Kid Chameleon Wiki
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Kid

Yep, this is our hero. God help us.

Kid Chameleon, or just Kid, is the playable character of the video game carrying his name. You start the game as Kid, and transform back to him every time you lose all your hitpoints for your current helmet or restart the level after a fatal accident (such as leaping into the void).

Profile[]

Kid Chameleon
AKA: Kid, The Kid, The Fonz, The Nerd, D'oh-not-you-again, I-Hate-This-Guy...He-Sucks, No my Cyclone! Casey (according the folks over at Wikipedia), Kevin Casey, Casey Kevin
Special Abilities:
  • Grab edge: when you are close to an edge, press JUMP again to grab the edge and somersault up.
Diamond Powers:
  • Circle of Doom (20 diamonds — a shield of diamonds which hurt enemies that touch it)
  • Diamond Snake (50 diamonds — a snake of diamonds seek out and hurt enemies on the screen).
Pros:
  • Slightly above average jumping height and breadth due to his grab edge ability.
Cons:
  • No offensive power, fewer hit points.

Description[]

Kid appears as a guy in jeans, white T-shirt, and sunglasses. He also has a radical leather jacket on the cover art, which he throws off in the intro.

Abilities[]

The Kid has no crazy powers. Not only does this lack of extras grants him the title of weakest playable character in the game, but he also is at disadvantage because of his fewer hit points (2, wherease most forms bear 3 hits). So the Kid's most defining trait is his need to pick up helmets and transform into other characters (netting him the nickname Chameleon). After losing all your hit points when wearing a helmet, you revert to the Kid form, with 2 hit points. Additionally, you briefly transform back to the Kid while changing helmets. All action in the game freezes during transformations.

Kid's only exclusive ability is to grab onto ledges and swing up on them, increasing his vertical range by one unit and giving a second chance in case of a miffed jump, as well as to avoid taking damage from overjumping into ceiling spikes in some cases. This has the added and completely illogical side-effect of briefly stopping the murder wall if the level has one.

Appearances[]

Kid is the standard character and can thus appear anywhere in the game.

Trivia[]

A Sega employee by the name of Dean Sitton is rumored to be the original likeness of Kid. A photograph of him in the pose seen by Kid on the original boxart was apparently taken, and later reillustrated into the final product we see today.

While his name is not specified in game at any point, "The Kid" was named Casey in his Sonic the Comic appearances.

Technical Information[]

Show Technical Stats
Note: Length values are reported in units of pixels:subpixels (1 subpixel = 1/256 pixels)

Time values are reported in units of frames (1 frame = 1/60 seconds)

Transformation Number 0x00
Dimensions
Stand Duck
Graphical 20 x 32 36 x 16
Physical 11 x 31 32:? x 15:0
Ledge Grab Displacement
X 10:0
Y 3:? - 21:?
Jump Heights
Stand (Idle) Walk Run Bounce Bounce (Idle)
Max Standard 70:32 88:120 103:159
Min Standard 36:32 45:108 53:19
Max Rubber 70:32 83:175 93:99 252:0 124:0
Min Rubber 36:32 42:249 47:228 1:128
Max Ice 70:32 108:240 143:160
Min Ice 36:32 55:200 73:80
Max Downhill 74:131 83:175 98:112
Min Downhill 38:82 42:249 50:120
Max Uphill 74:131 79:8
Min Uphill 38:82 40:164
Calculate any max jump height:

y = (8.765625 + 0.2578125⌊2x⌋)⌊16x⌋/16 + (70.125 - ⌊2x⌋(⌊2x⌋+1)/16)

x = Horizontal speed in pixels/frame when the jump is executed

y = Maximum jump height in pixels

Maximum Horizontal Speeds
Crawl Walk Run Idle
Standard 1:0 2:0 3:128 0:0
Air 2:160 2:160 0:0
Rubber 0:128 1:128 2:128 0:0
Ice 1:128 4:0 7:0 0:0
Uphill 0:128 1:0 0:0
Downhill 1:128 3:0 0:128
Vertical Speeds
Jump (Idle) Jump (Walk) Jump (Run) Maximum Descent Bounce Bounce (Idle)
Standard 4:32 4:164 5:7
Air 8:0
Rubber 4:32 4:131 4:197 7:224 0:192-7:192
Ice 4:32 5:40 5:238
Uphill 4:65 4:98
Downhill 4:65 4:131 4:230
Horizontal Accelerations
Crawl Walk Run Idle (Crawl) Idle (Stand) Turning (Crawl) Turning (Walk) Turning (Run)
Standard 0:16 0:16 0:28 -0:24 -0:40 -0:64 -0:48 -0:48
Air (c = <2:96) 0:43 0:64.5 -0:4 -0:43 -0:64.5
Air (c = 2:96+) -0:1 -0:1 -0:4 -0:43 -0:64.5
Rubber 0:32 [right]

0:128 [left]

0:32 0:56 -0:48 -0:80 -0:128 -0:96 -0:96
Ice 0:2 0:2 0:3.5 -0:1 -0:1 -0:8 -0:6.5 -0:6.5
Standard to Rubber -0:16 -0:80 -1:0
Standard to Uphill -0:64 -0:64
Vertical Accelerations
Jump Fall
Air Instant 0:64
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