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| Retrospective: Kid Chameleon by Anthony Norcia 05/30/2010
Sega had been looking for a game to go head to head with the Super Mario Bros. series for a very long time. Since the release of the original SMB on the Nintendo Entertainment System, they had looked for a character that could duplicate Mario's widespread appeal as a mascot for their video game brand. Alex Kidd seemed to be the "kid" for the job, and he was featured in a number of Master System games, as well as Alex Kidd in the Enchanted Castle, an early Genesis release. Sega didn't find their true Mario until the arrival of Sonic The Hedgehog in 1991. Although the Sonic character was worthy of being Sega's answer to Nintendo's mustachioed plumber, the gameplay of the first Sonic The Hedgehog game was actually quite different than Nintendo's masterpiece. Super Mario Bros. was based around exploring levels and discovering secrets, while Sonic was about pure speed. As wildly successful as the first Sonic game was, you'd think that Sega would also want a platformer that had gameplay more comparable to SMB. Luckily, Sega Technical Institute's first game would fit the bill nicely. Sega Technical Institute (STI) is better known as the developer that helped Sonic Team design Sonic The Hedgehog 2, widely considered to be the best Sonic game of all time. However the first game to come from STI founder Mark Cerny was Kid Chameleon.
The sights and sounds of KC aren't exactly going to give Gunstar Heroes a run for it's money, but this was an early Genesis effort, so it's somewhat understandable. Also, considering the length of the game, you can't really knock the developers for not having the most impressive visuals and sounds. It's not a repulsive game by any means, but you don't get the same graphical flair that came with STI's second effort, Sonic 2. Minimal parallax scrolling is used and the art leaves much to be desired. The game actually looks like it could have been done on the TurboGrafx-16. Still, the lack of visual splendor never bothered me while playing the game. I was too caught up in the level design and unique platforming gameplay. The sound design was also mostly fair to middling. The background music doesn't have any particularly memorable tunes, and the sound effects are more passable than spectacular.
The true star of Kid Chameleon is the level design, and the unique gameplay created by the ability to transform into 9 distinct characters. In the first couple of levels nothing really stands out in terms of level design, but as you get a bit further into it you start to see STI's grand design for the game. The levels start to get a bit more intricate and clever, and it requires the player to choose wisely in terms of which of the 9 personas to turn into. At one point in a particular level, you'll need to start out as the "Berzerker", a rhino-style character that can blast through certain blocks. Then you'll quickly have to switch to the "Iron Knight" character to be able to scale the side of a mountain. Next you'll need to quickly become the "Red Stealth", a samurai warrior with a sword, to battle some enemies, and finally back to the Berzerker to blast through a barrier. It's this kind of on the fly micro managing of your abilities, along with the inventive level design that elevates Kid Chameleon to the status of a poor man's Super Mario World. While KC isn't going to be finding itself in the top 10 of any "Greatest Video Games of All-Time" lists like SMW does on a regular basis, this overlooked Genesis platformer should find itself on the list of the 50 Best Genesis Games and should definitely find it's way into your Genesis cartridge slot. |
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