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Disney's Aladdin (video game)

From Wikipedia, the free encyclopedia

This article is about the 1993 Sega video game. For other uses, see Aladdin (disambiguation).
Aladdin
Developer(s) Virgin Games, Inc., Walt Disney Computer Software, Inc.
Publisher(s) SEGA Enterprises Ltd.
Designer(s) David Bishop, Disney
Release date(s) 1993
Genre(s) Action, Childrens, Arcade
Mode(s) Platform, Side-Scrolling
Rating(s) VRC Rating : GA
Platform(s) Genesis/Megadrive, Amiga, DOS, Game Boy, Game Boy Color, Game Gear, SNES, Sega Master System
Media 16 Megabit Cartridge
System requirements Game controller
Input 1 Player

Disney's Aladdin was a video game based on the 1992 motion picture of the same name, released in the 16-bit era. Curiously, unlike most multiplatform games of both then and now, the three versions (Sega Mega Drive/Sega Genesis, Super Nintendo Entertainment System, and Sega Master System/Sega Game Gear) are in fact three completely different games.

Contents

[edit] Mega Drive/Genesis version

The game from Virgin based on the 1992 animated Disney film, released initially on the Sega Mega Drive/Genesis console, is a side-scrolling platformer.

The Mega Drive/Genesis version was released in 1993 by The Walt Disney Company, and had incredibly fluid graphics through the use of cel animation; it was produced by Virgin Interactive, by many members who would later form Shiny Entertainment and work on Earthworm Jim, including David Perry himself (who supposedly coded the game in 3 months). Any original music in the title was composed by Tommy Tallarico. Unlike the different Super Nintendo game, the Megadrive version was worked on by Disney animators. It should be unsurprising, therefore, that the series of Disney games on the Megadrive in the early 1990s capture the mood of classic Disney animations better than any before or since.

[edit] Game design

The game is a side-scrolling platformer, mostly involving killing enemies with basic swordplay and jumping across ledges. Several levels were very different, including one level where Aladdin must escape from the Cave of Wonders on Carpet and another where he must jump across the Agrabah's rooftops. The game featured few bosses, but the ones that were there presented a good challenge.

The player controls Aladdin, who must make his way through several levels based on locations from the movie: from the streets and rooftops of Agrabah, the Cave of Wonders and the Sultan's dungeon to the final confrontation in Grand Vizier Jafar's palace. The Sultan's guards and also animals of the desert want to hinder Aladdin in his way. He can defend himself with his sword or by throwing apples. Next to apples, Aladdin can also collect gems which can be traded for lives and continues with a traveling trader. Finding Genie or Abu icons enables bonus rounds. The Genie bonus round is a game of luck played for apples, gems or extra lives. In Abu's bonus round, the player controls the little monkey who has to catch bonus items that fall from the sky, but without touching any of the unwanted objects like rocks and pots.

The game's sprites are all done by Walt Disney Feature Animation.

[edit] Levels

The game features these levels:

1) Agrabah Market 2) The Desert 3) Agrabah Rooftops 4) Sultan's Dungeon 5) Cave of Wonders 6) The Escape 7) Rug Ride 8) Inside the Lamp 9) Sultan's Palace 10) Jafar's Quarters 11) Jafar's Palace

[edit] Control

The three fire buttons were assigned to three actions for Aladdin: throwing an apple, jumping, and swinging his scimitar. The apples used up a limited supply of ammunition, and were useful for distractions and for stunning enemies, but did not do much damage.

[edit] Ports

A Game Boy version, which was compatible with the Super Game Boy and later ported to Game Boy Color, was released, based on this version. Also, the NES and PC versions were based on the Mega Drive/Genesis version.

[edit] SNES version

Aladdin
Plok Box
Developer(s) Capcom
Publisher(s) Capcom
Designer(s) Shinji Mikami
Release date(s) Japanese release date November 26, 1993

European release date January 27, 1994

Genre(s) Action, Adventure
Mode(s) Single player
Platform(s) Super Famicom/Super NES, Game Boy Advance

The Super Nintendo version of Aladdin was developed and published by Capcom. Unlike the Sega Genesis version of the game, the player does not equip a scimitar. The storyline more or less closely follows the plot of its namesake, the Disney full-length animated motion picture, with Aladdin going from a street rat to a prince, who first woos, and then has to rescue, the Princess Jasmine. Most levels and stages of the game will be readily recognized by people who have seen the motion picture, but there are a few levels that have nothing to do with the movie - including an Egyptian pyramid and a surreal world where Genie - dressed in a tuxedo - serves as Aladdin's guide. The game features renditions of the soundtrack from the Disney motion picture, as well as several mini-games dependent on the player catching a golden scarab or collecting all diamonds within a stage. An extra challenge involved finding 50 red diamonds throughout the game. While they weren't necessary for ending the game, the credits screen changes slightly according to how many diamonds were collected.

The reason that the Super Nintendo version of developed by Capcom and not Virgin Interactive was that the film came out at a time when Capcom held the licensing rights to games on Nintendo consoles based on Disney intellectual property. This deal resulted in some classic titles as Ducktales, Darkwing Duck, and psuedo Zelda-alike Who Framed Roger Rabbit? (Game Boy version) and Goof Troop. The license expired some time between the cinematic releases of Aladdin and The Lion King, as the videogame adapation of The Lion King was developed by Virgin Interactive on all formats including the Super Nintendo.

The game would later receive a straight port for the Game Boy Advance.

[edit] Master System/Game Gear Version

This version was developed by SIMS and released in 1994. The game is basically the same on both systems, except for the screen size. Gameplay in much of the game resembles Flashback: The Quest for Identity or Prince of Persia.

[edit] Trivia (Mega Drive/Genesis version)

  • In the background in the "Inside the Lamp" level, you can see a Sega Genesis in the background.
  • In the Desert level there's a clothes line with just some clothes and a Mickey Mouse hat. Making Aladdin stand underneath the Mickey Mouse hat, you'll get a 1-Up.
  • It is simple to complete the game, simply by pressing the start button followed by A-B-B-A-A-B-B-A then start again let you advance through to the next level immediately
  • The 2D animation for Aladdin and the other characters of the game were done by actual Disney animators and artists who worked on the film
  • In the level where Aladdin has to escape from the Palace Dungeon, eagle-eyed viewers may spot a familiar set of mouse ears located on one of the skulls in the background.
  • Additionally, in that level Sebastian can be seen in the background in chains.
  • Aladdin had digital music throughout the game, using .AMF files, a digital module format similar to .MODs. (AMF is the format used by Otto Chrons' Digital Sound and Music Interface, or DSMI. Another game that uses DSMI for sound, albeit a bit badly, is Archon Ultra.)

[edit] External links

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