According to Kendall Lockhart (VP of creative development at
Disney Interactive) people flock to tie-in games to interact with characters
and worlds they have already fallen in love with. But who exactly is this rock hard
part-platformer part-driving game aimed at?
Developed by Traveller’s Tales
Published by Disney Interactive
Released in 1995
There's a scene that every parent sees when they take a
child to a Saturday Morning screening of the latest animated blockbuster.
However it isn't a scene they will see on the screen it's the chaos in the
foyer before the film has even started. Crowds of over exited children queue
for popcorn and beside them are grinning parents, trying to disguise how eager
they are to see the film. Hollywood big wigs didn't get where they are without
being aware that the ultimate film is one that audiences of every age can fall
in love with. If a grown up thinks there is something in it for them, they'll
buy into the inevitable wave of tie-in merchandise. Maybe they will be the ones
suggesting a return trip when the sequel is released. But it's not just parents
who now love "children's" animated films, it's adults in general.
According to a study carried out by The Guardian newspaper, in the opening
weekend for the US release of 'Finding Dory' the highest number of sold out
screenings were for performances after a child's 7pm bedtime.
Knowing the shift in audience, "children's"
animated films have become filled with the kind of jokes that adults know are
aimed at them. This is certainly the case with the 'Toy Story' movies. Each
film is awash with parodies of other films and wink-wink nudge-nudge innuendo.
'Toy Story 2' offers a scene where Rex the dinosaur chases a toy car in a way
that echoes 'Jurassic Park'. Meanwhile the first 'Toy Story' film followed Buzz
Lightyear's existential crisis when he discovers he is "just" a toy.
It is a profoundly adult story line.
For 'Toy Story' director John Lasseter the inclusion of
aspects that exclusively appeal to an adult is easily explained. "We make
the kind of movies we [as adults] like to watch. I love to laugh. I love to be
amazed by how beautiful it is. But I also love to be moved to tears. There's
lots of heart in our films." While children's animated films may now court
an adult audience, the games based on them have increasingly become more child friendly.
Modern Licensed games are generally poorly received by reviewers; they tend to
be criticised for being too simple or too easy. Even big child friendly
franchises like (the no longer supported) 'Disney Infinity' default to easy
modes to allow even the less adapt child to progress. For modern games based on
animated "children's" films there's challenge if you wish to find it,
but typically that requires manually raising the difficulty or setting your own
goals. Rewind twenty years and things were slightly different. While there were
some spectacularly easy tie-in games, there were just as many licensed games that
were unashamedly difficult. There are games that can only really be enjoyed by
a seasoned older player.
Given the success of the film it's not shocking that 'Toy
Story' games appeared. What was surprising was just how incredible the Mega
Drive game is and how challenging the game play was. "Being that this is a
non-violent game targeted for kids, I don't understand why Disney chose to make
'Toy Story' so difficult. It's hard" noted Game Fan magazine. "I
thought for sure that this was going to strictly be an easy children's
game" agreed Electronic Gaming Monthly. "But [...] I've realized that
players of all ages can join in!"
The game closely follows the plot of the film, largely at
the insistence of Marc Teren, Vice President of entertainment for publisher
Disney Interactive. He believed that developers should "create games that
are a true and fair representation of the original property".
Each level of 'Toy Story" starts with stills from the film surrounded by text describing the story as it unfolds. Every stage has an objective that's tied to this, albeit sometimes tenuously. For example in an early stage, the player must return the toys to hiding places before they are seen. Impressively designer Jon Burton and his team managed to remain faithful to the film's plot despite the fact that they were working on the game while the movie was still being finished. It was common at the time for licensed games to hit the shelves to tie in with a film's video release. 'Toy story' on the Mega Drive however was available when the film was showing in cinemas. "The first 'Toy Story' game was the first game in history to launch day-in-date with a movie" boasts Burton proudly.
Each level of 'Toy Story" starts with stills from the film surrounded by text describing the story as it unfolds. Every stage has an objective that's tied to this, albeit sometimes tenuously. For example in an early stage, the player must return the toys to hiding places before they are seen. Impressively designer Jon Burton and his team managed to remain faithful to the film's plot despite the fact that they were working on the game while the movie was still being finished. It was common at the time for licensed games to hit the shelves to tie in with a film's video release. 'Toy story' on the Mega Drive however was available when the film was showing in cinemas. "The first 'Toy Story' game was the first game in history to launch day-in-date with a movie" boasts Burton proudly.
