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Chameleon Twist

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Title Screen

Chameleon Twist

Developer: Japan System Supply
Publishers: Sunsoft (US/EU), Japan System Supply (JP)
Platform: Nintendo 64
Released in JP: December 12, 1997
Released in US: November 30, 1997
Released in EU: December 6, 1997


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
SourceIcon.png This game has uncompiled source code.
EnemyIcon.png This game has unused enemies.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
DCIcon.png This game has a Data Crystal page

Chameleon Twist is a short game starring four alleged-chameleons that followed a White Rabbit to a strange world. Then they just start beating up everything in sight...

Hmmm...
To do:
Hidden Palace released a late prototype of Wipeout 64 that contains an overdump of a Chameleon Twist prototype near the end. Find a way to look through the remnants for anything.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Debugging Features / Unused Code

Hmmm...
To do:
There is still more debug coding left in the game still that needs to be documented.

Stage Check Mode

This debug feature can allow the player to check various information about the stage, move the chameleon's position, operate the camera, etc.

  • L — Displays the information about each stage.
  • L + Any Direction — Moves the player's X and Z cordinates by 100 points.
  • L + C Stick Up / Down — Moves the player's Y cordinates by 100 points.
  • L + C Stick Left / Right — Moves the scene.
  • L + Start — Switches the camera mode (Normal View, Top View, Side View, and Front View).
  • L + Z — Adjusting the camera distance (Only in Top View, Side View and Front View).
  • L + A / B — Rotates the camera.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 810F06B0 0000
810F06B2 0001

Test View Mode

Hmmm...
To do:
Figure out what this mode does. What is the point of it?
Test view fixed.png

Pressing the L + R buttons will allow the camera to switch into Test View mode. No clue what it does though...

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3FFF

Text Color Check Mode

Chamtest1.png

As the name applies, this can change the color of the numbers that are being shown on screen.

  • L + R — Switches between the vertices to set the color (Top Left, Bottom Left, Top Right, and Bottom Right).
  • L + B — Increment of the red value.
  • L + A — Decrement of the red value.
  • L + C Stick Left — Increment of the green value.
  • L + C Stick Down — Decrement of the green value.
  • L + C Stick Up — Increment of the blue value.
  • L + C Stick Right — Decrement of the blue value.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3BD7

Afforestation Mode

Chamtest2.png

Judging by the name, this allows you to place trees all around in Jungle Land. Trying to do the same controls on other stages won't do anything.

  • L + R — Switches the tree texture placement on or off.
  • L + B — Places a tree texture on ground at the player's position.
  • L + A — Places a tree texture at the player's position (Can be places in the air).
  • L + Z — Clears the placed textures.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3D87

Character Placement Mode

ChamTest3.png

It's the exact same as the last one, but instead places text instead of trees.

  • L + R — Switches the tree texture placement on or off.
  • L + B — Places a "one" texture on ground at the player's position.
  • L + A — Places a "one" texture at the player's position (Can be places in the air).
  • L + Z — Clears the placed textures.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3E97

Playable Ending Stage

Hmmm...
To do:
The code given here is extremely long, find a code that is shorter than this one that will lead to the exact same thing.

