Retro Gamer

RADAXIAN HIGH STREET ALEX KIDD RELIES ON PLENTY OF ITEMS DURING HIS QUEST TO DEFEAT JANKEN THE GREAT – SOME OF WHICH HE CAN FIND IN THE WORLD, WHILE OTHERS ARE AVAILABLE IN SHOPS. HERE’S THE COMPLETE CATALOGUE

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REGULAR ITEMS ONIGIRI

Alex’s favourite food appears at the end of each stage and must be collected in order to finish. In some versions it’s a hamburger.

POWER BRACELET

Once activated, this bracelet allows Alex to fire off projectile­s for the remainder of the stage, unless he loses a life or stumbles into water.

EXTRA LIFE

This one is pretty self-explanator­y. It can be found in the wild and is the most expensive item in the game’s shops, selling for 500.

CANE OF FLIGHT

This shop-only item costs 120, and enables Alex to fly for a short period. Watch out, as there’s no warning when the effect ends.

TELEPORTAT­ION POWDER

This useful item costs 100 and allows Alex to pass through enemies without harm for a short period. It doesn’t work on spikes or pits.

TELEPATHY BALL

This rare item lets Alex see what his opponent is planning in janken battles.

It’s only found in Mount Kave and the Radaxian Castle.

MAGIC CAPSULE A

This capsule spawns eight miniature Alex Kidds, which run forward and attack enemies. For 100, it’s a good way to beat tough foes.

MAGIC CAPSULE B

For 120, this capsule will shield you against enemy attacks for a limited time, but Alex can’t perform any attacks while it’s active.

SUKOPAKO MOTORCYCLE

This speedy vehicle costs 200, and ploughs through enemies and rocks alike. You have to use it in the stage you buy it, and it doesn’t reverse!

PETICOPTER

For 200, Alex can fly through the air by hitting the jump button repeatedly. He can also fire missiles to take out pesky enemies.

TREASURES SUN STONE MEDALLION

One of the two items Alex needs to access the final stage and one he cannot miss – it’s given to him before the game and can’t be lost.

MOONLIGHT STONE MEDALLION

The other item Alex needs to unlock the final room is gained after defeating Janken. Even if you deliberate­ly avoid picking it up.

SIGNED LETTER

This letter is found in the Radaxian Castle. High Stone Of Nibana will only hand over the Hirotta Stone if you have this in your possession.

HIROTTA STONE

A stone tablet used to reveal the game’s final treasure. The mysterious symbols must be read from top to bottom, right to left.

GOLD CROWN

Janken has turned the citizens of Radaxian to stone, and this magical treasure can reverse that. Obtaining it is Alex’s ultimate goal.

encountere­d in the underwater stages is a highlight, both for its visual design and its attack pattern, while the Hopper stands out more for its oddness – though again, this is only to western audiences, as Japanese players would be familiar with the Daruma, a traditiona­l Japanese doll that appears in many children’s games. “The Daruma was an ‘angry tomato’ to me,” notes Héctor. “The enemy of ‘Death’ to me was a kind of sea seal,”

The game’s soundtrack was composed by Tokuhiko Uwabo, whose previous works had included the Japan-only game Satellite 7 and the Master System versions of Choplifter and Fantasy Zone. He chose to create musical themes based on the action Alex was currently performing, and plenty of them are memorable – most notably the underwater and motorbike themes. However, the cheery main overworld theme, which also provides the basis for the title screen, level start and ending themes, is the one that has become most associated with Alex Kidd. As well as appearing in Alex Kidd In The Enchanted Castle, the theme follows him into his later appearance­s in games such as Segagaga and Sonic & All‑stars Racing Transforme­d.

Of course, the game design bringing all of these elements together is key, and on a superficia­l level it is much like Super Mario Bros – Alex runs and jumps through the environmen­t, battling enemies and smashing blocks to get through each stage. Rather than jumping up to hit blocks from below, Alex uses a more convention­al forward punch – and the blocks that he encounters are far easier to read. Star blocks will always contain money, skull blocks temporaril­y stun Alex, and question mark blocks broadly contain useful items but may contain a deadly ghost. The enemies, it must be said, are a little less sophistica­ted than those found in Super Mario Bros – while their behaviours are certainly solid, most of them have very fixed patterns of movement. Only the ghost and monkey base their attacks on Alex’s position, and there’s no secondary behaviours to note, like the clever way that Koopa shells are used.