For the most part the player adopts the role of Woody the
Cowboy in side scrolling levels. While he can whip his pull string the game is
notable for lacking aggression. Level foes are momentarily restrained rather
than killed. Instead rather than killing everything the challenge on most
stages is to complete a specific objective within a tight time limit. Stages
while small are complicated with multiple routes and raised secretions that can
only be accessed by using bouncy balls to propel Woody higher. However the
jumping is exceptionally loose and imprecise which takes a while to adjust to.
Also it's not always clear what is a platform that can be stood on and what is
simply part of the very attractive backgrounds. Similarly while it's nice to
allow Woody to use his pull string to latch and swing on the scenery it's never
that clear when this is and isn't possible. I found myself stuck simply because
I hadn't realised completion of the stage required swinging. On a different
occasion however I died multiple times before realising that this wasn't an
occasion when swinging was permitted.
'Toy Story' came out at a time when the majority of tie-in
games were platformers. After playing through the first few stages I believed I
had the measure of the game: I was convinced subsequent levels would simply be
variations on what I'd already played albeit with different backgrounds and
obstacles. Imagine my surprise when later stages introduced entirely new game
mechanics. Like the film it's based on,
the 'Toy Story' Mega Drive game isn't afraid to venture into other recognisable
genres and even parody other games. "Rarely do you come across a game that
features such a wide variety of playing styles" noted CVG magazine.
"Mega Drive owners will be especially pleased with the eleventh level -
who'd have thought that such a seemingly innocuous scenario would play host to
a spin on 'Doom'".
“I remember an absolute defining moment" recalls
designer Jon Burton. "We had met John Lasseter and I had written this
'Doom' engine, but on the Mega Drive, which no one had done at the time. I
said, ‘this is the viewpoint we should do,’ and he was saying, ‘Well I think it
should be more this,’ and I suddenly had one of those ‘we’re not worthy’
moments. I’m debating 3D viewpoints with John Lasseter! It was great to meet
and chat with these people that I had idolised when I was growing up.” In the
end they agreed that one "exceptional level" should be viewed from
the character's perspective. The level in question sees Woody finding lost
aliens trapped inside the inner working of their claw-grab machine. It's even
more impressive when compared to the Super Nintendo's 'Doom' or the
First-Person viewed sections of 'Jurassic Park'. Both of these lack floor
detail and run in tiny windowed displays.
"Disney have succeeded in achieving the impossible by creating a
credible 'Doom' style game for the Mega Drive, a machine many detractors
dismissed as being simply not capable of the feat." Computer and Video Games
magazine claimed, but their glowing praise was not a lone voice. "Whoever thought that ['Toy Story'] would set
the scenario for the Mega Drive's only spin on ‘Doom’? [It's] an incredible
achievement" agreed Mean Machines magazine.
However, calling this part of the game a 'Doom' clone is
giving it too much credit. There’s no shooting in this First Person Shooter
section, all you need to do is explore a handful of interconnected rooms till
all the aliens have been found and carried to the start of the stage. While
technically impressive, the novelty wears off quickly and it becomes tiresome
getting lost in identical looking rooms performing the same task repeatedly.
Far more enjoyable are the driving levels, or at least two of the three driving
levels are. One level, "Day-Toy-na",
is an 'OutRun' style level where you see a chase view of Woody riding on the
back of a radio controlled car.
This Mega Drive exclusive level plays like a number of sprite based driving games and would be enjoyable if there were other vehicles on the road. Without road base obstructions, all you need do is negotiate corners and collect batteries, which is exceptionally boring. Far better are the top down viewed driving sections that play like 'Micro Machines' games. These parts of the game look great and easily eclipse the visuals of the game that has clearly inspired them. But lovely visuals are hardly surprising given the stages are part of a game that Mean Machines magazine called "the most impressive Mega Drive title ever released". "It stretches the Mega Drive as far as it can go" pointed out critic Marcus Hearn.
This Mega Drive exclusive level plays like a number of sprite based driving games and would be enjoyable if there were other vehicles on the road. Without road base obstructions, all you need do is negotiate corners and collect batteries, which is exceptionally boring. Far better are the top down viewed driving sections that play like 'Micro Machines' games. These parts of the game look great and easily eclipse the visuals of the game that has clearly inspired them. But lovely visuals are hardly surprising given the stages are part of a game that Mean Machines magazine called "the most impressive Mega Drive title ever released". "It stretches the Mega Drive as far as it can go" pointed out critic Marcus Hearn.
