Difference between revisions of "Kid Chameleon"

From Sega Retro

(→‎Gameplay: added item and block sprites)
Line 136: Line 136:
  
 
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.
 
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.
 +
 +
The game doesn't have simultaneous multiplayer. "Start Two" instead launches two separate game sessions, with each player taking turns when one player either dies or beats a level. You can set in options if this mode will require each player to use their own controller or if Player 1 controller will be shared.
  
 
Default controls: {{B}} jumps. Holding {{A}} while moving runs. {{C}} uses a weapon provided by some transformations. Holding {{down}} while moving crawls. {{A}}+{{Start}} uses diamond power.
 
Default controls: {{B}} jumps. Holding {{A}} while moving runs. {{C}} uses a weapon provided by some transformations. Holding {{down}} while moving crawls. {{A}}+{{Start}} uses diamond power.
Line 192: Line 194:
 
}}
 
}}
 
}}
 
}}
 
===Diamond powers===
 
The collectable (a known platform game staple) in Kid Chameleon is the diamond. These differ in color depending on the stage in which they're found, but function the same as currency. Kid can use powers at a cost of 20 or 50 diamonds (with the exception of Juggernaut and Eyeclops, having attacks costing 5 and 2 diamonds respectively), and they are activated by holding the run button (by default A) and pressing Start.
 
  
 
===Blocks===
 
===Blocks===
Kid Chameleon features 11 types of 'block' which adorn the levels. They are as follows:
+
All blocks act as platforms and can be stood upon (with the exception of Drill Blocks when they have a drill extended).
*Prize Blocks offer rewards when hit, and leave Rock Blocks in their place.
+
{{InfoTable|imagewidths=50|
*Rock Blocks are the most commonly-found block, and are destructible.
+
{{InfoRow
*Iron Blocks are indestructible, but Berzerker can push them.
+
| title=Prize Block
*Rubber Blocks are indestructible and immovable. They function as 'bouncers' in this game, the height of the ascent depending on the height from which Kid landed on them. They also repel movement from other directions.
+
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=0 | crop_y=0}}
*Ice Blocks make maneuverability hard and when broken, shoot ice in the opposite direction from which they were broken (For example, Ice Blocks broken from beneath shoot icicles upward).
+
| desc=Drops an item or a helmet when hit, leaving a Rock Block in its place.
*Vanishing Blocks disappear the moment they were touched.
+
}}
*Cannon Blocks are Vanishing Blocks which shoot one or more spikes in the directions marked on them. These spikes can destroy any destructible block, and are often used in conjunction with other Cannon Blocks to form a chain reaction, often clearing paths for the player.
+
{{InfoRow
*Shifting Blocks move upward when hit.
+
| title=Rock Block
*Drill Blocks are Iron Blocks, with additional harmful drills which come out of one or more sides when Kid is in close proximity.
+
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=16 | crop_y=0}}
*Mushroom Blocks disappear when hit from beneath, and spawn as many as three additional mushroom blocks above them.
+
| desc=Destructible. The most commonly-found block.
*Ghost Blocks phase in and out of existence.
+
}}
 +
{{InfoRow
 +
| title=Iron Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=32 | crop_y=0}}
 +
| desc=Indestructible. Berzerker can push them.
 +
}}
 +
{{InfoRow
 +
| title=Rubber Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=48 | crop_y=0}}
 +
| desc=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.
 +
}}
 +
{{InfoRow
 +
| title=Ice Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=64 | crop_y=0}}
 +
| desc=Slippery and make 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).
 +
}}
 +
{{InfoRow
 +
| title=Vanishing Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=80 | crop_y=0}}
 +
| desc=Disappear when they are touched.
 +
}}
 +
{{InfoRow
 +
| title=Cannon Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=48 | crop_height=16 | crop_x=96 | crop_y=0}}
 +
| desc=Same as Vanishing Blocks but shoot one or more spikes in the directions marked on them. 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
 +
}}
 +
{{InfoRow
 +
| title=Shifting Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=144 | crop_y=0}}
 +
| desc=Move upward when hit.
 +
}}
 +
{{InfoRow
 +
| title=Drill Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=32 | crop_y=0}}
 +
| desc=Same as Iron Block but with harmful drills that come out of one or more sides when Kid is in close proximity.
 +
}}
 +
{{InfoRow
 +
| title=Mushroom Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=160 | crop_y=0}}
 +
| desc=Disappear when hit from beneath, and spawn as many as three additional mushroom blocks above them.
 +
}}
 +
{{InfoRow
 +
| title=Ghost Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=176 | crop_y=0}}
 +
| desc=Phase in and out of existence.
 +
}}
 +
{{InfoRow
 +
| title=Elevator Block
 +
| sprite={{sprite | Kid Chameleon, Blocks.png | 2 | crop_width=16 | crop_height=16 | crop_x=192 | crop_y=0}}
 +
| desc=When hit, a countdown starts at 9. After reaching 0, the platform on the block shoots upwards.
 +
}}
 +
}}
  