The ending credits level can be now playable once selecting Stage 7. Loading this code on any other stages may cause some issues in the game. Once the player is at the end of the level, the player will meet the rabbit. Talking to him shows a Japanese message, translated says "The End". The player will be thrown back to the stage select screen after the message fades away.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan
810C16B8 0000
810C16BA 0000
810C16C4 0000
810C16C6 0000
810C16CC 0000
810C16CE 0000
500012D8 0000
81240D94 0000
500004D8 0000
8124260C 0000
50000BD8 0000
81240D96 0000
500012D8 0000
8124188E 0000
500007D8 0000
81241CC8 0000
81240D98 0300
81240E70 FB00
81240F48 F280
81241608 0280
812416DE 0400
812416E0 FB00
812417B6 0800
812417B8 F300
81241A40 0300
81241B18 FB00
81241BF0 F300
81241E74 0B00
812420FC 0700
81242384 0B00
81242610 0B00
81242898 0B00
810F0FE4 A4AA
810F0FE6 A4B7
810F0FE8 A4DE
810F0FEA A4A4
810F0FEC A1A3
810F0FEE 0000
810F1020 0000
81104020 4280
81104028 C460
8110402C 4380
81104034 C410
8010403B 0000
81104040 4000
81104048 C599
8110404C 4340
81104054 C58D
8010405B 0001
81104060 C390
81104064 4548
81104068 C59C
8110406C C200
81104070 4548
81104074 C58A
8010407B 000A
81104080 C370
81104088 C5CE
8110408C 4370
81104094 C5C8
8010409B 000F
811040A0 C53B
811040A8 C3D0
811040AC C534
811040B4 43D0
801040BB 0014
811040C0 C4F8
811040C4 4503
811040C8 C32A
811040CC C4E8
811040D0 4504
811040D4 4340
801040DB 0017
811040E0 C503
811040E4 442F
811040E8 C32A
811040EC C4F4
811040F0 442F
811040F4 4340
801040FB 001A
81104100 C3E0
81104108 C53B
8110410C 43E0
81104114 C533
8010411B 001D
8010413B 0020
D00FFEB7 0001
80104003 0000
D00FFEB7 0001
810F06F0 FFFF
D00FFEB7 0001
810F06F2 FFFF
81090744 0C04
81090746 1050
81104140 27BD
81104142 FFF0
81104144 AFBF
81104146 000C
81104148 3C0A
8110414A 8010
8110414C 254A
8110414E 4000
81104150 3C0B
81104152 8017
81104154 3C0C
81104156 800F
81104158 358C
8110415A 8000
8110415C 8D48
8110415E 0000
81104160 0008
81104162 4940
81104164 1D00
81104166 0007
81104168 0149
8110416A 3821
8110416C 8D41
8110416E C114
81104170 2402
81104172 000F
81104174 1022
81104176 001B
8110417C 0804
8110417E 1080
81104184 8D64
81104186 8DAC
81104188 8D65
8110418A 8DB0
8110418C 0C02
8110418E BA78
81104190 8D66
81104192 8DB4
81104194 1440
81104196 0013
8110419C 8D81
8110419E 6BAC
811041A0 1C20
811041A2 000C
811041A8 8D41
811041AA 0004
811041AC 1020
811041AE 0014
811041B4 AD81
811041B6 7EB4
811041B8 AD40
811041BA 0000
811041BC AD40
811041BE 0004
811041C0 2401
811041C2 FFFF
811041C4 AD81
811041C6 86F0
811041C8 AD80
811041CA 7EB8
811041CC 0804
811041CE 1082
811041D4 2401
811041D6 0001
811041D8 AD41
811041DA 0004
811041DC 0804
811041DE 1080
811041E4 2508
811041E6 0001
811041E8 AD48
811041EA 0000
811041EC 2401
811041EE 0005
811041F0 AD61
811041F2 4878
811041F4 8CE1
811041F6 0038
811041F8 AD81
811041FA 86F0
811041FC AD80
811041FE 7EB8
81104200 0C02
81104202 3FE1
81104208 8FBF
8110420A 000C
8110420C 27BD
8110420E 0010
81104210 03E0
81104212 0008

Unused Shoe Monster

This odd shoe monster has a full set of animations for each angle, like the rest of the enemies in the game.

Looks like this guy got the "boot"!

(Source: The Spriters Resource)

Uncompiled Source Code

At 0xF4B6C in the US ROM, the following code fragment for the credits can be seen. Note that this uses EUC-JP encoding.

(Source: Shygoo)
#include<ultra64.h>
#include"SUGI/demodata.h"

    DEMO_KEY DemoData%s[] = {

    };

