Diamonds are the currency of the game Kid Chameleon.
Diamonds are collected from Prize blocks. The maximum you can carry is 99. You can release diamonds from P-blocks after this, but picking them up will make them jump off the screen instead of being collected.
The Kid's different forms all have different diamond powers. Most of the forms have a weak diamond power at 20 diamonds, and a stronger one which costs 50 diamonds. The game will play a ding! sound effect whenever you reach one of these amounts. The duration for each diamond power varies. Two forms, EyeClops and Juggernaut, have cheaper diamond powers at 2 and 5 diamonds respectively. These are quick offensive attacks.
Diamond powers are always bought with A+START. You always get the most expensive diamond power you can afford, so it is impossible to buy a 20-diamond power when you have 53 diamonds. Diamond powers have a broad range of effect, such as extra lives, extra hitpoints, offensive attacks, and protective shields.
An extra hit point obtained from Iron Knight's diamond power will remain in effect even after changing helmets. So for example, when you purchase a hit point Iron Knight will have six hit points, then change to Berserker who will have four hit points instead of three. You can purchase a total of four additional hit points in this way. They will remain in effect until you die.
|Character||20 Diamonds||50 Diamonds||2 Diamonds||5 Diamonds|
|Kid||Circle of Doom||Death Snake||—||—|
|Iron Knight||Circle of Doom||Extra Hit Point||—||—|
|Red Stealth||Samurai Haze||Death Snake||—||—|
|Berzerker||Invulnerability||Wall of Death||—||—|
|Maniaxe||Circle of Doom||Extra Life||—||—|
|Cyclone||Slashing Rain||Tracking Rain||—||—|
|Diamond Power||Usable By||Diamonds Required||Estimated Duration||Max Number of Items Shown During Usage||Useful Against Bosses?|
|Circle of Doom||Kid, Iron Knight, Maniaxe||20||≤10 Seconds||8 Diamonds||No|
|Death Snake||Kid, Red Stealth, Skycutter||50||21⅓ Seconds||6 Diamonds||No|
|Extra Hit Point||Iron Knight||50||1.5 Seconds||10 Hit Points||Yes|
|Samurai Haze||Red Stealth||20||8.5 Seconds||10 Diamonds||Yes|
|Invulnerability||Berzerker, Skycutter||20||8.5 Seconds||10 Diamonds||Yes|
|Wall of Death||Berzerker||50||22 Seconds||10 Diamonds||No|
|Extra Life||Maniaxe||50||1.5 Seconds||10 Ankhs||Yes|
|5-Way Shot||Juggernaut||5||2 Seconds||5 Diamonds||No|
|Mini-Snake||Micromax||20||9 Seconds||6 Diamonds||No|
|Swift Mini-Snake||Micromax||50||21⅓ Seconds||6 Diamonds||No|
|Fatal Beam||EyeClops||2||≤⅔ Seconds||1 Beam||No|
|Slashing Rain||Cyclone||20||14 Seconds||35 Diamonds||No|
|Tracking Rain||Cyclone||50||32 Seconds||85 Diamonds||No|
 The above measurement is based on the assumption that no enemies are encountered. The Circle of Doom normally lasts for about 10 seconds, but if all eight diamonds are lost before this time, the diamond power will immediately end.
 The times recorded for Extra Hit Point and Extra Life are estimates for how long it takes for the graphical sequence to carry out (the time between using the diamond power and actually gaining the Hit Point or Extra Life). The effect of either power does not wear off until the player dies.
 The above range of measurements vary solely on how close EyeClops is to the screen's edge. When facing outward from the level margin, the Fatal Beam should remain on-screen for about ⅔ of a second, ⅓ of a second when shot from the screen's center, and intermediate times when shot at intermediate distances.
 The times recorded here are based on the assumption that the player never vertically scrolls the screen. If that criteria is met, the diamond power will finish approximately at the times listed. However, a player can use one of these diamond powers, immediately fall off of a platform, and leave the falling diamonds so far offscreen, that the diamond power simply will not continue. This will cause the diamond power to remain in effect for a significantly lower time, or even no time at all. In a different situation, on a theoretical map of infinite height, Cyclone is able to utilize platforms to continually descend at the proper speed, so as to keep at least one diamond on-screen at all times. By doing so, one can actually keep either of these diamond powers in effect essentially forever.
 The naming of this column pertains solely to the boss heads. Since they are immune to all offensive diamond powers, only a few will prove useful against them. However, all offensive powers are able to destroy any projectiles fired by the boss heads, so they would only prove useful in destroying those during boss battles.