Difference between revisions of "Zero the Kamikaze Squirrel"
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*Pressing {{A}} while standing throws shurikens. Holding {{up}} while pressing {{A}} throws them upwards at an angle. Jumping and pressing {{up}} or {{down}} will fire them at those downward angles. Bizarrely, pressing {{A}} as soon as possible when you jump fires at a weird curving upward angle. You can't fire shuriken while crouching. | *Pressing {{A}} while standing throws shurikens. Holding {{up}} while pressing {{A}} throws them upwards at an angle. Jumping and pressing {{up}} or {{down}} will fire them at those downward angles. Bizarrely, pressing {{A}} as soon as possible when you jump fires at a weird curving upward angle. You can't fire shuriken while crouching. | ||
*Pressing {{B}} while standing jumps. Pressing it again performs an unusual double jump that carries momentum instead of having its own, so doing it early works best. While Zero is spinning, you can't do anything except the Super Slam. After the initial jump or after a double jump, pressing {{down}}+{{B}} performs a strange swooping attack. While crouching, Zero readies his nunchaku; press {{B}} here to swing it. | *Pressing {{B}} while standing jumps. Pressing it again performs an unusual double jump that carries momentum instead of having its own, so doing it early works best. While Zero is spinning, you can't do anything except the Super Slam. After the initial jump or after a double jump, pressing {{down}}+{{B}} performs a strange swooping attack. While crouching, Zero readies his nunchaku; press {{B}} here to swing it. | ||
− | *Holding {{C}} while standing ''still'' has Zero pull out a scope; press a direction to look around. Holding {{C}} while running | + | *Holding {{C}} while standing ''still'' has Zero pull out a scope; press a direction to look around. Holding {{C}} while running has Zero do [https://www.youtube.com/watch?v=-qF7DeUrcbg ''very particular'' forward flips] which can damage enemies, and he will continue to perform them as you hold the button and as he hits land (you can stop one at any point by releasing {{C}}); if a forward flip lasts long enough without Zero touching land, he will eventually attempt to dive for damage. Finally, pressing {C} in mid-air has Zero do his Super Slam, which can be controlled with {{left}} and {{right}} before he lands, and can be canceled out of by jumping (warning: puts him in spinning state). You can, for example, forward flip into the air, release {{C}}, then press {{C}} again to Super Slam. |
When remapping buttons, you must take the variety of moves per-button into account. | When remapping buttons, you must take the variety of moves per-button into account. |
Revision as of 14:31, 2 November 2017
Zero the Kamikaze Squirrel | ||||||||||||||||||||
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System(s): Sega Mega Drive | ||||||||||||||||||||
Publisher: Sunsoft | ||||||||||||||||||||
Developer: Iguana Entertainment | ||||||||||||||||||||
Sound driver: GEMS | ||||||||||||||||||||
Genre: Action | ||||||||||||||||||||
Number of players: 1 | ||||||||||||||||||||
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This teeny-tiny article needs some work. You can help us by expanding it.
Zero the Kamikaze Squirrel is a platform spin-off of the Aero the Acrobat series, starring one of Aero's enemies, Zero. It was developed by Iguana Entertainment and published by Sunsoft for the Sega Mega Drive and Super NES in 1994. It follows Zero traveling back to his forest home to stop an evil lumberjack.
Contents
Gameplay
Zero has a dizzying amount of moves on each of the three buttons. The default buttons are as follows:
- Pressing
while standing throws shurikens. Holding
while pressing
throws them upwards at an angle. Jumping and pressing
or
will fire them at those downward angles. Bizarrely, pressing
as soon as possible when you jump fires at a weird curving upward angle. You can't fire shuriken while crouching.
- Pressing
while standing jumps. Pressing it again performs an unusual double jump that carries momentum instead of having its own, so doing it early works best. While Zero is spinning, you can't do anything except the Super Slam. After the initial jump or after a double jump, pressing
+
performs a strange swooping attack. While crouching, Zero readies his nunchaku; press
here to swing it.
- Holding
while standing still has Zero pull out a scope; press a direction to look around. Holding
while running has Zero do very particular forward flips which can damage enemies, and he will continue to perform them as you hold the button and as he hits land (you can stop one at any point by releasing
); if a forward flip lasts long enough without Zero touching land, he will eventually attempt to dive for damage. Finally, pressing {C} in mid-air has Zero do his Super Slam, which can be controlled with
and
before he lands, and can be canceled out of by jumping (warning: puts him in spinning state). You can, for example, forward flip into the air, release
, then press
again to Super Slam.
When remapping buttons, you must take the variety of moves per-button into account.
Tips and tricks
Pausing the game and pressing either or
brings up a screen to select a level to start at, as well as the ending sequence and other screens. Once this cheat is used, you can return to that screen whenever you want pressing just
with the game paused.
