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Kid Chameleon
View on Wikipedia| Kid Chameleon | |
|---|---|
PAL box art depicting the player character, Kid Chameleon (center), and some of his many alternate forms (top) | |
| Developer | Sega Technical Institute |
| Publisher | Sega |
| Director | Graeme Bayless |
| Designers | Broderick Macaraeg Hoyt Ng Bill Dunn Steve Woita |
| Programmers | Mark Cerny Steve Woita Bill Willis BC. Tchiu Le Scott Chandler |
| Artists | Craig Stitt Yasushi Yamaguchi Alan Ackerman Brenda Ross Paul Mica |
| Composer | Mark Miller |
| Platform | Sega Genesis |
| Release | |
| Genre | Platformer |
| Modes | Single player, multiplayer |
Kid Chameleon[a] is a 1992 platform game developed and published by Sega for the Sega Genesis. The player controls the "Kid Chameleon" and attempts to save his peers from a virtual reality video game's rogue artificial intelligence. The gameplay involves the player going through a series of levels, in which the goal is to reach a flag at the end. The central mechanic revolves around different forms, obtained from masks, which are used to progress through levels.
The game has been ported to several platforms via game compilations and digital distribution services.[4]
Gameplay
[edit]
The player controls Kid Chameleon as he progresses through a series of over 100 levels, featuring an array of enemies and obstacles. Most levels contain a flag, which is the primary goal and method of progressing to the next level. However, a number of teleporters throughout the game can warp the player not only to different places within the same level, but also to other levels, and sometimes to an entirely alternate path. There is no password system or other method of saving. As Kid Chameleon moves through the levels, he discovers masks which alter him into different characters. Each character has unique special abilities and varying numbers of hit points. In addition to the offensive abilities of each form, the Kid can also defeat enemies by jumping on them, although he may still take damage from some enemies. Each form can also make use of Diamond Powers that require diamonds to use.
Release
[edit]The game is included in 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. The game has also appeared in Sonic's Ultimate Genesis Collection and the Nintendo Classics service.
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | SMD: 68%[5] |
| Publication | Score |
|---|---|
| MegaTech | 64%[6] |
| Sega Force | 82%[7] |
| Console XS | 89%[8] |
| Mega Play | 30/40[9] |
| Manci Games | B+[10] |
Mega placed the game at #35 in their Top Mega Drive Games of All Time.[11] MegaTech magazine said it was let down by the lack of challenge.[6] Sega Force gave the game a score of 82% commending the graphics, music and citing similarities to the Mario and Sonic games and stating: “Great platform action, but only for fans of the genre.”[12] Console XS gave Kid Chameleon an overall score of 89/100. They praised the game for having constant variety because of the main character's ability to change forms.[13] The four reviewers of Mega Play gave positive reviews praising the gameplay, calling it "very concise" and commended the levels, the power-ups, graphics and music. They felt that Kid Chameleon was similar to other action games and one reviewer said it "gets to be monotonous after a while."[14] Manci Games praised the graphics, controls and the gameplay and commended the power to swap abilities saying that feature separates the game from what it is inspired by. The reviewer found Kid Chameleon to be similar to Super Mario Bros and the only criticism the reviewer had is the game does not have a save or password system.[15]
Legacy
[edit]In 1993, a Kid Chameleon comic strip ran from issues 7–12 in the Fleetway publication Sonic the Comic. Later in 1995, another strip from Issues 54-59 called "Back to UnReality!" was run.
References
[edit]External links
[edit]- Kid Chameleon at MobyGames
- Kid Chameleon can be played for free in the browser on the Internet Archive
- ^ "The Release Schedule" (PDF). Computer Trade Weekly. No. 386. Opportunity Publishing. 11 May 1992. p. 19. Retrieved 16 January 2026.
- ^ "CES Special Report: Genesis and SNES Games for 1992". GamePro. No. 33. IDG. April 1992. p. 20.
- ^ "Software List (Sega Release)". Sega Hard Encyclopedia (in Japanese). Sega Corporation. Retrieved May 15, 2023.
- ^ Etherington, Darrell (21 June 2017). "SEGA's new SEGA Forever collection brings classic games to mobile for free | TechCrunch". Retrieved 2017-06-21.
- ^ "Kid Chameleon for Genesis". GameRankings. CBS Interactive. Retrieved 2018-10-29.
