Kid Chaos (Amiga) - A Playguide and Review - by LemonAmiga.com
🕹️ Kid Chaos is a very polished action platformer, written by Magnetic Fields, and published by Ocean in 1994. The graphics are up there with the consoles, along with fast and smooth scrolling, and lots of enemies to deal with. But it didnt sell in any numbers, and this means original boxes can sell for a fortune. Lets check it out.
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Production Notes:
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Captured: 9th January 2018
Edited: 25th June 2018 - 17th January 2019
Narrated: 3rd September 2018
Like everyone else I suppose, I had this on copy back in the day, and thought it was not very fun. Sure the graphics are great but something about it left me cold. I had all the Lotus games as original big boxes, but somehow Magnetic Fields didnt playtest this enough for it to be a classic. Many years later, I tried to get through the game, using adult skills and patience, and still I was defeated on Level 2.2, again and again. Eventually I made it to 2.3, but by then it wasnt fun anymore, and I'd had more fun playing Zool 2! (yes, its hard to believe but Zool 2 becomes a great game during level/world 2, and I had great fun in the compo with it, and its not even a planned review!.). Long story short, I made this review knowing about the games faults, but decided to give it a fair try. I didnt warm up for this video, and it had been some time since I played it previously. In fact you can see the time I played it previously on The Amiga Years bonus DVD, where I just played for first level, during the Magnetic Fields editorial.
The edit was rather heavy, as there was a lot to rush through and skip past, from over an hour of footage, over 5 sessions. The bonus levels and the extra levels were captured separately.
By the time I came to narrate this, did what I normally do with these 'missed opportunity' type reviews, and decided to make it extra fun and jolly, without going through the roof sending it up. This means if there are people who love to hate some games (ahem, Nebulus) they can laugh along with me at the foibles and flaws. I always like to celebrate all of the games in the guides, and I was in a good mood to do so, having now narrated quite a few of them up til that point last year. Life seemed fun, and making these guides for people to watch was almost as fun as it used to be. I was looking forward to narrating an adventure I had been quite taken with called The Adventures of Willy Beamish, next.
Danscore:
Magnetic Fields had a lot riding on this title, but in the end they sold only a few. Andrew Morris claims it was piracy which took away sales, but playing this for fun can be hit or miss. The graphics and music, and core game refresh speed, are all really great. The enemies and locations are varied, and smashing things up can sometimes be rewarding. But controlling the character feels like trying to remote-control a balloon in a wind tunnel. Holding down fire to instigate the higher jumps means quite often the character will walk off a platform and die before the player has had the time to release the button. The spikes are everywhere, and overall the game feels punishing for the smallest mistake or over-jump. Its difficult and challenging but not a classic, and so I give this is 6.5 out of 10.
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