    #if fgDEMO == 1 
    static int SIview_data = 0;
    static int SIroll_data = 0;
    static int SIeffe_data = 0;
    VIEW_DATA	view_data[mxVIEWCAT];
    ROLL_DATA	roll_data[mxROLLCAT]={
            {0,0 ,0,0,"EXECUTIVE PRODUCER","KATSUMI","KAWAMURA","","","",""},
            {0,1 ,0,0,"    PRODUCER","TAEKO","NAGATA","","","",""},
            {0,2 ,0,0,"GAME DESIGN","HIDEYUKI","NAKANISHI","","","",""},
            {0,3 ,0,0,"    DIRECTOR","MASAKI","KIMURA","","","",""},
            {0,4 ,0,0,"COMPUTER ARTS","TAKASHI","MAKINO","YUKI","TAMURA","HIROYUKI","MORIOKA"},
            {0,5 ,0,0,"    PROGRAM","HIDEYUKI","NAKANISHI","MASATAKA","IMURA","TAKASHI","SUGIOKA"},
            {0,6 ,0,0,"    PROGRAM","MASAKI","KIMURA","MASAOMI","ISHIMOTO","",""},
            {0,7 ,0,0,"GRAPHIC ARTS","MITSUYASU","NOMOTO","HIDEKI","SHIBAGAKI",
			"",""},
            {0,8 ,0,0,"MUSIC & SOUND","TAKASHI","SUGIOKA","TAKASHI","MAKINO","YUUJI","NAKAO"},
            {0,9 ,0,0,"MUSIC & SOUND","NOBUTOSHI","ICHIMIYA","KOKI","TOCHIO","TSUTOMU","WASHIJIMA"},
            {0,10,0,0,"MUSIC & SOUND","HIROSHI","TAKAMI","FUMIHIKO","YAMADA","",""},
            {0,11,0,0,"DEBUGGING TEAM","YUUSUKE","TABATA","SHINGO","MATSUMURA","MAKOTO","MAEHIRA"},
            {0,12,0,0,"ORIGINAL CHAMELEON DESIGN","TADASHI","OHYA","","","",""},
            {0,13,0,0,"  GAME DESIGN","HIDEYUKI","NAKANISHI","TAKASHI","MAKINO","YUKI","TAMURA"},
            {0,14,0,0,"  GAME DESIGN","HIROYUKI","MORIOKA","MAKOTO","TANAKA","",""},
            {0,15,0,0,"  GAME DESIGN","AI","NADATANI","AKIROT","","",""},
            {0,16,0,0,"ASSISTANT PRODUCER","SHYOJI","OGAWA","","","",""},
            {0,17,0,0,"PUBLIC INFORMATION","YUKAKO","OKADA","SACHIYO","NOGAMI",
			"",""},
            {0,18,0,0,"SPECIAL THANKS TO","SUPER MARIO CLUB","","FAMIMAGA64","","",""},
            {0,19,0,0,"PRESENTED BY C1996","JAPAN SYSTEM SUPPLY","","","","",""},
        };
        EFFE_DATA	effe_data[mxEFFECAT];
        #else
         /*----------------------------------------------------------------------------------*/  
        /*----------------------------------------------------------------------------------*/           
        /*----------------------------------------------------------------------------------*/
        
        static int SIview_data = %d;
        static int SIroll_data = %d;
        static int SIeffe_data = %d;
        static VIEW_DATA view_data[mxVIEWCAT] = {
            {
                %d,
                %d,
                %d,
                {
           %d, }, {
           %d, }, {
           %d, },
                %d,
                }
           };

        static ROLL_DATA roll_data[mxROLLCAT]={
            {
                %d,
                %d,
                %d,
                %d,
                "%s",
                "%s",
                "%s",
                "%s",
                "%s",
                "%s",
                "%s",
           },
       };
       static EFFE_DATA	effe_data[mxEFFECAT] = { 
        };
       #endif
       ON    STOP     バッファがない
       データ読み込み失敗
       
       ON    STOP     PAUSE

#include<ultra64.h>
#include"SUGI/demodata.h"
DEMO_KEY endingData[] = {

};

バッファがない
データ読み込み失敗

 #include<ultra64.h>
#include"SUGI/demodata.h"

The Japanese text present in this code translates to:

Japanese Translation
ON STOP バッファがない ON STOP No buffer present.
バッファがない

データ読み込み失敗

No buffer present.
Data load failed.

Regional Differences

Apparently, Japan kept all the good stuff for themselves. The international releases seem positively unfinished in comparison!

General Differences

  • In the international releases, the Sunsoft logo appears before the Japan System Supply Logo. It's absent in the Japanese release.
  • Battle Mode cannot be entered with one player in the international releases. In Japan, however, one player can enter to play against CPU players.
    • Despite this, the "COM PLAYER NUM" option from the JP version is still present in Rev A, or US version 1.1. By pressing Left or Right while hovering over the "EXIT" button in battle mode's options, extra CPUs can be added.
  • Throughout the levels, powerups are placed in areas where they may be useful. In the international releases, these powerups are only present in Battle Mode. The powerups are:
    • A black, pentagonal shape that causes the chameleons' heads to grow, enlarging the enemies they spit out as ammo.
    • A red ball surrounded by three triangular shapes. This makes the chameleons shrink down. This is mainly used to get into small spaces.
    • A stopwatch, similar to the one the White Rabbit uses. This freezes all enemies in the room for a small amount of time. This powerup is nowhere in the international releases.
  • The White Rabbit greets the player before meeting every boss and gives them small hints on how to defeat them. This was brought back in Chameleon Twist 2.
Chameleontwist-carrot.png
  • There are now five Carrots to collect. These will allow the chameleons into mini-games and secret areas. This feature was also brought back for the sequel.
  • The boss of Bomb Land drops bombs much faster.

Memory Pak Warning

In the non-Japanese versions, if you start the game with a Memory Pak inserted, you'll receive a warning message. This message does not appear in the Japanese version.

