Alex Kidd – Sega’s most direct answer to the popularity of Mario
Much has been written about Sega’s history of creating ‘answers’ to Nintendo’s ideas. The reality is almost everyone in the space has copied Nintendo to some extent and in some capacity, it’s just that Sega was the closest similar competitor for longer than anyone else, so the examples pile up higher.
Which brings us to Alex Kidd in Miracle World, released a year into the life of the Mark III, and in the wake of Super Mario Bros. explosive popularity. Miracle World is such a straightforward answer to Super Mario Bros. nobody ever tried to deny it.
Starring a red-jumpsuited monkey boy clearly designed to evoke ‘young Mario’
It’s quite typical of the platfomers released on Super Mario’s wake.
It has the destroyable blocks with money and power ups in them, plus land based platforming and swimming levels. Its efforts to differentiate itself from Mario include vertically scrolling levels and stores in which to buy power-ups.
It also has its own combat method (punching), and jump and attack are reversed from Mario’s rapidly-growing standard layout. You get used to it, and it can actually be advantageous depending on how you hold the pad, but it’s jarring to start with. In a later western release of the game, the buttons are reversed to the Mario standard in a full admission of defeat.
Jumps are a bit floaty, and movement a bit mushy overall, but the controls are decent. Moving carefully you can make your way through the game fairly easily, punching away at enemies with relative success.
It seems likely the game was developed by the same team as Ghost House, since the controls and graphics, and even main character, are quite similar.
What Alex Kidd has going for it are a variety of environments and gameplay styles. As mentioned, just like Mario there are swimming levels, but Alex has a few vehicles available as well. The motorcycle is an optional power-up, purchasable using the in-game cash at stores in some levels. It works somewhat like the skateboard in Wonder Boy, in that you career headfirst at a super fast pace until you hit a hard object and the bike evaporates. There’s also the Ballon Fight like helicopter levels and a water based motorcycle equivalent in the speedboat.
While the game is otherwise mostly a standard meandering platformer with fairly mediocre level design, some later levels resemble action puzzlers, such as Utopia’s Montezuma’s Revenge, or Konami’s Goonies, except much more basic. Overall it’s fairly boring from a gameplay perspective, even with the gimmicks.
Boss battles are the worst feature of the game. Instead of any kind of action, in most cases the battles are largely decided by a paper scissors rock game. It’s like you leave action-game land and enter a casino where your opponent can view your moves. Following the ‘Janken’ match, most bosses then attack physically in a limited fashion, usually by throwing their disembodied head around the screen in a random pattern.
It’s a pretty good game graphically for 1986. Nicely dawn characters with lots of detail, and colourful worlds to explore.
The music isn’t that great. While the tunes are catchy, they’re no Mario theme, and like SMB there are only a few pieces that repeat throughout the adventure. The Mark III has worse sound hardware than the Famicom, and unfortunately there’s no FM soundtrack.
Alex Kidd’s first adventure also unfortunately remains his best. A bunch of what were essentially spin-offs followed, none of which were much good. The only actual sequel was a 1988 Mega Drive launch game, known as The Enchanted Castle in the west, and while it’s easily the second best ‘Kidd, it’s pretty janky.
Alex Kidd in Miracle World didn’t set the world on fire in Japan, but is a fondly remembered game in many PAL territories due to it being built-in game of the majority of Master System consoles released. But while the original game isn’t exactly a classic, it’s surprising Sega never did a revival.