Alex Kidd - The Lost Stars
Alex Kidd - The Lost Stars is a Wii action game released in 2009 developed by SEGA. It centers on movement and immediate actions, enemy and hazard responses, and stage objectives, with controls, information, and pacing arranged around Wii Remote pointing and motion input, the Nunchuk, and Classic or GameCube controllers where supported.
- AI score · out of 10
- 6.3 / 10
About this game
Alex Kidd - The Lost Stars is a Wii action game centered on movement and immediate actions, enemy and hazard responses, and stage objectives. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hits, camera behavior, and readable hazards determine whether feedback remains dependable, while standard-definition output, motion feedback, and interface scale at television distance need to preserve control readability. The genre-specific limitation is that camera behavior, collision rules, input mapping, and repeated ground after failure can raise the entry barrier. Platform conditions also include the Sensor Bar, remote batteries, motion calibration, peripheral requirements, storage limits, and retired online services affect present-day use. This description covers only this platform release and does not import features from other editions.
Collected in series
Alex Kidd is Sega’s colorful action series starring a small adventurer with a mighty punch. You jump past hazards and explore strange worlds; the best-known adventures add breakable blocks, unusual vehicles and rock-paper-scissors contests to the platforming.
Recommended games
Related game recommendations on this platform
WiiAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Strange scenery and straightforward jumping suit brief sessions, but limited attack choices and route development leave relatively little room for mastery.
Strange scenery and straightforward jumping suit brief sessions, but limited attack choices and route development leave relatively little room for mastery. Momentum affects jumping while two main buttons support obstacle-focused traversal. Clear obstacle goals and momentum require basic timing, but limited attacks and route choices provide little sustained decision-making depth. Compact structures encourage brief attempts and obstacle practice, while limited mechanical growth makes replay rely chiefly on familiarizing routes. Bright colors and strange enemies give the game a playful identity, but limited musical and environmental variation offers few sustained expressive surprises. Controller alternatives accommodate personal preference and documented faithful operation preserves basic feedback, without assuming modern rewind or unrestricted save-state conveniences. Players seeking a light Alex Kidd revisit with straightforward obstacle avoidance, rather than a deeply branching action adventure or complex combat.
Strengths
- Momentum affects jumping while two main buttons support obstacle-focused traversal.
- Bright colors and strange enemies give the game a playful identity, but limited musical and environmental variation offers few sustained expressive surprises.
Weaknesses
- Avoidance dominates, with relatively little room for varied attacks or route decisions.
Who it is for: Players seeking a light Alex Kidd revisit with straightforward obstacle avoidance, rather than a deeply branching action adventure or complex combat.
Play notes: The assessment covers the Master System edition on Wii Virtual Console, not the arcade game or subsequent ports.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Compact structures encourage brief attempts and obstacle practice, while limited mechanical growth makes replay rely chiefly on familiarizing routes. | Reviewed | 5.8 / 10 | Not provided |
| Dimension Clear obstacle goals and momentum require basic timing, but limited attacks and route choices provide little sustained decision-making depth. | Reviewed | 6.0 / 10 | Not provided |
| Dimension Bright colors and strange enemies give the game a playful identity, but limited musical and environmental variation offers few sustained expressive surprises. | Reviewed | 6.8 / 10 | Not provided |
| Dimension Controller alternatives accommodate personal preference and documented faithful operation preserves basic feedback, without assuming modern rewind or unrestricted save-state conveniences. | Reviewed | 7.5 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- SEGA
- Release date
- 2009
- Platforms
- Wii
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Action · Primary genre
- Tags
- Solo-friendlyLinear LevelsDodgeReplayableReal-time Combat3D GraphicsFast-pacedThird PersonPlatformingMain Story Under 10 Hours
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single playerMultiplayer
- Perspectives
- Side view
Release editions
- WiiWorldwide2009
Game gallery
Sources
Not provided