Difference between revisions of "Zero the Kamikaze Squirrel"
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{{sub-stub}}'''''{{PAGENAME}}''''' 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. | {{sub-stub}}'''''{{PAGENAME}}''''' 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. |
Revision as of 15:10, 4 December 2019
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. Shurikens are like Aero's stars; you only have so many and must pick up ammo.
- 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
Magazine articles
- Main article: Zero the Kamikaze Squirrel/Magazine articles.
Promotional material
also published in:
- EGM² (US) #5: "November 1994" (1994-1x-xx)[5]
- Electronic Gaming Monthly (US) #65: "December 1994" (1994-xx-xx)[6]
Physical scans
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Based on 23 reviews |
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments |
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References
- ↑ Game Players, "Vol. 7 No. 12 December 1994" (US; 1994-1x-xx), page 12
- ↑ Mean Machines Sega, "December 1994" (UK; 1994-10-28), page 36
- ↑ 3.0 3.1 Mean Machines Sega, "July 1995" (UK; 1995-05-27), page 66
- ↑ Sega Megazone, "January 1995" (AU; 199x-xx-xx), page 28
- ↑ EGM², "November 1994" (US; 1994-1x-xx), page 149
- ↑ Electronic Gaming Monthly, "December 1994" (US; 1994-xx-xx), page 151
- ↑ Mean Machines Sega, "July 1995" (UK; 1995-05-27), page 66/67 (66)
- ↑ 8.0 8.1 VideoGames, "December 1994" (US; 1994-1x-xx), page 82
- ↑ 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
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