If there's a hidden block directly above the player's head, it cannot be revealed. Examples of hidden blocks that can't be revealed are seen in levels such as Highwater Pass 2 and The Final Marathon.
Sections in maps where three or more blocks are stacked on top of each other will not load properly. The map data is correct, but the game gets confused when trying to read it. An example of this is seen in Under Skull Mountain 3.
Blocks cannot be stacked on top of ghost blocks because they get deleted when the ghost block reappears. An example of this is seen in The Crystal Crags 2 where the level designer's original intentions get ignored by the ghost blocks at the bottom of the map.
If you hit a shifting block or mushroom block into the path of an invisible block, the function of the invisible block will immediately be cancelled. When you move the shifting block out of the way and try to make the hidden block appear, it will no longer be there. A great example occurs in The Valley of Life
Blocks on top of spikes delete the gameplay function of the spikes (to hurt you). The spikes instead become mere art. An example of this can be seen in The Black Pit, where there is a section of hidden rock blocks in the same blocks as a spike pit. EyeClops can enlighten them, but even if he doesn't the pit can be crossed unhurt, since the game seems to only read the blocks, not the spikes anymore.
Fake steel swings will disappear at a certain point, once you walk some blocks to the right of their right end. As soon as only four blocks of the swing would remain visible, the whole swing becomes invisible, and it will reappear once you walk closer to it again. This does not happen on the left side of the swings.
A teleporter can be deactivated by pushing a row of two steel blocks right above it (thus preventing you from standing on the teleporter) or one space above, leaving a crawlspace in between. In the last case, you can still crawl on the teleporter, but it won't work anymore.
Some levels have rock or steel blocks in oddly positions, generally at the right bottom of the screen. Thanks to the K-E program, it's possible to look at what is below those blocks, which are a series of weird tiles, likely being typos when the level layout was coded. Examples include Madmaze Mountain, The Forbidden Tombs, The Cliffs of Illusion and Blizzard Mountain.
Standing against a wall and switching from a character one block in width to Juggernaut will kill you, since the game tries to expand you by one block on each side. This means, it expands you into the wall you're standings against, resulting in you being squished. This can also happen with Skycutter when the helmet falls into a one-block gap between two blocks; for example, the hidden helmet in The Land Below.
When moving around as Juggernaut or Micromax with one hit point left and jumping against a shooter block aiming down on you, will have you killed, only since the game reverts you to Kid and expands you by one block in height faster than it considers the shooter block destroyed, resulting in the game expanding you into the shooter block, squishing you instantly. This is completely illogical, if you think about it, since it is exactly as somebody being shot in the head before anybody has fired a gun. (Both of these bugs can be experienced in Elsewhere 25.)
If you change helmets as Micromax and are positioned such that after the change the top of your head will only just be in a block, instead of killing you the game will move you one block to the side. By doing this at the edge of a level (e.g. at the end of Pyramids of Peril where you switch to the Iron Knight) you can be pushed off the screen and out of the normal bound for the level.
Normally it is impossible for Skycutter to glide up or down slopes and there is usually no sprite for this case, either. It is however possible to get a gliding sprite when picking up the helmet directly *on* a slope, changing the character into a weirdly sidewards facing sprite for a brief moment before Skycutter drops off the slope. The only location to observe this seems to be the bottom right corner of The Hills Have Eyes, where a hidden Prize block above a slope contains the helmet. [This could also *possibly* be linked to the Steam edition of Kid Chameleon that behaves weirdly in other ways as well]
When charging a Robot in your Berzerker transformation. The Robot dies, of course. But it also Disappear instead of running around from left to right.
Steel blocks pushed aside by Berzerker are supposed to disintegrate and kill enemies that happen to stand in the path. However, sometimes it happens, and sometimes not. This can especially be seen with the spheres in Elsewhere 5.
For no special reason, enemies (and sometimes even you) will occasionally not be affected by the projectiles of shooter blocks. This can often be seen with the tank in the flag room of Tunnels Beneath the Woods.
If the game remains paused long enough, there will be no sound or music until the level restarts. This is a bug in the GEMS sound driver which Kid Chameleon uses.
Too many sounds playing simultaneously will slow down or completely mess up all sounds played. This can most notably be heard in The Black Pit and Elsewhere 31.
Shifting blocks directly below another block make their moving sound when hit, even though they don't move.
Ducking directly after landing from a jump sometimes result in the wrong sprite set for the player character.
With Cyclone, if starting to spin at the same time as you bounce off an enemy, you will sometimes be shown as a while Cyclone helmet.
Attacking sufficiently fast, by using the fast attacking glitch (below), as Juggernaut, will replace the graphics of the skulls he fires with part of the Juggernaut sprite. This effect doesn't wear off until the stage ends, even when attacking normally.
You can always jump whenever a level starts, even if your starting position is in the air. Examples are Blue Lake Woods 1 and 2.
You can also always jump after a grab move with the Kid, even if the block you grabbed is gone. This is especially noticable with evanescent blocks.
Whenever you stop or start ducking, you are considered standing. Alternating standing ducking/standing quick enough while walking off a platform will make you walk on thin air. "Quick enough" is faster than humans can manage, so you will only see this with a autofire controller.
Ice sets your acceleration and retardation to a lower value than usually, so that it will be hard to brake and change directions. However, this special acceleration does not check max speed. On a long platform of ice, you will reach much higher speed than you are meant to reach while running.
On platfoms, ducking doesn't carry any speed or acceleration penalties compared to standing; on normal ground ducking has a much lower speed cap and acceleration.
Red Stealth usually cannot attack with his sword while jumping, but it is possible to attack enemies in the air by slashing first and then directly jumping. A bit into the jump, you will suddenly slash.
When you land from a jump, the counter to when you can attack next time is reset. This allows extremely fast attacking with Maniaxe, Red Stealth and Juggernaut in low corridors.
During the game's ending sequence, sometimes the kids behind the grid walls fall later than usual, causing the VRAM to change while one kid is still visible. The result is a checkered block falling instead of a kid.
A number of levels are problematic on some cartridges, and may be prone to random (but fortunately only occasional) lockups. Two notable examples are Hills of the Warrior 1, and The Final Marathon. Hills of the Warrior 1 may occasionally crash just before the music loops over, making a series of erratic sounds before freezing with a death noise. This crash may be avoided by finishing the level before the music has a chance to loop over. The crashes in Final Marathon, however, may be completely unpredictable.