Alex Kidd in Miracle World DX feels like a game tied down by its predecessor. The game is a faithful recreation of the original, but the problem is that it's too faithful. Many of the faults of the original peek through the updated look.

The original game had many problems which haunt the DX version of the game. It is difficult to telegraph Alex's attacks as the punch hits at the end of the animation. There have been plenty of times where a mistimed punch resulted in a double KO with the enemy. Platforming is also slippery, as Alex will sometimes slide when landing, causing me to jump into an instant death pit through panic. It's difficult to change trajectory mid-jump, with the movement being only slowed by pushing in the opposite direction.

I have played the original Alex Kidd in Miracle World on the Master System II, but I wouldn't complete it until the release of the Sega Vintage Collection in 2012. That version had save states, which allowed me to circumvent many of the harsher design elements of the original game (like limited continues and instant-death puzzles). Unfortunately, Miracle World DX does not have save states.

The quality of life improvements are fleeting, as there is a new addition of unlimited continues and infinite lives at the cost of certain achievements (for the latter). There are new HUD elements, but these have proven to be more of a hazard than a benefit. Most of the time, I found myself with only a power bracelet (due to the constant death), making the interface redundant for the most part. But the HUD element remains, blocking the view of the top right corner of the screen. Later levels make use of this obscured space. In one area, the flashy prompt that notified me of the area blocked the view of the right side of the screen. This area has an instant death shower that required speed to break through blocks and escape.

This game sorely needs a redesign, as the areas that flow quickly can be rather fun. I've had great fun tearing through blocks on a motorcycle and working my way through well-designed areas that mix platforming and punching through blocks.

Unfortunately, the game is too frustrating for me as it currently is.

Reviewed on Jul 02, 2021


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