Production credits
Created and Produced by: Justin Siller
Directed by: Neill Glancy, Team Iguana
Game Design: Justin Siller, Neill Glancy, Team Zero
Team Leader: Neill Glancy
Executive Producer (Iguana): Jeff Spangenberg
Executive Producer (Sunsoft): David Siller
Programming: Stephen Broumley, Craig Galley
Genesis Engine: Carl Wade
Art Director (Iguana): Matt Stubbington
Technical Director (Iguana): Craig Galley
Creative Director (Iguana): Nigel Cook
Art Director (Sunsoft): Mario Zavala
Lead Artists: Jools Watsham, Matt Stubbington
Artists: Robbie Miller, Scott Brocker, Mark Pitcher
Additional Art: William B. Yeatts, Michael McCallion
Conceptual Art: Mario Zavala, Justin Siller, Team Zero
Additional Rendered Art: Neill Glancy
Martial Arts Consultant: Ryan Siller
Music Coordinators: Jay Moon, Darrin Stubbington
Music and Sound Effects: Fox Productions
Project Manager: Jay Moon
Technical Manager: Al Artus
Consumer Products Manager: Steve Gehrke
Marketing Director: Karen Shadley
Chairman: Masami Maeda
Vice Chairman: Tad Shimamoto
International Development Coordinator: Kenji Yoshioka
Game Test Manager: Sam Patel
Game Testing: Mike Spangenberg, Steve Rizor, Daniel Rizor, Ryan Siller, Matthew Ross, Dan MacArthur, René Boutin, Kelly McCarthy, Benjon Martinez, Peter Marquez, Euclid Woo
Game Manual: Alison Quirion
Executive Assistant: Nanette Hyssong
Customer Service and Credit: Kazuko Harman, June Eckert, Julie Williams, Jamie Jorgenson, Erin Berry, Connie Perez, Jaupale Laster
Sunsoft Thanks to: Bruce Reilly, Cathy Juby, Toko Okano, Darin Horgan, John Davis, Karen Lillie, Sherry Ross, Akito Takeuchi, Kazuaki Gotou, Masato Kawai
Sunsoft Very Special Thanks to: Debra Siller
Iguana Thanks to: Carl Wade, Richard Cowie, Pete Suarez, Beth Spangenberg, Tammy Mullins, Jane Notgrass, Kate Miffitt, Lemon The Cat
Promotional material
also published in:
- EGM² (US) #5: "November 1994" (1994-1x-xx)[4]
- Electronic Gaming Monthly (US) #65: "December 1994" (1994-xx-xx)[5]
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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77 | |
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Based on 23 reviews |
References
- ↑ File:GamePlayers US 0712.pdf, page 12
- ↑ File:MeanMachinesSega26UK.pdf, page 36
- ↑ 3.0 3.1 3.2 File:MeanMachinesSega33UK.pdf, page 66 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega33UK.pdf_p66" defined multiple times with different content - ↑ EGM², "November 1994" (US; 1994-1x-xx), page 149
- ↑ Electronic Gaming Monthly, "December 1994" (US; 1994-xx-xx), page 151
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 272
- ↑ Cool Gamer, "9" (RU; 2002-10-13), page 243
- ↑ Electronic Games (1992-1995), "December 1994" (US; 1994-1x-xx), page 164
- ↑ Electronic Gaming Monthly, "December 1994" (US; 1994-xx-xx), page 42
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 369
- ↑ Game Players, "Vol. 7 No. 12 December 1994" (US; 1994-1x-xx), page 134
- ↑ GamePro, "December 1994" (US; 1994-xx-xx), page 114
- ↑ Games World: The Magazine, "August 1995" (UK; 1995-06-29), page 70
- ↑ Game Informer, "February 1995" (US; 1995-0x-xx), page 19
- ↑ Hobby Consolas, "Diciembre 1994" (ES; 1994-xx-xx), page 130
- ↑ MAN!AC, "01/95" (DE; 1994-12-07), page 80
- ↑ Mega Fun, "12/94" (DE; 1994-11-23), page 128
- ↑ Play Time, "1/95" (DE; 1994-12-07), page 100
- ↑ Sega Magazin, "Dezember 1994" (DE; 1994-11-17), page 72
- ↑ Sega Magazine, "July 1995" (UK; 1995-06-15), page 90
- ↑ Sega Power, "October 1995" (UK; 1995-08-17), page 54
- ↑ Sega Pro, "July 1995" (UK; 1995-06-08), page 62
- ↑ Sega Mega Drive Review, "2" (RU; 1996-01-03), page 177
- ↑ Super Juegos, "Enero 1995" (ES; 199x-xx-xx), page 46
- ↑ Todo Sega, "Febrero 1995" (ES; 1995-0x-xx), page 43
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 234
- ↑ VideoGames, "December 1994" (US; 1994-1x-xx), page 82
- Pages with reference errors
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