- ^ a b MegaTech rating, EMAP, issue 5, page 78, May 1992
- ^ Kid Chamelon. Europress Impact. April 1992. p. 16.
- ^ "Software A-Z". Console XS (1). Paragon Publishing: 131. June 1992. Retrieved October 10, 2021.
- ^ "Kid Chameleon Review". Mega Play (11): 62. August 1992. Retrieved May 4, 2022.
- ^ Mercer, Jayson (June 2004). "Kid Chamelon". Manci Games (2): 40.
- ^ Mega magazine issue 1, page 76, Future Publishing, Oct 1992
- ^ Kid Chamelon. Europress Impact. April 1992. p. 16.
- ^ "Software A-Z". Console XS (1). Paragon Publishing: 131. June 1992. Retrieved October 10, 2021.
- ^ "Kid Chameleon Review". Mega Play (11): 62. August 1992. Retrieved May 4, 2022.
- ^ Mercer, Jayson (June 2004). "Kid Chamelon". Manci Games (2): 40.
Kid Chameleon
View on GrokipediaDevelopment and release
Development
Kid Chameleon was developed at Sega Technical Institute (STI), an American development studio founded in 1990 by Mark Cerny to blend U.S. creative talent with Sega's Japanese technology expertise.[7] The project served as STI's first original title, marking a shift toward in-house American-led production for the Sega Genesis.[8] Directed by Graeme Bayless, the game drew conceptual inspiration from Sega's earlier Alex Kidd series, aiming to create a new platformer protagonist with transformative abilities to succeed in the Western market.[3][7] The core concept revolved around a virtual reality-themed adventure, where the protagonist enters a rogue arcade simulation to rescue trapped children, emphasizing helmet-based transformations as a key mechanic for player adaptation and progression.[3] Designers Hoyt Ng, Broderick Macaraeg, Bill Dunn, and Steve Woita focused on non-linear exploration, incorporating teleporters and hidden paths to encourage replayability and discovery in a vast, interconnected world.[3][8] This design choice reflected STI's goal of pushing the Genesis hardware with ambitious scope, targeting the longest platformer on the system without save features to heighten challenge.[8] Production involved a collaborative team leveraging the console's 16-bit capabilities for detailed graphics and dynamic sound, with programmers including Mark Cerny, Steve Woita, Bill Willis, and B.C. Tchiu Le contributing to the engine's fluidity. Artists such as Craig Stitt, Brenda Ross, and Paul Micah handled visuals, integrating vibrant, thematic environments that supported the VR narrative.[8] The development process emphasized creative freedom within STI's structure, resulting in a title that showcased the studio's early strengths in platformer innovation.[7]Release history
Kid Chameleon was originally released for the Sega Genesis in North America on May 28, 1992, and in Europe later that year, while the Japanese version, titled Chameleon Kid, launched on May 29, 1992.[6][3][9] The game was later included in the Sega Genesis Collection compilation for PlayStation 2 and PlayStation Portable, which was published on November 7, 2006.[5] It also appeared in Sonic's Ultimate Genesis Collection (known as Sega Mega Drive Ultimate Collection in PAL regions) for PlayStation 3 and Xbox 360, released in 2008. Digital re-releases began with the Wii Virtual Console version, available in Japan on May 22, 2007, North America on May 28, 2007, and Europe on June 1, 2007.[3][10] The title joined Sega Mega Drive Classics on Steam for Windows on September 13, 2010, but was delisted from digital storefronts including Steam on December 6, 2024, and is no longer available for new purchases.[11][12] In 2023, Kid Chameleon was added to the Sega Genesis library on Nintendo Switch Online + Expansion Pack on April 19.[13] Mobile adaptations arrived as part of the Sega Forever initiative, with versions for iOS and Android released on June 22, 2017, featuring touch control options and controller support, but these were delisted from app stores in September 2023 and are no longer available for new downloads.[5][14][15] The game was pre-installed on the Sega Genesis Mini console, launched on September 19, 2019.[16] It is also accessible via cloud gaming through services supporting Sega Mega Drive Classics, such as Xbox Cloud Gaming for subscribers.[17]Gameplay
Core mechanics
