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).
|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:|| |
|Diamond Powers:|| |
DescriptionEditKid 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.
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.
Kid is the standard character and can thus appear anywhere in the game.
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.
Technical Information Edit
| 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)
|Graphical||20 x 32||36 x 16|
|Physical||11:? x 31:0||32:? x 15:0|
|Ledge Grab Displacement|
|Y||3:? - 21:?|
|Stand (Idle)||Walk||Run||Bounce||Bounce (Idle)|
| 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|
|Jump (Idle)||Jump (Walk)||Jump (Run)||Maximum Descent||Bounce||Bounce (Idle)|
|Crawl||Walk||Run||Idle (Crawl)||Idle (Stand)||Turning (Crawl)||Turning (Walk)||Turning (Run)|
|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|
|Standard to Rubber||-0:16||-0:80||-1:0|
|Standard to Uphill||—||-0:64||-0:64|