Chameleon Twist warning.png

Level Layout

Some levels have had drastic modifications to their layout.

Ant Land

International Japan
It seems so simple... This seems... less simple.

In the fourth room you can go into, there is a ring of crowns surrounding a single orange Heart in the international releases. This was replaced with an area full of rising platforms, wooden poles, and marching Ants in the Japanese release.

International Japan
If they were any bigger, this would be "Tremors: The Game". I'm safe here...

In the large room filled with worms, the international releases got... a large room filled with worms. Meanwhile, Japan got two seesaw-like platforms and two crowns. It also has a slightly different floor texture. The worms' mud mounds that signal where they will pop up were also removed in Japan.

International Japan
Baby got thorax! Chameleontwist-bosshealthbar.png

The fight against the Ant Queen now features a health display. Also, the Japanese release moved the ceiling higher up, for whatever reason.

Desert Castle

International Japan
At least the spikes are polite enough to skewer my tongue! Chameleontwist-desertspikesJAP.png

The first spike platforms the player encounters are made up of two straight platforms in the international releases. Japan made a decidedly less straight path for their spikes.

Like the Ant Land boss, the Desert Castle boss has also been given a health display.

Kids Land

International Japan
Chameleontwist-kidslandroom4INT.png From three platforms to a 3-step program.

In the fourth room, there are three platforms and a crown in the international releases. In Japan, there is a swarm of ice cream sandwiches, a glass box with a crown in it, and five platforms. After all of the ice cream sandwiches are destroyed, a shrinking powerup appears on the fifth platform. The player can now go into the box to get the crown. If the player is still in the box when the powerup wears off, the box shatters.

International Japan
Is anybody else feeling hungry? ...Because I've suddenly got a craving for chocolate and wafer bars...

The fifth room has also been modified: In the international releases, there is a large stack of crackers leading up to a tall wall with a wafer creature waiting to be hit. In Japan, the wall is much shorter and the crackers have been replaced with a pit. In the third room with wafer monsters, the exact same modifications have been made.

This is bowling. There are rules.

The most significant difference, however, is the addition of a bowling minigame. In the area with three platforms encircling a wooden pole, the White Rabbit is standing by a door. If you have a certain number of carrots, he will let you pass through to play the game. This area is like the bowling game in Chameleon Twist 2, but you can't position the ball, making it significantly harder. If you get enough points, a crown will appear in the room. The pins will also take on the appearance of the player's chameleon, just as it does in Chameleon Twist 2.

Ghost Castle

International Japan
Oh man, I only have 49! Wait, what's that over there...? I don't suppose that's the fire escape?

The entrance to the Pool mini-game has been moved. In the international releases, it was set right near the level's entrance. In Japan, it was set in one of the early rooms, with the White Rabbit standing right outside.

....? (Boss Rush Stage)

Six segments now?! I'm screwed...

In the international releases, there is no difference between the bosses' fights in their stages and in this stage. However, Japan made the Boss Rush battles much more challenging than in their stages. All of the bosses have been made faster, stronger, and mind-bendingly harder to beat.

White and Black

"White"? Really? That's the name you're going with?

After beating the game once, a white chameleon is unlocked. This chameleon is aptly named White. White has no abilities or quirks that set him apart from the other chameleons. He's just... white.

"Okay, this black one here? His name is Black... What do you mean it's uncreative?!"
White vs. Black - so what else is new?

There is also a black chameleon to unlock. This chameleon is named, of course, Black. Unlocking him is not as easily done as White.

In Bomb Land, there is a barred doorway, guarded by the White Rabbit. To get past the bars, the player must collect all five carrots from the game. Through the door is a small arena, with Black standing in the middle. The player must defeat Black to get a crown. After his defeat, he is unlocked for Battle Mode, but not Story Mode. Black cannot be unlocked as playable for Story Mode, perhaps to keep from having Black face off against himself, though he can easily be hacked into Story Mode.

Ending

In the Japanese version, when the last boss dies the player's chameleon escapes through a narrow hallway before showing the credits. In the international versions, the screen fades out to the credits directly.

Perfect Code

Hmmm...
To do:
Find out what this code does.
The perfect code?! Wow! ...So what does it do?

After beating the game once, a new challenge appears: After starting a new game with White, a star is put in the corner of the screen. If the player gets hurt even once during the course of the entire game, the star goes away. However, if the player is not hurt once throughout the entire game, the game will show a special "Perfect Code" after the credits roll and on the title screen.

At this time, it is unknown what the code does, if anything.