Kid Chameleon Appreciation Station

Kid Chameleon KICKS ASS.

This game got no love whatsoever. Everyone fucks this game. Sega forgot about it the day after they released it, and there were no sequels (officially at least), the terrible comic stopped at 2/3 installments, and its shallow characters never made another appearance anywhere.

And that’s a whole lot of horse shit because KC is an incredibly cool tough platformer if you’re into that sort of thing. It’s very fun and like lots of good designed games you can play it for score, speed, or completion and have a totally different challenge each way. There’s a leftover debug secret to stand on a specific block and Warp Zone your way through the game in five minutes, or you can do the longest possible run and hit more exits than SMW. But whatever we’re not here to PLAY games. I’m just gonna talk about the surface bits that even the fans stride past and act embarrassed about, the fucking traitors.

KC has a unique aesthetic approach where it’s deliberately trying to come across as a lush Sega 90s Video Game, AS a lush Sega 90s video game. I imagine that at the time that sort of worked against it because people thought it was boring or unimaginative.

Well a few years after that the BIG popular creative look was a Flash animation jumping on a floating snare drum, and nowadays when people think 90s they draw a stick figure in MS Paint and color it pink and blue, so go fuck yourselves 90s gamer teenagers who were too good for gorgeous environmental tilework and sunglassed leather jacket soullessly marketed at them.

Anyway KC used actual 90s tools and 90s brains, so instead of being a heartless execrable waste it easily grabs the evocation and soaks you in evolved versions of forested lakes and Lava Levels. Everything is loaded with skulls and mysterious ruins from no civilization because gamey.

(All the bosses are slight variations on Heady Metal’s design. He only looks more fucked up each time, until in the final fight he has many rows of eyes, and then a tiny head in each of his eye sockets.)

The plot is about Wild Side the sentient arcade, or Wild Side the sentient video game inside of it, or Heady Metal its sentient boss that takes it over. It’s an ambiguous Trinity that never has its provenance explained - built by nobody for no profit beyond a mysterious transaction in a reality higher than the one it inhabits. We never find out how Heady Metal, the game’s boss and face, gets “free” of his scripting. I don’t think he ever really does.

But one or another this new Video Game Building is trapping kids inside of it for totally opaque reasons. We never see these other kids in the game or once you defeat it - just lined up, waiting to enter the game. So A Cool Kid with no name and the greatest gamer skills ever steps inside to defeat him - putting the story into the same boat as many Star Trek holodeck episodes - the story of a human entering a god to fight it.

The closest myth precedent I can think of is that of Saturn devouring his son, or Jonah swallowed by the whale. But the relationship between Kid and HM is acrimonious without blood relation and Jonah doesn’t fight and destroy the whale to escape it. I really do think Kid Chameleon has a special story. It’s never explained how Kid could possibly “beat” a game that doesn’t want him to win in same way the Bible never really touches on why an omnipotent God allows powerful enemies to torture and claim the souls of His people.

The share identical truths: The undefeatable enemy’s an obvious lie, created by adults to frighten kids. We place our children in “virtual realities” where a scary patriarchal face tells them: Your peers are already mine. Defying me presents challenges greater than any your Earth has to offer. You cannot beat me.

Abrahamic faiths and Kid Chameleon are the same persuasive story, the first wanting your life and soul, and the latter expecting you to take it as a challenge and defeat it for the low price of like $40 unless you emulate it.

Toss your Final Fantasies and Xenogears in the hamper: Kid Chameleon is straight-up a story about a child killing God.

(Even though most people don’t even consider its story to really be a story. Same people who bend over to excuse the traditional stupid chestnut: “fight a single handed war for a royal family you never meet” - Mario, Zelda. Mario can die in two hits, which gives him more in common with Koopas than with their King. Yet he kills Koopas by the million even though they seem to be family employees more than anything, and hangs out with Bowser and plays games. Unspeakable.)

(And to be fair, you can emulate the Bible, too.)

Heady Metal is a God that thumbs his nose at humans and boasts, a God begging to be knocked down. While this one’s described as having gone wrong somehow, we have to question whether Heady Metal’s “fallibility” is not, in truth, just as calculated and intentional as the “infallibility” of our incessantly flummoxed Creator, who, it is surely coincidence, requires you to either 1. go nuts or 2. listen to cruel and selfish humans if you want to listen to him. Video games are for trapping kids without killing them. So how was Wild Side even deviating from its intended purpose?

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Anyway I wrote all this because there’s big dearth of people talking about Kid Chameleon and I wanted to get in on it before some dillweed journo writes an article one year from now 90S VIDEO GAME PREDICTED VIRTUAL REALITY!!! QUICK PRETEND YOU ALWAYS LIKED IT!!!

Quick primer on Kid Chameleon culture:

This is the most infamous level in the game, Bloody Swamp. It’s one of the three autoscroll levels where touching the side of the screen kills you.

As you can see, the level designers actually want you to sync yourself up and slip through these cracks with utmost control, and if you screw up anywhere you gotta get lucky to make up your time. You can actually find super hard SMW hacks where this “murder wall” feature has been convergently invented and installed apparently without knowledge of KC. I always admire games that are willing to demand so much of the player’s ability no matter how many players it turns off, especially given the apt framing story: You are the best gamer in the world, fighting the most cruel game.

Achieve a bunch of random shit to start the 100K trip, which gives you points, warps you and makes the screen flash trippy colors. I can’t fucking imagine what finding this by accident would do to your brain.

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Not even The Lost Levels feels as openly disdainful and cruel towards the player’s attempts to beat it, with that game’s unlimited continues and all.

(By my estimation, this is the secret-best Mario game, even if the design is regarded as ‘bad’ for that reason.)