All blocks, with the exception of the drills that come out from the Drill Blocks, act as platforms, and can be stood upon.
+
===Items===
 +
{{InfoTable|imagewidths=50|
 +
{{InfoRow
 +
| title=Diamond
 +
| sprite={{sprite | Kid Chameleon, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=0 | crop_y=0}}
 +
| desc=These are collectables that empower Kid's Diamond Power. They differ in color depending on the stage in which they are found but function identically. Kid can use powers at a cost of 20 or 50 diamonds (with the exception of Juggernaut and Eyeclops, which have attacks costing 5 and 2 diamonds respectively), and they are activated by holding {{A}}+{{Start}}.
 +
}}
 +
{{InfoRow
 +
| title=Clock
 +
| sprite={{sprite | Kid Chameleon, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=16 | crop_y=0}}
 +
| desc=Gives the player another 3 minutes of time (up to a maximum of 9:59).
 +
}}
 +
{{InfoRow
 +
| title=Life
 +
| sprite={{sprite | Kid Chameleon, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=32 | crop_y=0}}
 +
| desc=Gives the player an extra life.
 +
}}
 +
{{InfoRow
 +
| title=Coin
 +
| sprite={{sprite | Kid Chameleon, Items.png | 2 | crop_width=16 | crop_height=16 | crop_x=48 | crop_y=0}}
 +
| desc=Gives the player an extra continue.
 +
}}
 +
}}
  
 
===Drill wall===
 
===Drill wall===
Line 216: Line 288:
  
 
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.
 
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.
 
===2 players mode===
 
The game doesn't have simultaneous multiplayer. "Start Two" instead launches two separate game sessions, with each player taking turns when one player either dies or beats a level. You can set in options if this mode will require each player to use their own controller or if Player 1 controller will be shared.
 
  
 
==History==
 
==History==

Revision as of 08:12, 7 September 2022

n/a

  • NTSC-U/PAL
  • NTSC-J

Kidchameleon title.png

Chameleon Kid MDTitleScreen.png

Kid Chameleon
System(s): Sega Mega Drive, Virtual Console, Steam, RealOne Arcade, iOS, Android
Publisher: Sega
Developer:
Sound driver: GEMS
Genre: Action[1][2][3]

















Number of players: 1-2
Release Date RRP Code
Sega Mega Drive
JP
¥6,8006,800 G-4070
Sega Mega Drive
US
$59.9559.95[5] 1010
Sega Mega Drive
EU
1010
Sega Mega Drive
UK
£39.9939.99[6] 1010
Sega Mega Drive
SE
(Rental)
Sega Mega Drive
AU
Sega Mega Drive
CA
Sega Mega Drive
BR
Sega Mega Drive
KR
GM8036JG
Sega Mega Drive
AS
Arcade (Mega-Tech System)
UK
£? ?

























