topics.nintendo.co.jp/article/3d4b0d99-7fc4-4966-8910-2d969b0935ef (archive.today)
- @NintendoAmerica on Twitter (archive.today)
- @NintendoUK on Twitter (archive.today)
- @NintendoEurope on Twitter (archive.today)
- @NintendoAUNZ on Twitter (archive.today)
- Game Players Sega Guide!, "Vol. 3, No. 1: February/March 1992" (US; 199x-xx-xx), page 17
- Sega Force, "March 1992" (UK; 1992-02-20), page 6
- https://apps.apple.com/us/app/id1227823341 (Wayback Machine: 2020-06-20 20:37)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2019-01-15 02:13)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2018-09-10 21:44)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-10-28 23:51)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-10-01 06:57)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-09-17 22:03)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-07-15 20:26)
- http://apple.co/2rVyz0Z (archive.today)
- https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-06-24 21:58)
- https://appagg.com/ios-games/arcade/kid-chameleon-28651432.html (archive.today)
- Google Play (com.sega.kidcham) (Wayback Machine: 2019-04-14 22:03)
- APKPure (com.sega.kidcham) (Wayback Machine: 2019-04-14 22:04)
- Google Play (com.sega.kidcham) (Wayback Machine: 2018-08-07 17:45)
- APKPure (com.sega.kidcham) (Wayback Machine: 2018-08-07 17:52)
- File:Kid Chameleon MD credits.pdf
- File:Kidchameleon md us manual.pdf, page 5
- Mega Force, "Junio 1992" (ES; 1992-xx-xx), page 19
- Mega Force, "Julio 1992" (ES; 1992-xx-xx), page 35
- Sega Force, "1/93" (SE; 1993-01-14), page 2
- 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 110
- Beep! MegaDrive, "June 1992" (JP; 1992-05-08), page 30
- Consoles +, "Février 1992" (FR; 1992-0x-xx), page 48
- Console XS, "June/July 1992" (UK; 1992-04-23), page 131
- Computer & Video Games, "April 1992" (UK; 1992-03-15), page 64
- Electronic Gaming Monthly, "June 1992" (US; 1992-xx-xx), page 32
- Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 64
- Famitsu, "1992-06-05" (JP; 1992-05-22), page 38
- Game Power, "Giugno 1992" (IT; 1992-0x-xx), page 46
- GamePro, "April 1992" (US; 1992-xx-xx), page 54
- Games-X, "12th-18th March 1992" (UK; 1992-03-12), page 24
- Génération 4, "Juin 1992" (FR; 1992-xx-xx), page 151
- Hippon Super, "June 1992" (JP; 1992-05-02), page 95
- Hobby Consolas, "Abril 1992" (ES; 1992-0x-xx), page 22
- Joypad, "Mai 1992" (FR; 1992-04-1x), page 82
- Joystick, "Mai 1992" (FR; 1992-0x-xx), page 140
- Sega Mega Drive Advanced Gaming, "October 1992" (UK; 1992-xx-xx), page 79
- Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 93
- Mega Drive Fan, "August 1992" (JP; 1992-07-xx), page 99
- Mega, "January 1993" (UK; 1992-12-17), page 83
- Mega Force, "Mai 1992" (FR; 1992-05-05), page 76
- Mega Fun, "06/92" (DE; 1992-0x-xx), page 28
- Mega Play, "August 1992" (US; 1992-0x-xx), page 62
- MegaTech, "April 1992" (UK; 1992-03-20), page 45
- Mean Machines, "March 1992" (UK; 1992-02-27), page 56
- Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 139
- Player One, "Juin 1992" (FR; 1992-06-10), page 60
- Play Time, "6/92" (DE; 1992-05-06), page 92
- Power Up!, "Saturday, May 23, 1992" (UK; 1992-05-23), page 1
- Power Play, "5/92" (DE; 1992-04-15), page 145
- Sega Power, "May 1992" (UK; 1992-04-02), page 28
- Sega Pro, "April 1992" (UK; 1992-03-19), page 68
- Sega Pro, "April 1993" (UK; 1993-03-11), page 66
- Sega Force, "1/92" (SE; 1992-xx-xx), page 11
- Sega Force, "April 1992" (UK; 1992-03-19), page 12
- Sega Mega Drive Review, "1" (RU; 1995-04-03), page 82
- Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
- Supersonic, "Septembre 1992" (FR; 1992-xx-xx), page 11
- Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 100
- User, "Dekémvrios 1992" (GR; 1992-1x-xx), page 50
- Video Games, "2/92" (DE; 1992-04-06), page 34