Difference between revisions of "Kid Chameleon/Development"
From Sega Retro
m |
m |
||
(One intermediate revision by one other user not shown) | |||
Line 2: | Line 2: | ||
==Development== | ==Development== | ||
− | When development on ''Kid Chameleon'' began, [[Sega of America]] was looking for a strong mascot character; [[Sega Technical Institute]] would develop the game with this goal in mind. Unfortunately, this intention was largely dropped when the team saw an early version of [[Sonic the Hedgehog]]. As recalled by [[Craig Stitt], "we knew our game didn't stand a chance against Sonic."{{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}} Originally, the development team had named the game's protagonist Kevin. While this name was ultimately rejected by marketing, the name did end up making its way into the final game, written in a stylized font on a stone tablet in an unknown level.{{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}} | + | When development on ''Kid Chameleon'' began, [[Sega of America]] was looking for a strong mascot character; [[Sega Technical Institute]] would develop the game with this goal in mind. Unfortunately, this intention was largely dropped when the team saw an early version of [[Sonic the Hedgehog]]. As recalled by [[Craig Stitt]], "we knew our game didn't stand a chance against Sonic."{{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}} Originally, the development team had named the game's protagonist Kevin. While this name was ultimately rejected by marketing, the name did end up making its way into the final game, written in a stylized font on a stone tablet in an unknown level.{{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}} |
+ | |||
+ | According to artist [[Craig Stitt]], ''Kid Chameleon'' was originally intended to be "the LONGEST game on the [[Genesis]] (measured by the number of screens)". Stitt estimates that the final "screen" count for the project was around 1,800 unique screens. The game's artwork was created on [[Digitizer]] systems.{{intref|Interview: Craig Stitt (2020-08-29) by Damiano Gerli}} | ||
{{quote|The snake was going to be a 'boss' type enemy. I remember I had to laugh when the designer ([[Bill Dunn]]) handed me the animation sheet (that roughed out what animations they needed and how many frames the wanted) and for the death it said "Writhing, dramtic death: 6 frames". Sadly it was cut from the game, not sure why (probably memory or time).|''Artist [[Craig Stitt]]''|ref={{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}}}} | {{quote|The snake was going to be a 'boss' type enemy. I remember I had to laugh when the designer ([[Bill Dunn]]) handed me the animation sheet (that roughed out what animations they needed and how many frames the wanted) and for the death it said "Writhing, dramtic death: 6 frames". Sadly it was cut from the game, not sure why (probably memory or time).|''Artist [[Craig Stitt]]''|ref={{ref|1=https://www.youtube.com/watch?v=UOlHbBTF8eI}}}} |
Latest revision as of 02:58, 9 November 2023
- Back to: Kid Chameleon.
Development
When development on Kid Chameleon began, Sega of America was looking for a strong mascot character; Sega Technical Institute would develop the game with this goal in mind. Unfortunately, this intention was largely dropped when the team saw an early version of Sonic the Hedgehog. As recalled by Craig Stitt, "we knew our game didn't stand a chance against Sonic."[1] Originally, the development team had named the game's protagonist Kevin. While this name was ultimately rejected by marketing, the name did end up making its way into the final game, written in a stylized font on a stone tablet in an unknown level.[1]
According to artist Craig Stitt, Kid Chameleon was originally intended to be "the LONGEST game on the Genesis (measured by the number of screens)". Stitt estimates that the final "screen" count for the project was around 1,800 unique screens. The game's artwork was created on Digitizer systems.[2]
“ | The snake was going to be a 'boss' type enemy. I remember I had to laugh when the designer (Bill Dunn) handed me the animation sheet (that roughed out what animations they needed and how many frames the wanted) and for the death it said "Writhing, dramtic death: 6 frames". Sadly it was cut from the game, not sure why (probably memory or time). | „ |
— Artist Craig Stitt[1] |
An early version of Kid Chameleon appears in Sega Technical Institute artist Craig Stitt's 1995 video resume, notably featuring a more advanced sprite for the alien soldier and unused snake and spider enemies. Stitt specifies the spider was in fact a miniboss, a concept dropped from the final game.[1]
Development material
References
- ↑ 1.0 1.1 1.2 1.3 https://www.youtube.com/watch?v=UOlHbBTF8eI
- ↑ Interview: Craig Stitt (2020-08-29) by Damiano Gerli
- ↑ 3.0 3.1 http://ackerman2d.blogspot.com/2010/08/sega-days.html (Wayback Machine: 2023-10-01 06:03)
Kid Chameleon | |
---|---|
Main page | Comparisons | Maps | Downloadable content | Changelog | Hidden content | Bugs | Development | Magazine articles | Reception | Region coding | Technical information | Bootlegs
Prototypes: 1991-12-19
|