Wii Virtual Console
JP
600pts600[9]
CERO: A
Wii Virtual Console
US
800pts800[10]
ESRB: Everyone
Wii Virtual Console
EU
800pts800[11]
Wii Virtual Console
AU
500pts500[13]
OFLC: General (G)
RealOne Arcade
US
Steam
US
$2.992.99[16] 34311
ESRB: Everyone
Steam
EU
€2.492.49[16] 34311
PEGI: 7+
Steam
UK
£1.991.99[16] 34311
PEGI: 7+
Steam
AU
$3.493.49[16] 34311
OFLC: Parental Guidance (PG)
Steam Linux
US
$0.990.99[18] 34311
ESRB: Everyone
Steam Linux
EU
€0.990.99[18] 34311
PEGI: 7+
Steam Linux
UK
£0.790.79[18] 34311
PEGI: 7+
Steam Linux
AU
$1.351.35[18] 34311
OFLC: Parental Guidance (PG)
Steam OS X
US
$0.990.99[18] 34311
ESRB: Everyone
Steam OS X
EU
€0.990.99[18] 34311
PEGI: 7+
Steam OS X
UK
£0.790.79[18] 34311
PEGI: 7+
Steam OS X
AU
$1.351.35[18] 34311
OFLC: Parental Guidance (PG)
Google Android OS
US
(Sega Forever)
FREEfree
ESRB: Everyone 10+
Google Android OS
EU
(Sega Forever)
FREEfree
PEGI: 7+
Google Android OS
DE
(Sega Forever)
FREEfree
USK: 6
Google Android OS
AU
(Sega Forever)
FREEfree
OFLC: Parental Guidance (PG)
iOS
US
(Sega Forever)
FREEfree
9+
iOS
EU
(Sega Forever)
FREEfree
9+

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.

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! Kid Chameleon 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 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 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.

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.

The game doesn't have simultaneous multiplayer. "Start Two" instead launches two separate game sessions, with each player taking turns when one player either dies or beats a level. You can set in options if this mode will require each player to use their own controller or if Player 1 controller will be shared.

Default controls: B jumps. Holding A while moving runs. C uses a weapon provided by some transformations. Holding Down while moving crawls. A+ START  uses diamond power.

Characters

Kc kid.png
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.
Kc ironknight.png
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.
Kc redstealth.png
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.
KidChameleon Sprite Berzerker.png
Berzerker
This character can charge through walls or foes.
Kc maniaxe.png
Maniaxe
Modeled after Jason Voorhees, Maniaxe throws axes.
KidChameleon Sprite Juggernaut.png
Juggernaut
A wide tank that shoots skulls.
KidChameleon Sprite MicroMax.png
MicroMax
A fly able to stick to walls and is half the size of the other characters, able to fit in small places.
KidChameleon Sprite EyeClops.png
EyeClops
Can temporarily reveal hidden blocks and fire a harmful beam for a low diamond cost.
KidChameleon Sprite SkyCutter.png
SkyCutter
A hoverboarder able to ride on the ceiling at a consistent pace.
KidChameleon Sprite Cyclone.png
Cyclone
A superhero who can fly by spinning like a tornado.

Blocks

All blocks act as platforms and can be stood upon (with the exception of Drill Blocks when they have a drill extended).

Kid Chameleon, Blocks.png
Prize Block
Drops an item or a helmet when hit, leaving a Rock Block in its place.
Kid Chameleon, Blocks.png
Rock Block
Destructible. The most commonly-found block.
Kid Chameleon, Blocks.png
Iron Block
Indestructible. Berzerker can push them.
Kid Chameleon, Blocks.png
Rubber Block
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.
Kid Chameleon, Blocks.png
Ice Block
Slippery and make 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).
Kid Chameleon, Blocks.png
Vanishing Block
Disappear when they are touched.
Kid Chameleon, Blocks.png
Cannon Block
Same as Vanishing Blocks but shoot one or more spikes in the directions marked on them. 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
Kid Chameleon, Blocks.png
Shifting Block
Move upward when hit.
Kid Chameleon, Blocks.png
Drill Block
Same as Iron Block but with harmful drills that come out of one or more sides when Kid is in close proximity.
Kid Chameleon, Blocks.png
Mushroom Block
Disappear when hit from beneath, and spawn as many as three additional mushroom blocks above them.
Kid Chameleon, Blocks.png
Ghost Block
Phase in and out of existence.
Kid Chameleon, Blocks.png
Elevator Block
When hit, a countdown starts at 9. After reaching 0, the platform on the block shoots upwards.

