ks8, it's better that people aren't very familiar with Kid Chameleon because it makes for more interesting runs. If we were to do this with, say, Sonic 1, everyone would know the best level paths. But with a not-so-popular but still fun game, this is not true.
If you have not downloaded Kid Chameleon, you can get it
hereHow will we determine the length of time each player plays before "passing it on"? Time would not be practical, because everyone operates on a different schedule. Maybe set a maximum of levels for each turn? Something along the lines of 4? The problem here is Elsewhere, which is to short to warrant being called a level. Obviously, there would be no limit for minimum levels played, because some of the levels in Kid Chameleon are just plain difficult, and some members may find themselves unable to complete them, or do so without a game over. Which is, you, know, important; don't get a game over, no matter what. Using continues is fine.
Oh and don't save over the state you got from the player who passed it to you, in the event you need someone else to do a portion of the level.
Focusing more on Kid Chameleon itself, can someone else suggest whether or not to enable running by default without pressing A (the only option that matters for this run on the options screen)? I'm debating on turning it off by default because some precise jumps are needed, but conversely you'll be holding the run button most of the time.
And now, an introduction to Kid Chameleon for newer players. A Kid Chameleon 101, if you will. Just a few rules to follow if you don't want to die a horrible death and set us all back starting on the first, though certainly not last, wakeup level in the game. I speak of course of Under Skull Mountain 2 (aka the one with the tank and the pits of death).
Kid Chameleon Things to Know1) P blocks give you forms to use, so you're not as vulnerable.
2) If you're in a certain form and lose all your health, you don't die. You just go back to your default (crappy) form.
3) Most forms have action commands, which are used by pressing the Genesis equivalent of "C". The exception (or at least the one which comes to my mind) is Berserker, which is able to ram enemies and walls.
4) When in doubt, use the action command.
5) Red Stealth sucks. Hard.
6) Switch forms when you need to; some forms are needed for completing the level. Maniaxe can't do everything guys.
7) Take the time to explore; it's not necessarily about helping yourself, but the next player.
8) When really sinister music plays or you hear the word "DIE" (only sound effect in the game made by characters or enemies), run. The best example of this is Hills of the Warrior.
9) When possible, avoiding jumping on things.
10) Use the duck command. It's there for a reason.
11) Juggernaught is only practical approximately 1/2 of the time. If you pass the game on to another player with Juggernaught, I will be surprised.
12) When you hear a chime, press Start while holding A. You'll use a special ability which uses up diamonds.
13) After 99 diamonds, you don't get anymore. At that point, use a special ability.
14) There are many instant death traps in Kid Chameleon, such as dissapearing blocks the shift in and out of existance over bottomless pits or a pit too large to jump out of filled with magma. Doing the slightest thing wrong can and likely will result in death (see also the tank level).
15) Look where a cannon block will fire before activating it.
16) There are very few extra lives in Kid Chameleon (unless you hoard diamonds and use one of your abilities as a certain character), and 3 continues to start off with, with 3 lives per continue. That I know of, there is no way to get extra continues.
17) If you have one continue past the totem pole with 3 faces, you're in good shape.
That is all for now. Any other Kid Chameleon vets have something of note to add?