What really sets Alex Kidd In Miracle World apart from its contempora­ries is the ambition of the developmen­t team, which provided the game with enough depth to ensure that it remained relevant well beyond its initial release. “I begun playing videogames in 1991,” says Ramón Nafria, producer at Jankenteam. “Sonic was able to roll. Mario was able to convert into Super Mario and throw fireballs. Alex Kidd was able to shoot ‘kames’, ride a bike, a Peticopter, a boat, fly, and read the mind of the enemies,” he explains in reference to Alex Kidd’s versatilit­y. “I think it is quite a technical feat for that time,” says José Sanz, game designer at Jankenteam. “Even today, as I investigat­e how the original team did [it] to apply it in the remake, I am very amazed at everything they did. Original battles against the bosses, the initial vertical phase, the vehicles, the shops and monetary system, the camera and style of ‘dungeons’ in castles.”

Indeed, collecting sacks of cash feels much less like collecting arbitrary tokens than it does in many other platform games, thanks to the inclusion of shops and a permanent inventory. Beyond that, the vehicles add some real variety to the gameplay that was hard to come by in 1986. “Again, this is an idea from Hayashida-san,” says Kodama. “’Hero crashes into bad guys on a motocycle!’ is something we saw from superhero shows. It is easy to imagine Alex Kidd has different rides like a hero. Other than that, inspiratio­n could have come from gadget cars in Bond movies, or futuristic items in Doraemon.” Transition­s feel natural, too – if you lose your vehicle over the water, you can still swim to the end of a stage.

Additional­ly, the incorporat­ion of adventure elements help to distinguis­h the game. The way the map screen shows your progress through Miracle World is quite novel amongst console platformer­s of the time, as is the fact that the game doesn’t end with the defeat of the final boss, but the retrieval of the final quest item. The use of a small cast of characters with a significan­t amount of dialogue clues players into the existence of the secondary objectives that, while not strictly necessary, do help you to complete the game – if you don’t rescue Egle, you won’t get the letter to High Stone, who subsequent­ly won’t give you the stone tablet containing the correct sequence of moves required to beat the final stage. Having said that, ambitious experiment­ation can lead to some failures, and the final stage is arguably one of them. There can’t have been many players outside Japan who would have guessed that the symbols on that stone tablet, much like vertically written Japanese text, were intended to be read from in columns from right-to-left.

Speaking of wayward experiment­s, one of the most commonly criticised aspects of the game is one of its most distinctiv­e features – the use of rock paper scissors as a boss battle mechanic. It’s difficult to imagine the game without it, as the team leaned into the theme heavily. The main villain, Janken The Great, takes his name from the Japanese name for the game, and his three henchmen have heads resembling the game’s three hand symbols – an idea that Kodama credits to Hayashida. “The

style of ‘boss with three henchmen’ probably came from the animations like Time Bokan and Yatterman of Tatsunoko Production,” she explains. “In many of these anime, there were always three somehow boneheaded henchmen under the boss. This is the stereotype animation we saw when we were children. It is hard to hate them even as enemies.” However, while the character designs it inspired were memorable, Hayashida has expressed regret over the mechanic in retrospect­ive interviews, saying that it “wasn’t a great fit for an action game” due to the reliance on memorisati­on over practised skills.

Alex Kidd In Miracle World was released in Japan in November 1986, with a North American release following soon after. In the US, the Computer Entertaine­r newsletter gave the game 3.5/4 for both graphics and gameplay, and stated that the game was “one of those delightful games with lots of surprises and things to discover”. Writing in Video Games & Computer Entertainm­ent, reviewer Clayton Walnum noted the game’s similarity to Super Mario Bros but remarked that it was “far from a clone” and “about as addicting as games come”, praising its graphics, sound effects and challenge. As with many early Master System games, only retrospect­ive reviews are available from UK publicatio­ns. The Complete Guide To Consoles from CVG scored the game 87% in 1989, singing the praises of its “great graphics and sound, and, most importantl­y, thoroughly absorbing gameplay”. In 1991, Sega Pro’s very first issue gave Alex Kidd In Miracle World a score of 95% on the basis that it offered “so much to do and so many different ways of doing it”.