While games like 'Donkey Kong Country' had boasted
pre-rendered 3D sprites on the Snes, they hadn't been seen on the 16 Bit Sega
machine. At the time Marc Teren was Vice President of Disney Interactive. In
press releases he claims that "the 'Toy Story' video game offers an
exciting opportunity for Disney to shatter 16 bit video game limitations and
literally broaden the entire 16 bit market. The result is a game you have to
play to believe". Critics certainly bought into Teren's wild claims. "'Toy
Story' raises the stakes on Genesis visuals forever" Electric Playground
said at the time of the game's release. Reviews for the game even claimed the
visuals were comparable to 'Clockwork Knight' on Sega's Saturn; the console
successor to the Mega Drive. It was an astute observation for critics to make
as designer Jon Burton has later admitted to Retro Gamer magazine that concepts
for this Saturn launch game were borrowed. "Yes, it was 'Clockwork
Knight', the game on the Saturn that we took the concept of to make 'Toy
Story'".
Regardless of the inspiration, 'Toy Story' is a great
example of just how much can be achieved by talented developers at the end of a
consoles life. "Anyone writing off 16bit hardware should take a long
sobering look at this" noted CVG. "The size of the characters, the
number of characters on the screen at the same time, it's not been done to
date," claimed Kendall Lockhart, part of the creative development team at
Disney Interactive. "So on a technology side, we've delivered breakthrough
programming, breakthrough engineering that has not been done on other
games."
According to Lockhart "the creation of ‘Toy Story', was
all done by a small outfit in England". This was Traveler's Tales, now
best known for their Lego based games.
However Computer and Video Games magazine were keen to point out that
their "unrivalled" graphics did have some undesirable effects on the
game play. "Some of the principle character sprites are unusually large
and feel a bit cumbersome as a result". In fairness they did claim this
was simply nitpicking though as "none of these grumbles detract from the
overall impression of near perfection". According to Lockhart, perfection was what the publisher
Disney Interactive demanded from developer Traveler's Tales. "We have no
choice but to do the best quality product, or the company wouldn't let us
release it even if we wanted to release it. The standard, the bar is extremely
high. Look at our animated films. Look at our properties. Look at the amount of
money and time that are put into those things. We have to do the same
amount." This is perhaps why audio treatment in 'Toy Story' is so
elaborate. The music composed by Patrick J Collins benefited from the inclusion
of a MOD player within the game's code. This allowed the Mega Drive to play
back higher quality, less compressed Amiga music files. This is the only game
on the Mega Drive to include the player and it explains the crisp sound of the
menu and title music specifically.
In the film Tom Hanks plays Woody the Cowboy, in the game
the same character has been voiced by his brother Jim. This is an arrangement
that would continue up until the inclusion of Woody in 'Disney Infinity' and it
meant that specific relevant audio could be recorded for the game while still
sounding like the character on the silver screen. It's a slight of hand that
Tom Hanks readily admits to; "There are so many computer games and video
things and Jim just works on those all year long.” The Mega Drive game has far
more vocal samples than the Snes version of the game, including a large range
of cries from Woody and even the inclusion Buzz's iconic "to infinity and
beyond" quote - noticeably absent in the Snes game. Also sorely missing
from the Nintendo port is the film's "You've got a Friend in Me"
theme tune. On the Mega Drive Version this plays during the story
intermissions, which incidentally feature more stills from the film than the
Snes game does. It's touches like this that make the Sega version of the game
superior to the that on the Nintendo machine, despite the latter having
slightly cleaner sprites with more colours on screen during the levels. In fact
it was the Mega Drive version that Disney used for footage when promoting the
game on the VHS release of the 'Toy Story' film.
According to publisher Disney Interactive, the Super Nintendo and
Mega Drive versions were both "tremendous successes". However given
the time of release players didn't always have the flexibility to choose
between the systems. A SNES chip
shortage prevented Disney Interactive from producing as many copies of the
Super NES version as they believed they could have sold.
Game Informer called 'Toy Story' on the Mega Drive "a
humorous and fun adventure that will certainly entertain everyone in the whole
family". It's a review that would certainly have made Marc Teren happy.
"People that have never been drawn to the computer or games as a form of
entertainment experience are going to find the products that are being
developed now very engaging," said the Disney Vice President. "With
['Toy Story' the game] I think we are going to find a much broader market than
the traditional video game enthusiast."
During the mid nineties it's was clearly not just animated
"children's" films that were hoping to attract an audience that
included adults; game designers also had a catch-all approach. However If 'Toy Story' is a barometer of all
licensed games from the mid nineties, children may not have got much enjoyment from the
games-based-on-films that were apparently aimed at them. It's a shame that the
difficulty of 'Toy Story' may have put some off, as the game is superb.
Typically when a game embraces too many genres, individual
parts are weak but that's not the case here.
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