Developed by Capcom
Published by Capcom
Released in 1993.
CES 1993 was not an entirely rosy experience for Capcom. Everyone may have been impressed with ‘Mega Man X’ and pleased with the direction they were taking the ‘Street Fighter’ series, but behind closed doors, there was a storm brewing. For several years the company had secured the rights to exclusively release adaptations of Disney properties on Nintendo consoles. During a nineties animation renaissance, it was a license to print money. There was a problem though. This access to Disney did not extend to the Sega consoles that had found huge popularity in America. To make things worse, Virgin had swooped in on the licensing rights to the newest Disney film ‘Aladdin’. The race was on to produce an 'Aladdin' game for the 16 bit console; Capcom making a Snes version and Virgin making a tie-in game for the Mega Drive. To make things more exciting, both games had to be in the shops before the ‘Aladdin’ home video release.
With two different versions of 'Aladdin' on the two rival 16
bit machines, the game was (and remains) an obvious way of judging Nintendo and
Sega against one another. However, while the Snes version was reworked to mimic
the look of the Mega Drive and both games are 2D platformers, the two
adaptations of ‘Aladdin’ actually prove very different when placed against each
other.
Mega Drive owners had a slightly generic hack and slash
action game. For the Super Nintendo though, Capcom stuck closer to the source
material. The levels are obviously designed with the intent of using all of Aladdin’s street rat skills. As you effortlessly jump from pole to pole and from
enemy to enemy there is a feeling that you are playing a parkour game, closer
to ‘Prince of Persia’ than anything else. The game feels fluid and mastery
of the acrobatics feels like a skill in itself.
The Mega Drive game was undeniably prettier, may have had a sword, but the SNES
game is the more creative and surprising. With a level design that values
pin point accuracy in landing, you would imagine a lot of trial and error
needs to be invested. However the introduction of a slow landing mechanic
and levels design for speed, progression feels intuitive.
In fact, to best experience the game you should rush through it. Inching through a stage makes the game feel repetitive, but stringing jumps
together and exploiting Aladdin’s skills makes the adventure thrilling. However,
playing at speed really does exacerbate the game’s greatest non-visual
shortcoming; its ridiculously short length.
“In many ways the problem with
‘Aladdin’ is integral to the licence" Edga Magazine noted. "It has to
be geared to satisfy the casual player first.” To make a game that is playable by as many people as possible
the experience inevitably because way too easy for those used to gaming. With copious amounts of
lives, easy bosses, and short levels the only
challenge in the whole game is a rug escape level. Even this is simply a matter of
memorizing the best route through a stage. In fact, I defeated the final boss on my first ever
play-through, with 5 continues and 9 lives remaining. For those who want a greater challenge there
are red gems scattered around the levels. These (beyond giving you yet more
lives) also serve as a method of unlocking an alternative ending. Getting all
70 demand some creative thinking and mastery of the controls, but its a case of the experience being its own reward. The alternative
ending equates to nothing more than a credit roll with a different background, which
hardly seems worth the effort.
Much like the visuals, the soundtrack of the Snes’ ‘Aladdin’
does pale in comparison to the Sega competition. One level echoes Capcom’s
‘Ghouls and Ghosts’, while others are either poor renditions of the film’s score
or original music that repeats far too often. It seems somewhat lazy of Capcom
considering that the Super Nintendo with
its superior sound chipset should always come out on top over the Mega Drive. To
make this audible worse, what few sound effects there are in the game feel
lifted from games such as ‘Mickey’s Magical Quest’ and add little to the
experience.
As so often proves to be the case, Super Play Magazine was spot on in their final thoughts. Enjoyment of ‘Aladdin’ really does
depend on what you wish to get out of it. “A short intense burst of gaming
heaven or something you’re still going to be playing a week later.” What’s here
is enjoyable, inventive, varied and
attractive when judged on its own merit rather than compared against the Mega
Drive equivalent. Indeed, the general consensus that Sega had
the better game is somewhat distort by the superior aesthetic and music.
According to Retro Gamer Magazine, Virgin developed the Mega Drive game in just
90 days and as such what the player does throughout the longer game is more repetitive,
with levels more uniform.
There are no levels devoted to riding carpets if
you console of choice has a Sega logo. Also at no point are you tasked with
climbing a ladder made out of Genie’s tongue. The strength of the Snes’ diverse
levels is appreciated by industry hero Dave Perry, who also was designer of
the Mega Drive version of ‘Disney's Aladdin’. In a response to Mikami's
preference for the Mega Drive game Perry offered his own diplomatic opinion. "I'm
really biased as we made the original game and got Disney to deliver the
animation," he said in an email to Polygon. "But I'd flip [Mikami’s] quote,
'If I didn't actually make the Genesis version I'd probably buy the SNES
one.'"
It’s
shocking to think that at the time of the game’s original release shops were
happy to charge over £50 for such a short experience. Edge said at the time
that they “finished all seven levels in just one hour of intense playing –
[which] roughly equates to a pound per minute.” Despite what boot fair traders
would have you believe, not all retro games are worth more than they once were
and £10 for a loose cartridge seems a far more palatable price (though of
course an added box raises the price significantly) .
Sometime though, it is great to have in your library a game
which can be played from start to finish in a shorter amount of time. Though as
a youngster I would no doubt have been laughed at when I tried to convince my
friends that it was superior to the Mega Drive game (as looks counted for so
much in those days), now when there are so many similar sword slashing action platformer
its nice to have one that tries something different. Of course let us also be
honest, when you try to write about a game a week for a blog, one that can be finished
in your first sitting is always a good one to have.
It's surprising (considering I'm a Disney fan) to me that I don't have any of the Disney SNES games that everyone raves about. Their present omission from my collection is something I need to fix. Though, after ready this article, I now want them for Mega Drive too. ^_^
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