Items

Kid Chameleon, Items.png
Diamond
These are collectables that empower Kid's Diamond Power. They differ in color depending on the stage in which they are found but function identically. Kid can use powers at a cost of 20 or 50 diamonds (with the exception of Juggernaut and Eyeclops, which have attacks costing 5 and 2 diamonds respectively), and they are activated by holding A+ START .
Kid Chameleon, Items.png
Clock
Gives the player another 3 minutes of time (up to a maximum of 9:59).
Kid Chameleon, Items.png
Life
Gives the player an extra life.
Kid Chameleon, Items.png
Coin
Gives the player an extra continue.

Drill wall

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.

History

Development

During development the game was known as Dylan Charles: A.K.A. The Chameleon[21].

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.

Release

Kid Chameleon was at one point set to be the first Sega game to be released in all major territories simultaneously[22].

Legacy

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.

Comic adaptation

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.

Versions

The game is known to have two different ROMS: one for US/EU and one for JP:

  • US/EU one works on all systems.
  • 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.
  • None of the two versions was optimized for PAL format. Both gameplay speed and music play slower than intended.

Localised names

Also known as
Language Localised Name English Translation
English Kid Chameleon Kid Chameleon
English (US) Kid Chameleon Kid Chameleon
Japanese カメレオンキッド Chameleon Kid

Version history

Main article: Kid Chameleon/Changelog.
System Version Size Date Comment Ref Icon
iOS
0000040000010000000000000000004.1.0 146.5MB 201912122019-12-12 [23]
iOS
0000020000000000020000000000002.0.2 201906032019-06-03
iOS
0000020000000000000000000000002.0.0 201902042019-02-04
iOS
0000010000020000020000000000001.2.2 140.8MB 201810312018-10-31 [24]
iOS
0000010000020000010000000000001.2.1 134.5MB 201808062018-08-06 [25]
iOS
0000010000010000020000000000001.1.2 179MB 201710092017-10-09 [26]
iOS
0000010000010000010000000000001.1.1 177MB 201709252017-09-25 [27]
iOS
0000010000010000000000000000001.1.0 177MB 201709132017-09-13 [28]
iOS
0000010000000000040000000000001.0.4 162MB 201707132017-07-13 [29]
iOS
0000010000000000030000000000001.0.3 162MB 201706292017-06-29 [30]
iOS
0000010000000000020000000000001.0.2 162MB 201706222017-06-22 [31]
iOS
0000010000000000010000000000001.0.1 154.39MB 201706212017-06-21 [32]
Google Android OS
0000020000000000010000000000002.0.1 45MB 201906032019-06-03 [3] KC Android icon 101.png
Download.svg (info) (45.26 MB)
Google Android OS
0000020000000000000000000000002.0.0 44MB 201902042019-02-04 [33] KC Android icon 101.png
Download.svg (info) (44.44 MB)
Google Android OS
0000010000020000020000000000001.2.2 44MB 201810312018-10-31 [34] KC Android icon 101.png
Download.svg (info) (43.75 MB)
Google Android OS
0000010000020000010000000000001.2.1 42MB 201709262017-09-26 [35] KC Android icon 101.png
Download.svg (info) (41.73 MB)
Google Android OS
0000010000010000010000000000001.1.1 48MB 201709262017-09-26 [36] KC Android icon 111.png
Download.svg (info) (48.15 MB)
Google Android OS
0000010000010000000000000000001.1.0 48MB 201709132017-09-13 [36] KC Android icon 101.png
Download.svg (info) (48.18 MB)
Google Android OS
0000010000000000050000000000001.0.5 45MB 201707132017-07-13 [36] KC Android icon 101.png
Download.svg (info) (45.3 MB)
Google Android OS
0000010000000000030000000000001.0.3 47MB 201706292017-06-29 [36] KC Android icon 101.png
Download.svg (info) (47.09 MB)
Google Android OS
0000010000000000020000000000001.0.2 47MB 201706222017-06-22 [36] KC Android icon 101.png
Download.svg (info) (47.09 MB)
Google Android OS
0000010000000000010000000000001.0.1 47MB 201706212017-06-21 [36] KC Android icon 101.png
Download.svg (info) (47.1 MB)

Downloadable content

Main article: Kid Chameleon/Downloadable content.

