'Ariel the little mermaid' is an underwater
adventure based of the popular Disney film. But, anyone expecting the quality
of 'Aladdin' should just keep swimming.
Developed by Blue Sky Software
Published by Sega
Released in 1991
There are certain things in retro games
that ring alarm bells. Water levels are generally considered to be awful so
seeing one on a games box will make me want to put it back on the shelf.
Licensed games are also off putting. For every 'Golden Eye' there are a dozen
terrible games with recognisable characters. 'Ariel the Little Mermaid' should
have been a game I ignored; it's a game based on a film that's (initially at
least) set underwater. However I gave it the benefit of the doubt as there are
a surprising number of good Disney 16 bit games. 'Aladdin' is often called one
of the best games on the Mega Drive and Capcom were frequently making strong
Disney games for the Super Nintendo. Typically licensed games are bad because
they are rushed, made at speed to be on the shelves when a film is still in the
cinema or coming out on physical media. However 'Ariel the Little Mermaid' came
out three years after the film on which it was based. Surely in that time the
developers could create something good. Even a causal glance at the box shows
that developer Blue Sky Software had clearly been influenced by 'James Pond:
Underwater Agent' and 'Ecco the Dolphin'. Although flawed both these games
showed that setting a game underwater doesn't make it immediately bad. If
'Ariel the Little Mermaid' included the best bits of these two games and
wrapped them in charming Disney imagery how could the game not be worth my
time?
Sadly my expectations were far too
high. 'Ariel the Little Mermaid' shows just how bad water based games can be.
It also simultaneously proves that people will buy any old rubbish if there's a
recognisable face on the packaging. Fortunately it's short, as it seems hard to
fail in the game; I finished it on the hardest setting on my first go with
life's to spare.
The plot of the film has been more or
less ignored as there's no mention of Ariel falling for Prince Eric nor does
she ever give up her voice for legs in an attempt to seduce him. In the game
the little mermaid must swim around four large confusing levels finding and
freeing "poor unfortunate souls." In the film these are merpeople who
have been turned into trembling work like beings by Ursula the sea witch. The
game makes no effort to explain what Ariel is searching for instead presuming
anyone playing the game will be well acquainted with the movie. It's tricky to
believe Blue Sky hadn't played 'James Pond' as that too demanded that the
player seek things in underwater labyrinth.
The two games are both viewed from
a side on perspective, with the player’s sprites a similar proportion. However
in 'James Pond' the player must transport things, from where they are found to
a goal. In 'Ariel the Little Mermaid' you find a soul and then move onto
finding the next. Perhaps it's simplified for the benefit of younger players,
maybe it was developer laziness. The locations of 'Ariel the Little Mermaid'
will be familiar to anyone who has played 'James Pond' too, although in
fairness it's hard to imagine what other locations could be used in a game set
underwater. One stage takes place in a pirate ship, another a coral reef but
despite the changing backgrounds what you do on every stage is identical.
You
start a stage; look at the map to see where a soul is. Swim there, touch it,
rinse repeat. While there are enemies in your path Ariel has two forms of
attack that stop them fairly easily. Evidently singing is an effective weapon
under the sea. It's sufficient to quickly dispatch of the four bosses too; even
on the hardest setting their firepower seemed less powerful than mine. So while
you could move to safe spaces on screen and fight them tactically it was pointless.
With full health you'd simply win a battle of attrition.
The only time I struggled in the game
was when I found a soul behind two blocks. In this situation you are meant to
call on Ariel's fishy friend Flounder to clear the path. However there was a
huge space above the blocks that I presumed I could swim over, having already
swam through smaller spaces just moments earlier. It's an example of just how
little effort has been put into the game. The stages are generally confusing
but simply because there's no variety in them. Without the map you'd spend much
longer trying to navigate the stages, especially since there is no continuity
dictating which size holes you can get through and which obstructions should be
moved. However with a map you realise just how small they are. You will spend most
of your time brushing up against this scenery though as Ariel behaves like a
character on ice. After letting go of a direction button she continues to swim
for a few seconds; usually leading to her smacking into a wall. There's also a
delay on when she actually starts swimming after a button is pressed which
removes any sort of control precision. It's nice the little mermaid can move in
eight directions but I would much rather her swim in the way I wish her to. You
mentally compensate after a while, but I did notice a direction button imprint
on my thumb after playing where I had clearly been fighting against the
terrible controls.
