Video game graphics already look good enough. They have for the better part of the last decade and we are at the point of diminishing returns. Imo, the thing that AAA studios should be focusing more effort on is physics simulation. That will help the game worlds feel much more immersive, by exponential amounts. I want to see reactive water, cloth, dirt, sand, trees, grass, everything.
So, were you were a SEGA kid in the 1980s? Then you probably know the original Alex Kidd in Miracle World – maybe it even caused you to rage-quit a few times.
Here’s the deal: back when Nintendo’s NES was printing money thanks to Super Mario Bros., every other platform needed its own Mario wannabe. For the Commodore 64, it was The Great Giana Sisters. For DOS, it was Commander Keen. For the SEGA Master System, it was Alex Kidd.
Before Sonic the Hedgehog became SEGA’s mascot and finally sold consoles for the company, Alex Kidd filled that role. He was a bit of an oddity – something of a monkey boy with elf-like ears and a tail. SEGA released several Alex Kidd games (Alex Kidd in Shinobi World, Alex Kidd in High Tech World, etc.), but Miracle World was his magnum opus. Like Mario, that game was a brightly colored platformer where you jumped around collecting items.
However, despite some aesthetic similarities, Alex Kidd played quite differently from Super Mario Bros. – he was more like Mario’s scrappy, unpolished cousin. Mario jumped on enemies. Alex Kidd punched them. Hard.
Power-ups, like rings, enhanced your attacks, letting you punch from a distance. Occasionally, you’d get vehicles like a motorbike, though I always found the motorbike frustrating – it often caused more problems than it solved, especially in areas requiring precise jumps.
One odd quirk was encountering “power-ups” that hid enemies you couldn’t punch out. The only way to deal with them was to outrun them until they disappeared off-screen. That always felt cheap to me. To be fair, even Mario wasn’t immune to this kind of trickery – Super Mario Bros. 2 (the Japanese version, later released in North America as The Lost Levels) had a poison mushroom that could kill you. Still, it felt unfair.
Unfortunately, Alex Kidd in Miracle World could never truly compete with Super Mario Bros. for a few reasons:
Poor hit detection: The hitboxes were terrible. If you even got just a little close to an enemy, you’d die.
Rock-paper-scissors: Every few levels, you had to play best-of-three games of rock-paper-scissors. Losing meant game over. Imagine playing for half an hour, only to lose everything because of a random chance minigame.
Despite these flaws, we SEGA fans loved it – partly because it was fun, but mostly because admitting Mario was better felt like treason.
Fast-forward to today. Alex Kidd in Miracle World DX dropped in 2021, and it’s everything we wanted back then. Gorgeous 2D visuals, toggleable with original graphics (now in widescreen!), and – hallelujah – fixed hitboxes. The rock-paper-scissors games with end bosses is still there, but losing doesn’t make you want to throw your controller into orbit. Infinite retries and lives make it approachable without gutting the challenge.
Interestingly, SEGA didn’t develop or publish this remake. It was developed by Jankenteam and published by Merge Games. This surprised me because Alex Kidd in Miracle World is such an iconic Sega title. Based on the credits, the developers appear to be Brazilian, which makes sense—Brazil has a massive love for Sega and the Master System, even to this day.
Would I recommend the original Alex Kidd in Miracle World? Only if you enjoy video game archeology or want to relive the trauma of poorly times punches. But the remake? Absolutely. It’s like seeing an old friend who finally got their act together. If Miracle World DX got released in 1986, we might’ve seen Alex Kidd punching Mario off his throne.
So, go on – play the remake. It’s a miracle its awesomeness doesn’t punch you in the face.
I kind of want to create a spiritual successor to the Strike video games (Desert Strike, Jungle Strike, Urban Strike, etc.), but I have no experience with isometric projection, and that will especially be difficult with SFML's like a depth buffering. I could just simply do a top-down game, but it would make the helicopter hook grabbing look awkward.
Okay, scratch that because I just realized that twin-stick shooters rely on "chasing the player" enemy AI while most dungeon-crawler type games rely on wandering randomly AI.
I remember having mind blown learning that the Master System has not been discontinued in Brazil, but it turns out that these newer Master System models are just system-on-a-chip consoles with built-in games and no cartridge slots. That's kind of lame.
That's like saying that the Atari 2600 is still alive and well because Atari Flashback consoles are a thing. Granted, these newer Master Systems use actual Master System hardware, but still.
@bonkmaykr I have never overclocked anything but I buy stuff that can be overclocked because it is more durable
All these libertarian Twitter accounts are still stuck in 2020/2021 because they still like to post COVID memes for whatever reason.
I mean yeah, it's important that people NEVER forget what the government has done to them, but they don't realize that most people have moved on, unless your name is Jeff Cliff.
I really miss the pre-2014 Internet.
I know some of you will say they want the pre-2007 Internet, or even before that, but I'd argue that GamerGate truly changed the Internet landscape forever. Now everyone with a significant presence on the Internet has to pick a side, whether their presence is political or not. I just miss the days when you can just simply create something, share it on the Internet, and not be forced at gun point to share your stance on something like abortion, and if you wanted to, you can simply talk about those issues on some separate account.
One good thing that came from the political polarization from the past decade however is that it finally gave people an excuse to look at alternative platforms. Not even the Snowden leaks were enough to get people to jump ship.