Kid Chameleon is a side-scrolling platformer developed for the Sega Genesis, where players control the titular character in a virtual reality environment known as the "Wild Side." The story revolves around a rogue artificial intelligence named Heady Metal, who has taken over the Wild Side arcade game and begun trapping children unable to complete it; Kid Chameleon enters the game to rescue the captives by navigating its levels and defeating Heady Metal.[3][1] The primary objective in each stage is to reach an exit flag or teleporter pad while avoiding hazards and defeating enemies. Players move horizontally through procedurally structured levels using the directional pad for walking or running, with the A button enabling a run mode for faster traversal. Jumping is performed with the B or C button, allowing players to leap over obstacles or land on enemies to stun or defeat them. Combat primarily involves physical jumps onto foes, though special attacks become available based on the player's current form, and collected diamonds can be expended for enhanced Diamond Powers, such as area-clearing bursts that destroy nearby enemies.[3][2][1] The health system ties directly to the player's form, with each transformation granting a specific number of hit points—typically starting at two for the base Kid Chameleon form—that deplete upon enemy contact or environmental damage like spikes, lava, or falls into pits. Losing all hit points in the vulnerable human form results in the death of one life, forcing a restart from the beginning of the stage; forms with more hit points, such as armored variants, provide greater resilience. Players begin with a limited number of lives, replenished occasionally through point milestones every 50,000 score or hidden pickups, and the game employs a continue system upon life exhaustion, but lacks any save or password functionality, necessitating completion in a single session. Controls adapt contextually to the current form—for instance, enabling wall-clinging or projectile use—while core actions like movement and jumping remain consistent across all states.[3][2]Power-ups and helmets
In Kid Chameleon, the core power-up mechanic centers on collectible helmets that transform the protagonist, referred to as Kid, into enhanced characters with specialized abilities, weapons, and increased durability. These helmets are typically obtained by headbutting question mark blocks (?) scattered throughout levels or by reaching specific areas, allowing players to adapt to environmental challenges and combat encounters. Unlike the default Kid form, which has only 2 hit points and a basic jumping attack, each helmet provides at least 3 hit points (with one exception granting 5), a unique melee or ranged weapon, and form-specific mobility or utility features. There are ten distinct helmets in total, each altering gameplay significantly by enabling actions such as wall-clinging, flight, or charging through obstacles.[18][3] The following table summarizes the helmets, their hit point values, primary weapons or attacks, special abilities, and diamond-powered specials (activated by collecting diamonds, with costs varying by form):| Helmet | Hit Points | Weapon/Attack | Special Ability | Diamond Powers (Cost) |
|---|---|---|---|---|
| Kid (default) | 2 | Jump/roll attack | None (basic mobility) | Circle of Doom (20-49 diamonds: destroys nearby enemies); Death Snake (50-99 diamonds: homing snake attack) |
| Iron Knight | 5 | Drill punch | Scales any wall surface | Circle of Doom (20-49); Extra Hit Point (50-99: adds 1 HP, stackable across forms) |
| Red Stealth | 3 | Katana slash | Higher jumps and faster run speed | Samurai Haze (20-49: slows all enemies); Death Snake (50-99) |
| Berzerker | 3 | Horn charge (bull-rush) | Charges to break certain walls and enemies | Invulnerability (20-49: temporary shield); Wall of Death (50-99: massive area-destroying blast) |
| Maniaxe | 3 | Thrown axes (bouncing) | None (standard mobility) | Circle of Death (20-49: spinning destructive circle); Extra Life (50-99: grants 1-UP) |
| Juggernaut | 3 | Skull bombs (thrown) | None (standard mobility) | 5-Way Shot (5 diamonds per use: fires projectiles in five directions) |
| Micromax | 3 | Tiny punches | Shrinks to small size; clings to walls and ceilings | Mini-Snake (20-49: small homing attack); Swift Mini-Snake (50-99: faster version) |
| EyeClops | 3 | Eye beam (ranged shot) | Reveals hidden blocks | Fatal Beam (2 diamonds per shot: powerful ranged blast) |
| Skycutter | 3 | Hoverboard spin | Flips gravity to walk on ceilings | Invulnerability (20-49); Death Snake (50-99) |
| Cyclone | 3 | Helicopter spin (flight) | Full flight capability | Slashing Rain (20-49: raining diamond slashes); Tracking Rain (50-99: homing slashes) |