You would think that offering two playable characters would
double the game's length but Triton plays identically to Ariel. The levels and bosses are
the same with the only difference being who you save at the
end of the game. It's difficult to know why the developers even went to the effort,
of drawing a second character unless this was originally intended to be a two
player game. If this game is aimed at young female fans of the movie, why would
they choose to play as Ariel's domineering and over protective father?
'Ariel the Little Mermaid' was
developed by BlueSky who had been involved in quite a number of Mega Drive
games although many were ports of existing properties. There was the general
consensus at the studio that 'The Little Mermaid' represented quite an
important opportunity. "I do remember feeling a lot of pressure to do well
on the game, but that was more of a personal thing" recalls former BlueSky
artist Tom Moon. “I was impressed that BlueSky was able to capture such clients
such as Disney." However 'Ariel the Little Mermaid' illustrates that maybe
the developer were out of their depth struggling with a license that was larger
than they were. This becomes far more obvious when you look at the development
history for 'Disney's Aladdin'. This game was eventually developed by Virgin
and pushed the Mega Drive further than many thought possible. However it was
originally a project started by Blue Sky Software. Following the critical
panning of 'Fantasia' Disney Feature Animation started taking a more active
role in bringing its film catalogue to video game consoles. Conscious of this,
Jesse Taylor, the Sega producer on 'Aladdin', knew that it would be difficult
for a smaller team to maintain the overall level of quality that Disney had
come to expect. The game was cancelled and BlueSky focused on a Mega Drive
adaptation of 'Jurassic Park' instead. "In all fairness, the work BlueSky
had done on 'Aladdin' was not considered by anyone at Disney to be poor in
quality" notes game historian Ken Horowitz. "Many of those involved
thought the project was shaping up to be a competent platformer. The problem
was that Disney was looking for something far beyond mere competence. It wanted
the game to propel the player into the movie and feel like a continuation of
the adventure rather than just another licensed product. For Disney, BlueSky’s
version did not satisfy those needs in a number of areas, including art and
animation."
BlueSky's 'Ariel the Little Mermaid'
should have been sufficient warning for Disney. This also has lacklustre art in
drab environments. There's hardly any animation for Ariel and to be honest she
doesn't mirror her cinematic counterpart particularly faithfully, I don't
recall the Little Mermaid being quite so busty for example. Ironically her
movement isn't very fluid and she swims in a very haphazard way. But it's not
just the main sprite that is a letdown.
The boss fights may fill the screen,
but they are hardly impressive considering they cause the game to slow down and
flicker on screen. Everything seems thrown together and not very well tested.
It's sloppy construction like this that has created the perception that most
licensed games are terrible. Blue Sky can't even claim it was a game rushed to
hit shelves to capitalise on a cinematic or video release. The cynical may say
that everyone involved in the games production knew it would sell based on the
strength of a name, so the bare minimum of effort was needed. This would
explain the repetitive gameplay, the absent two player mode and the clearly
broken controls.
When compared to 'Aladdin' it's pretty
hard to find any ways that 'Ariel the Little Mermaid' is a better game. Despite
what Sebastian sings in the film, it certainly isn't "better down where
it's wetter under the sea".
Where did I get this game from?
Inspired the quality of 'Aladdin',
'World of Illusion', 'Castle of Illusion', 'Quack Shot', and 'Lion King' I thought I Disney
characters always found a good home on the Mega Drive. I got this from a fellow
community member who was downsizing their collection. I'm glad it was
essentially a freebie (to compensate for a damaged manual) as I'd be embarrassed
if I paid very much for this!
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