---- ^[[games:Master System|ZURÜCK ZUR KATEGORIE A]]^ \\ \\ ---- **AUTHOR: ** SEGA **RELEASE:** 1986 **TYP:** [[mastersystem:Jump & Run|Jump & Run]] **SPIELER:** 1 **LEVEL:** 17 **SPRACHE:** Englisch **Partnumber:** 5067 **EAN:** 4974365632670 **WERT:** 90 Euro ---- Reisen Sie über den Planeten Aries zur schönen Stadt Radactian - und retten Sie sie vor dem bösen Janken dem Großen. Your name is Alex Kidd. You have courage. A karate chop that shatters rocks. And a big job to do. You learn that the mysterious city of Radactian is in great danger. All your skills and talents are desperately needed to help. But there's a catch. How do you get there? Your only clues are a puzzling map and a medallion made of Sunstone. Will that be enough to solve the riddle of the pathway? You face the obstacles. Solve the mysteries. Learn the secrets as you go along. But there's high adventure around every corner. It takes a Kidd like you to handle a challenge like this. ---- ^Presse^ \\ \\ - \\ ^Files^ \\ \\ - ^Codes^ \\ \\ **Janken Solutions** \\ These are the solutions for the Janken matches, starting with the first. These are the solutions you should pick during the match, not what the computer picks: 1. Rock, Scissors 2. Scissors, Paper 3. Rock, Scissors 4. Paper both times 5. Rock both times 6. Rock, Scissors 7. Paper both times ^Kommentare^ //Is or isn’t Alex Kidd In Miracle World a Super Mario Bros. ripoff? I can understand why some people think so. But I don’t think that really matters and here you can see why. In AKIMW, you don’t jump on enemies; you smash them with your fist. And how can you forget the legendary rock, paper, scissors bossfights? And when have you ever seen a motorcycle or a helicopter in Super Mario? You go though one world, not 8. You have more than two power-ups. You die after one hit. These are some of the differences but I won’t say that SEGA wasn’t inspired by Nintendo’s Super Mario Bros. But I will argue that all linear platform games are somehow a Mario clone. And AKIMW does enough, so it doesn’t feel like you are playing the same game twice. On the box, it says that you travel though the planet Aries, to the city Radacitian to save it from the evil Janken the Great. But in the game it tells you have to save the princess form Janken the Great. Your journey goes though 17 levels where you will see water levels, castles, towns levels, air levels and a forest level. You will see a range of different enemies. The developers have used their imagination, and you are not given the same lavel more than once, so you don’t get bored while playing though it. The difficulty in the game isn’t too hard but like many older games, you have to give it a couple of tries. There is some memorization in the game, when you play rock, paper, scissors in the bossfights you have to pick the same every time you play, so after a few playthroughs there isn’t a big challenge in them. Although after the 3 first bossfights there are also some action elements where you have to hit the floating heads while avoiding being hit.
Comparing the graphics to Super Mario bros., Alex Kidd wins. The graphics are much better, you can see his cute little face and it is much more colorful. But the Sega Master System is also known for better graphics than the NES. I think it's easy to see what the objects are representing, although I have been in a discussion or two, about is it a motorcycle or a car. But if that's the only thing in the game, the graphics are great. [...] There is a lot of replay value in AKIMW. The challenge is big enough so you can play it for a while before know it all the way. And even when you know the game as well as your own back pocket, it is still fun to play, for it is an all-time classic. [...] Alex Kidd In Miracle World, is a great game, although I have elements form Super Mario Bros. It is still fun to play. It still play well after 26 years, and if you call yourself a Retro Gamer, I think you have to play this classic, the best way to play it, if you ask me, is on a Sega Master System.// - www.smstributes.co.uk //Dies ist das erste von 5 Alex Kidd Spielen und mauserte sich zum riesen Hit. Das anfangs im Master System eingebaute Hang On, wurde bald hierdurch ersetzt und dürfte den meisten MS-lern bekannt sein. Eigentlich ist das Game im Grunde ein Jump'n Run, aber unser Held kann auch schwimmen und durch die vielen verschiedenen Hilfs- und Transportmittel protzt es vor Abwechslung in seinen 12 Leveln. In den zwei Schlössern ist dann richtig arg Gehirnschmalz gefordert. Dort gilt es Wege zu finden, zu öffnen und natürlich auch zu erreichen. Ohne ein gutes Auge, einen sensiblen Finger, logisches Denken und eine schnelle Reaktion hat man dort kaum eine Chance. Der Schwierigkeitsgrad ist anfangs einfach, steigt aber angenehm stetig an und bleibt immer fair. Die Rätsel sind nicht zu leicht, aber alle lösbar, was immer wieder für Motivation sorgt und oft ist die Lösung einfacher, als man denkt. Die Grafik ist zwar recht simpel, aber farbenfroh und übersichtlich. Die einzelnen Figuren sind nett gezeichnet und animiert. Die Soundeffekte sind passend. Die Musik auch, jedoch hält sich die Abwechslung dort sehr in Grenzen. Wobei man beim Spielen eh andere Gedanken im Kopf hat, so daß es nicht weiter negativ auffällt. Die Steuerung arbeitet präzise und Alex läßt sich nach etwas Übung ohne Probleme millimetergenau lenken. Allerdings stört mich hier ein wenig (wie bei anderen MS Games auch), daß die Itemauswahl nur über das Pausenmenü zu erreichen ist. Es ist doch leider etwas umständlich immer erst die Taste am Gerät drücken zu müssen. Im Eifer des Gefechts kam es bei mir auch gelegentlich mal vor, daß ich aus Versehen die Resettaste erwischte... Bis ich sie dann irgendwann abdeckte *g* Auf Grund der vielen Rätsel und beliebig benutzbaren Gegenstände bezeichne ich das Game