The game undoubtedl­y received a major boost from Sega’s decision to build the game into Master System consoles. “Alex Kidd, like many other people, was the first videogame I played,” says Héctor. “It was probably because it came preinstall­ed in the memory of the Sega Master System II, but the infinite hours I spent with my brother made me remember this game with special affection.” PAL Master System consoles had featured the game since late 1988, though it was one of a few options at that time – Master System Plus buyers would get Hang-on and Safari Hunt, and Super System bundles included Missile Defense 3-D. When the Master System II came along, Alex Kidd became the game of choice worldwide. All North American versions of the console include the game, but European models replaced Alex Kidd with Sonic The Hedgehog from late 1992. The built-in version made some minor changes, reversing the jump and punch buttons to the more convention­al layout, and replacing Alex’s treasured onigiri with hamburgers for the western audience.

The developmen­t team went on to achieve further success together. “After Alex Kidd, I was involved in background design of Phantasy Star and Sonic. Those background­s were made

from the skills I learned from Alex Kidd,” says Kodama. Hayashida and Uwabo joined her on the Phantasy Star team, and created a classic RPG that stands as another of the Master System’s finest games. Also members of that team were Yuji Naka and Naoto Ohshima, whom Kodama worked with on Sonic The Hedgehog – the character that would ultimately usurp Alex Kidd’s position as Sega’s mascot.

Unfortunat­ely for Alex Kidd, while Sega promoted him as its star through the late Eighties, he never quite delivered as hoped. In part, that must be due to the inconsiste­ncy of his games. Alex Kidd: The Lost Stars was a passable arcade platformer that lacked a lot of Miracle World’s notable features, and was only mildly well-received on the Master System.

Alex Kidd In High-tech World was a rebranded version of the anime tie-in Anmitsu Hime, a mediocre and obtuse action adventure game, while the top-down racer Alex Kidd: BMX Trial never made it out of Japan. The Mega Drive launch game Alex Kidd In The Enchanted

Castle was the closest we ever got to a true Miracle World sequel, but its simplified nature, loose controls and increased use of rock paper scissors battles meant that it wasn’t as well received. Only Alex Kidd In Shinobi World, a parody crossover with Sega’s famous ninja series, really hit the heights of the original game. For 30 years it seemed that Alex Kidd would be consigned to the history books, until the recent surprise announceme­nt of the remake project Alex Kidd In Miracle World DX, developed by Jankenteam and published by Merge Games.

While fans have brought Alex Kidd back to the market, it’s only right that Rieko Kodama should have the final word – one that she would never imagine having back in 1986. “I felt it was a well-balanced package among game design, graphics and sound. However, I could not imagine it would go so deep into fans’ memories,” she says. It seems like she’s feeling the same excitement for the remake as the rest of us, too. “I am honoured to see the fans’ reactions. I heard that the members of the developmen­t team of Miracle World DX are also all-time fans of Alex Kidd. Their love moved them to present this remake to us in Sega. Although developmen­t just started, I am sure they will do their best with love. I wish all fans who want to go adventure with Alex Kidd can feel their spirit, and I am looking forward to see Alex making his new steps.”

But with Alex Kidd In Miracle World DX not due for release until 2021, there’s plenty of time for you to reacquaint yourself with the original, and appreciate it for what it is – a platform game that showcased just how high Sega’s developers could aim, regardless of the later misfortune­s of its star character.

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 ??  ?? » [Master System] The game has no time limit, which is welcome in tricky jumping sections like this. » [Master System] A dip in the deep often serves as an alternativ­e way to clear vehicle-based levels. » [Master System] Items from boxes disappear after a short while, so you’ll need to grab extra lives quickly when they appear.
» [Master System] The game has no time limit, which is welcome in tricky jumping sections like this. » [Master System] A dip in the deep often serves as an alternativ­e way to clear vehicle-based levels. » [Master System] Items from boxes disappear after a short while, so you’ll need to grab extra lives quickly when they appear.
 ??  ?? » [Master System] Though the ‘wall of text’ execution may be clumsy, the occasional bits of dialogue do add a lot to the experience. » [Master System] Ghosts are quite annoying – they can’t be killed and will chase you until they’re out of view.
» [Master System] Though the ‘wall of text’ execution may be clumsy, the occasional bits of dialogue do add a lot to the experience. » [Master System] Ghosts are quite annoying – they can’t be killed and will chase you until they’re out of view.
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 ??  ?? » [Master System] The janken battles are a memorable part of Miracle World, but Kotaro Hayashida retrospect­ively feels they slow the game down now.
» [Master System] The janken battles are a memorable part of Miracle World, but Kotaro Hayashida retrospect­ively feels they slow the game down now.
 ??  ?? » [Master System] Animal sub-boss fights are pretty simple, and even easier with the Magic Capsule A.
» [Master System] Animal sub-boss fights are pretty simple, and even easier with the Magic Capsule A.

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