Zero
A rebellious squirrel ninja and the protagonist. He uses acrobatic attacks to pursue his kidnapped girlfriend and oppose the villains.
How it plays
The game uses a side-view perspective. Zero travels through linear stages, defeats or avoids enemies, collects useful items, and reaches an end-of-level boss. His moveset emphasizes jumping, attacking, and aerial maneuvering rather than careful exploration.
Stages contain platforms, traps, moving objects, and environmental hazards. Progression is based on clearing successive areas and defeating bosses; the game does not use a role-playing level system or branching campaign.
Plan your run
Learn the timing and reach of Zero's attacks before rushing through a stage. Use safe platforms to line up jumps, and avoid committing to an attack when a hazard or enemy can interrupt the landing.
Bosses are easier when their movement patterns are observed first. Preserve lives by treating unfamiliar rooms as practice sections and by prioritizing a safe route over fast completion.
Meet the cast
A rebellious squirrel ninja and the protagonist. He uses acrobatic attacks to pursue his kidnapped girlfriend and oppose the villains.
The bat hero from Aero the Acro-Bat, connected to Zero through the spin-off's shared setting.
Before you begin
Use Zero's aerial movement to correct jumps, but do not rely on it to replace careful positioning.
Watch moving hazards before crossing rather than reacting after the jump begins.
Boss patterns are generally more important than attacking continuously.
Zero the Kamikaze Squirrel is a side-scrolling action platformer developed by Iguana Entertainment and published by Sunsoft for the Super Nintendo Entertainment System in 1994. It stars Zero, a rebellious squirrel ninja and rival of Aero, who sets out to rescue his kidnapped girlfriend and stop a destructive scheme. The game combines traditional platforming with fast attacks, acrobatic movement, hazards, and boss encounters. Its presentation is colorful and its levels emphasize momentum and reaction speed. Contemporary reception was mixed: critics often appreciated the energetic character and challenging action, while some found the controls and difficulty less polished than leading platformers of the period.
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