lieber als Action Adventure. Aber egal nun wie, bleibt es immer ein klasse Spiel, welches durch seine Abwechslung viele verschiedene Genre ankratzt und so für jeden etwas bietet. // - www.sega-oldies.de //Those who follow this site somewhat-regularly might be aware that I have what some would consider to be an irrational hatred of Alex Kidd. I'm not usually the type to arbitrarily hate videogame characters, but my first experience with Sega's defunct mascot in High-Tech World was one of the most unpleasant gaming experiences of my life. Willing to give the series another chance as even hardcore fans often regard that entry as the worst, I gave Miracle World a try. Once again, I was assaulted by bland visuals, annoying music, Alex Kidd's ridiculously-robotic walking animation and stupid-looking head, flat level design, and play control so bad that I gave up at about the halfway point and couldn't go back to it for awhile. Recently, I decided to give it another chance, hoping that the appeal of Alex Kidd would eventually infect me. I can't say that it did, although I was able to finally complete the game. The biggest problem I had with acclimating to the controls is that the buttons for jumping and attacking are reversed. I'm not even sure if I realized that's what was wrong with them, but I knew something was extremely awkward. Eventually, I got so used to the controls that I ended up blowing through the entire game with relative ease, whereas I had been struggling before. Even with my brain having finally accepted the backwards nature of them, the control is still plagued with hit detection and momentum problems. You can punch at an enemy with Alex's really huge fist, but if you don't connect exactly right, the fist will go right through the enemy and you might even take a hit instead. Alex also skids around like Master Higgins in the Adventure Island games, making it hard to control him after landing from a jump or just running a few steps. Stages are designed so that you are likely to jump and then slide off or overshoot your landing point onto a bed of spikes or other life-depriving obstacle. I'm almost inclined to believe the control was made awkward on purpose to encourage you to find other means of getting through the levels. Sure enough, Alex Kidd can ride vehicles such as a motorcycle and helicopter in some stages that make clearing them less of a chore. This, I imagine, is some of the appeal of this game as they do provide a little diversion from the normal running, jumping, and punching. However, the vehicles don't make the game great so much as they make levels that would otherwise be unbearable more tolerable. There are also other items you can acquire by collecting enough moneybags. The idea of collecting enough lives and stuff in early levels so you can survive later seems to be a Sega platformer staple, as it's true of Sonic the Hedgehog and Sonic 2, and it's present here, too. Also part of the appeal, I imagine, is that Miracle World contains some distinct Japanese elements: rice balls, yen symbols on the moneybags, and a hero who resembles Son Goku. Unfortunately, they're only minor distractions from the otherwise generic backgrounds and boring enemy designs. The Sega Master System supposedly has better graphics capabilities than the NES, but I've yet to see a game that could've made that apparent without knowledge of the system specs. I have seen fans perplexed that Sega has not made an Alex Kidd game in years, but I don't think it's difficult at all to see why he was retired. Aside from the shaky quality of the games, the franchise exudes a "babyish" persona, and while I'm hard-pressed to determine what exactly makes characters like Sonic and Tails more "mature" than Mario, Alex Kidd clearly did not project the image they wanted. While I'm now hestitant to say Miracle World is worse than High-Tech World, it managed to commit an even more atrocious crime than the insane instant deaths - bosses fought by playing games of "Rock-Paper-Scissors" (called "Janken" matches) that take far too long to play out. Yes. I'm serious. If forced to choose what is the single worst idea for a boss fight ever, this would be it. Although some of the bosses telegraph their moves in a thought bubble so you can try to beat them legitimately, some of them don't, and the last one cheats. You have two choices for dealing with this: You can look up a FAQ for the right pattern to use against these guys, or you can play the game over and over again while trying to figure out the pattern on your own. I didn't have enough patience for the latter. Miracle World feels long, if only because there is no indication of when it will end. The map shown between levels has no marked pathways and no destination points, so you have no idea how many of those places Alex Kidd will visit, and the difficulty of the stages never significantly increases. Although the last stage (a room-by-room obstacle course of a castle) is long, by the time I got that far, I was adjusted to the controls enough to quickly plow through it. Along with the platforming and vehicle-riding, the game has one puzzle that you must solve if you want to beat it proper and see the ending - a blank screen of scrolling text. I could complain about that more, except that by then, I was just glad the game was over. I confess that I'm not quite hating on the character or the game so much anymore. It may be marginally better than High-Tech World, but despite the variety in stage designs, they seem to merely exist instead of congealing into something greater than the sum of its parts. Indeed, if there is still any greatness to be found in the Alex Kidd series, it will take something far more miraculous than Miracle World to enlighten me. // - www.Flyingomelette.com ----
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