Production credits

Source:
In-game credits
Kid Chameleon MD credits.pdf
[37]


Source:
US manual
Kidchameleon md us manual.pdf
[38]

Downloadable content

Digital manuals

Magazine articles

Main article: Kid Chameleon/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in GamePro (US) #34: "May 1992" (1992-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Mega Force (ES) #1: "Mayo 1992" (1992-xx-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Beep! MegaDrive (JP) #1992-06: "June 1992" (1992-05-08)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Force (SE) #1992-02: "2/92" (1992-11-19)
also published in:
Logo-pdf.svg

Artwork

Physical scans

Mega Drive version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
60
[42]
Beep! MegaDrive (JP) NTSC-J
70
[43]
Consoles + (FR)
93
[44]
Console XS (UK) PAL
89
[45]
Computer & Video Games (UK)
80
[46]
Electronic Gaming Monthly (US) NTSC-U
75
[47]
Mean Machines: The Essential Sega Guide (UK)
78
[48]
Famitsu (JP) NTSC-J
63
[49]
Game Power (IT)
91
[50]
GamePro (US) NTSC-U
88
[51]
Games-X (UK)
90
[52]
Génération 4 (FR)
91
[53]
Game Informer (US) NTSC-U
90
[54]
Hippon Super (JP) NTSC-J
70
[55]
Hobby Consolas (ES)
94
[56]
Joypad (FR) PAL
96
[57]
Joystick (FR) NTSC-U
93
[58]
Sega Mega Drive Advanced Gaming (UK)
81
[59]
Sega Mega Drive Advanced Gaming (UK) PAL
81
[60]
Mega Drive Fan (JP) NTSC-J
70
[61]
Mega (UK) PAL
81
[62]
Mega Force (FR)
70
[63]
Mega Fun (DE) PAL
81
[64]
Mega Play (US) NTSC-U
75
[65]
MegaTech (UK) PAL
64
[66]
Mean Machines (UK)
78
[67]
Mean Machines Sega (UK)
78
[68]
Player One (FR)
92
[69]
Play Time (DE)
49
[70]
Power Up! (UK)
88
[71]
Power Play (DE)
66
[72]
Sega Power (UK) PAL
80
[73]
Sega Pro (UK) NTSC-U
89
[74]
Sega Pro (UK) PAL
82
[75]
Sega Force (SE)
80
[76]
Sega Force (UK)
82
[77]
Sega Mega Drive Review (RU)
72
[78]
Sega Saturn Magazine (JP) NTSC-J
61
[79]
Supergame (BR)
85
[7]
Supersonic (FR)
91
[80]
Tricks 16 bit (RU)
79
[81]
User (GR) PAL
89
[82]
VideoGames & Computer Entertainment (US) NTSC-U
70
[83]
Video Games (DE)
68
[84]
Sega Mega Drive
79
Based on
44 reviews

Kid Chameleon

Mega Drive, JP
Kidchameleon md jp cover front.jpg
Cover
ChameleonKid MD JP CartTop.jpg
Kid Chameleon MD JP Cart.jpg
Cart
Kidchameleon md jp manual.pdf
Manual
KidChameleon MD JP pcb.jpg
PCB
Mega Drive, US
Kidchameleon md us cover.jpg
Cover
Kidchameleon md us cart.jpg
Cart
Kidchameleon md us manual.pdf
Manual
Mega Drive, EU
Kidchameleon md eu cover.jpg
Cover
Kidchameleon md eu cart.jpg
Cart
Kid Chameleon MD EU Manual.jpg
Manual
KidChameleon MD EU pcb.jpg
PCB
Mega Drive, UK
Kid Chameleon MD UK Box Cover.jpg
Cover
Kidchameleon md eu cart.jpg
Cart
Kid Chameleon MD EU Manual.jpg
Manual
Mega Drive, FR

Kid Chameleon MD FR Manual.pdf
Manual
Mega Drive, SE (Rental)

Mega Drive, AU

Mega Drive, BR
Kidchameleon md br cover.jpg
Cover
Kidchameleon md br manual.pdf
Manual
Mega Drive, KR
Kid Chameleon MD KR Box.jpg
Cover
KidChameleon MD KR Cart.jpg
Cart
Mega Drive, AS

KidChameleon MD AS cart.jpg
Cart
Mega Drive, CA
KidChameleon MD CA Box.jpg
Cover

Mega-Tech version

Mega-Tech,

Technical information

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.