Part of me wonders if the game could have used an overworld to clearly delineate the game’s 4 world structure, but another part of me likes how opaque and seemingly-arbitary the game’s progression is. Also, I don’t think an overworld would fit the the game’s theming.

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i wrote about this game! it’s super mario 3, if it was made by sega of america

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Yeah, overworlds are fantastic for some styles of play, but one in KC would ruin the mystery of how the levels are connected. One of the coolest things about the level system is that it’s basically a brutal, mirror-world evolution of the big classic platformer, SMB, where you could find pipes instead of flagpoles that could send you anywhere and sever huge sections of the game. In KC you get telepads instead of flags - same deal, they could end the level or put you some inconceivable virtual distance away from where you started.

I think the reason it works is because you gotta complete the whole game in one sitting. You always start on level 1. If you could save your progress, then I would say absolutely, give it an overworld. Cause then it’s a totally different style of difficulty; you’re just . But with the old early nes/arcade-style “One Sitting Only, Jerk” style it actually makes the morass-ness of the stages something you’ve got to conquer as well.

Of course, SMB3 had an overworld and no saves. So that created this whole other way of running the game - get the warp whistles and do it extra fast and skip all the stuff in the middle. (Kid Chameleon has a similar secret method.) I honestly never liked the way the overworld and the savelessness worked together. I still think it’s a weird design of the time.

Unlike other games that dollop out their themes in bite-sized worlds, Wild Side has distorted its own themes and remixed them so you can’t find your way from inside. There is no snow world or lava world, but you’ll be facing levels from them all the way to the end. And so unlike Mario, which ditches its Worlds 1-3 as soon as it can, you’re gonna be coming back and facing ever more intense and labyrinth grasslands and desert worlds all the way to the end.

To be honest I think a game is automatically improved by any staging that uses your own lack of direction as an obstacle, because the only way to combat it is to make maps. Most games nowadays try really hard to hold your hand until you hit the credits screen, and unless it’s a “puzzle game” that’s all about annoying brain teasers, you’re never gonna see anything too mazelike because people whine and complain that they’re lost and bored.

Compare this to Myst or Kid Chameleon, which will be a hell of a lot easier to play if you take notes or look up maps. I love doing that so I don’t mind, but it’s not for everyone.

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Oh yeah, I remember reading that one when it came out. I especially liked the bit about the kid saying he was never going to beat it. Not because he didn’t care enough to see everything, but because the game was just too big for one human. I thought that was very inspiring. Can you imagine a game that colossal and unfriendly being made nowadays? Not by Sega, not for money.

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Sorry DaPieDevil. I’m about to write a thinkpiece about this game…cuz I’m 100% rude and at this point in my life if nothing can get me to be creative besides a 25 year old widely loathed vid-con, what else can? this is the point we’re at now.

I think if I was given unlimited time and unlimited resources, I would want to make a sequel to Kid Chameleon that only used the original tilesets. The Super Metroid Eris: Of Kid Chameleon. Just the original giant zones repeated until they start crossing in on each other and meshing together in nightmare combinations all with one goal: Kill some fuckin teenagers!

GOGNIO DUNGEON is a game A Friend(s) and I are making, and you might not believe me when I tell you but Kid Chameleon is one of the games that inspired Gognio Dungeon: A Game That Hates The Player (but not as much as I hate myself)

And that’s saying something! Cuz I fuckin hate this game. I don’t like playing Kid Chameleon but it has a heinous relationship with my first experience of internet idolatry and my own creative process in wanting to emulate someone I wanted to be as much as possible

Kid Chameleon was never a fun game for me, but I respect it immensely. I’ve always had a feeling that Cave Story had a little bit of Kid Chameleon in it, trucking along. The disjointed-level design that belongs to impossible culture is very videogame, and also so is Cave Story.

Here’s one of the first pieces of Videogame Trivia I ever read on the internet:

Among all of The Kid Chameleon’s transformations (I think linked to The Swamp Level) is the fact that The Kid Chameleon can turn into a bastardized version of Jason from Friday the 13th. A kid in a game meant to kill him playing dress up as someone mostly intent on killing children. There’s a meta-commentary there, but I’ve never been to college so I can’t ever tell you about it.

What that piece of trivia proved inside of me something I knew but had only suspected as a child in a small rural town with no kids who liked videogames like I did: Videogames were made by people! People that watched movies and probably listened to music too. That woke within me a terrible monster that hasn’t been quenched to this day:

Who are the people who make things I like?

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Well, yeah, I don’t play Kid Chameleon much either. I don’t play many video games at all any more, and it’s a pretty hard one. You claim you had a bad time with it but skid over why or how you would like or dislike anything so I don’t have much to say!

Besides that Jason’s bugaboo was exclusively camp counselors in the older teenage range, until one child in the final Friday the 13th movie, while Kid looks a tween at best. That’s a neat way to look at it though. The flyboy is similarly goofy and horror-inspired.

One my ideal No Quarter level designs is Hell in Yume Nikki - Ridiculous! One giant, mean, fuckin bright red maze, bigger than anything else in the game not random but might as well be if you have no map. It really gives you the feeling that you’re in a bad dream, not a place for having fun in.

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DIE DIE DIE


DIE

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this game sucked

All the people who don’t like Kid Chameleon are wrong.

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Anyone who can’t enjoy the same games as me probably got kicked in the head by a donkey.

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G A M E
S
U
C
K
S

You’re a league of legends player. What do you know little man

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you know I probably played like 20 games of league of legends in the last 2.5 years

BUT

starting literally YESTERDAY I’ve played like

15 games

so how did you know this

(I think I lost 10 in a row)

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