ROM dump status

System Hash Size Build Date Source Comments
Sega Mega Drive
CRC32 ce36e6cc
MD5 756e603b6cf9b3ebbb1b0f79d9447e43
SHA-1 28b904000b2863b6760531807760b571f1a5fc1d
1MB 1991-12 Cartridge (US/EU)
Sega Mega Drive
CRC32 50217c80
MD5 2c1bee0580a7a875cb7fd4ee497b5bfe
SHA-1 237ff4041f3e8ce5047f06f695fb55dca51354b8
1MB 1991-12 Cartridge (JP)
Sega Mega Drive
 ?
CRC32
MD5
SHA-1
1991-12-19 Page

External links

References

  1. File:Kidchameleon md jp cover front.jpg
  2. 2.0 2.1 https://sega.jp/history/hard/megadrive/software.html (Wayback Machine: 2020-07-20 09:51)
  3. 3.0 3.1 Google Play (com.sega.kidcham) (Wayback Machine: 2020-01-14 21:35)
  4. GamePro, "February 1992" (US; 199x-xx-xx), page 40
  5. GamePro, "April 1992" (US; 1992-xx-xx), page 55
  6. Sega Power, "May 1992" (UK; 1992-04-02), page 44
  7. 7.0 7.1 Supergame, "Junho 1992" (BR; 1992-06-xx), page 22
  8. https://www.nintendo.co.jp/wii/vc/software/03.html (Wayback Machine: 2018-03-06 00:26)
  9. http://vc.sega.jp:80/vc_chameleonkid/ (Wayback Machine: 2007-08-13 08:03)
  10. 10.0 10.1 http://www.nintendo.com/games/detail/4AS2Nhg8dXRnrDxoLdjpBVstDcXwQYcA (Wayback Machine: 2010-11-23 00:54)
  11. 11.0 11.1 http://www.nintendolife.com/games/megadrive/kid_chameleon (Wayback Machine: 2017-07-02 13:12)
  12. https://www.nintendo.co.uk/Games/Virtual-Console-Wii-/Kid-Chameleon--277721.html (archive.today)
  13. http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=41&prod_id=19751&pageID=4 (Wayback Machine: 2012-04-03 01:48)
  14. [ ]
  15. 15.0 15.1 15.2 15.3 https://steamdb.info/app/34311/ (Wayback Machine: 2016-09-14 03:02)
  16. 16.0 16.1 16.2 16.3 http://steamdb.info/app/34311/ (Wayback Machine: 2013-05-22 20:37)
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 https://steamdb.info/app/34311/history/?changeid=5755293
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 http://steamdb.info/app/34311/ (Wayback Machine: 2019-09-13 18:31)
  19. 19.0 19.1 https://www.engadget.com/2017/06/21/sega-forever-free-mobile-retro-games/ (Wayback Machine: 2018-05-07 04:47)
  20. 20.0 20.1 20.2 20.3 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)
  21. Game Players Sega Guide!, "Vol. 3, No. 1: February/March 1992" (US; 199x-xx-xx), page 17
  22. Sega Force, "March 1992" (UK; 1992-02-20), page 6
  23. https://apps.apple.com/us/app/id1227823341 (Wayback Machine: 2020-06-20 20:37)
  24. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2019-01-15 02:13)
  25. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2018-09-10 21:44)
  26. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-10-28 23:51)
  27. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-10-01 06:57)
  28. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-09-17 22:03)
  29. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-07-15 20:26)
  30. http://apple.co/2rVyz0Z (archive.today)
  31. https://itunes.apple.com/US/app/id1227823341?mt=8 (Wayback Machine: 2017-06-24 21:58)
  32. https://appagg.com/ios-games/arcade/kid-chameleon-28651432.html (archive.today)
  33. Google Play (com.sega.kidcham) (Wayback Machine: 2019-04-14 22:03)
  34. APKPure (com.sega.kidcham) (Wayback Machine: 2019-04-14 22:04)
  35. Google Play (com.sega.kidcham) (Wayback Machine: 2018-08-07 17:45)
  36. 36.0 36.1 36.2 36.3 36.4 36.5 APKPure (com.sega.kidcham) (Wayback Machine: 2018-08-07 17:52)
  37. File:Kid Chameleon MD credits.pdf
  38. File:Kidchameleon md us manual.pdf, page 5
  39. Mega Force, "Junio 1992" (ES; 1992-xx-xx), page 19
  40. Mega Force, "Julio 1992" (ES; 1992-xx-xx), page 35
  41. Sega Force, "1/93" (SE; 1993-01-14), page 2
  42. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 110
  43. Beep! MegaDrive, "June 1992" (JP; 1992-05-08), page 30
  44. Consoles +, "Février 1992" (FR; 1992-0x-xx), page 48
  45. Console XS, "June/July 1992" (UK; 1992-04-23), page 131
  46. Computer & Video Games, "April 1992" (UK; 1992-03-15), page 64
  47. Electronic Gaming Monthly, "June 1992" (US; 1992-xx-xx), page 32
  48. Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 64
  49. Famitsu, "1992-06-05" (JP; 1992-05-22), page 38
  50. Game Power, "Giugno 1992" (IT; 1992-0x-xx), page 46
  51. GamePro, "April 1992" (US; 1992-xx-xx), page 54
  52. Games-X, "12th-18th March 1992" (UK; 1992-03-12), page 24
  53. Génération 4, "Juin 1992" (FR; 1992-xx-xx), page 151
  54. Game Informer, "Spring 1992" (US; 1992-0x-xx), page 7
  55. Hippon Super, "June 1992" (JP; 1992-05-02), page 95
  56. Hobby Consolas, "Abril 1992" (ES; 1992-0x-xx), page 22
  57. Joypad, "Mai 1992" (FR; 1992-04-1x), page 82
  58. Joystick, "Mai 1992" (FR; 1992-0x-xx), page 140
  59. Sega Mega Drive Advanced Gaming, "October 1992" (UK; 1992-xx-xx), page 79
  60. Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 93
  61. Mega Drive Fan, "August 1992" (JP; 1992-07-xx), page 99
  62. Mega, "January 1993" (UK; 1992-12-17), page 83
  63. Mega Force, "Mai 1992" (FR; 1992-05-05), page 76
  64. Mega Fun, "06/92" (DE; 1992-0x-xx), page 28
  65. Mega Play, "August 1992" (US; 1992-0x-xx), page 62
  66. MegaTech, "April 1992" (UK; 1992-03-20), page 45
  67. Mean Machines, "March 1992" (UK; 1992-02-27), page 56
  68. Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 139
  69. Player One, "Juin 1992" (FR; 1992-06-10), page 60
  70. Play Time, "6/92" (DE; 1992-05-06), page 92
  71. Power Up!, "Saturday, May 23, 1992" (UK; 1992-05-23), page 1
  72. Power Play, "5/92" (DE; 1992-04-15), page 145
  73. Sega Power, "May 1992" (UK; 1992-04-02), page 28
  74. Sega Pro, "April 1992" (UK; 1992-03-19), page 68
  75. Sega Pro, "April 1993" (UK; 1993-03-11), page 66
  76. Sega Force, "1/92" (SE; 1992-xx-xx), page 11
  77. Sega Force, "April 1992" (UK; 1992-03-19), page 12
  78. Sega Mega Drive Review, "1" (RU; 1995-04-03), page 82
  79. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
  80. Supersonic, "Septembre 1992" (FR; 1992-xx-xx), page 11
  81. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 100
  82. User, "Dekémvrios 1992" (GR; 1992-1x-xx), page 50
  83. VideoGames & Computer Entertainment, "April 1992" (US; 1992-0x-xx), page 37
  84. Video Games, "2/92" (DE; 1992-04-06), page 34


Kid Chameleon

Kidchameleon title.png

Main page | Comparisons | Maps | Downloadable content | Changelog | Hidden content | Bugs | Development | Magazine articles | Reception | Region coding | Technical information | Bootlegs


Sega Mega Drive
Prototypes: 1991-12-19