Remembering Your Childhood So You Don't Have To

Disney’s Aladdin

Aladdin

A long time ago, back when the SNES had the home console market by the balls, there was a big corporation named Disney that asked another company, named Capcom, to make games for it.  Capcom said to Disney, “Yes!  I will make for you games!  I will make for you the greatest games imaginable!!!”  And so Capcom set about making the greatest Disney titles ever and the greatest of all of these was known as Disney’s Aladdin.

Disney’s Aladdin was an extremely short game, with only seven levels, though arguably the lack of saves and limited lives made up for it, but the gameplay in Aladdin was top notch and the levels were beautifully designed.  In the traditional 2D platforming way you usually jumped on each enemy’s head to defeat them, on top of that you could throw apples to temporarily stun them at range.  You could use ledges and and pegs to climb and swing smoothly through each level and were able to use a blanket for gliding.  The simple but fluid controls are reminiscent of last gen Prince of Persia titles, making Aladdin arguably the closest thing to a 2D Prince of Persia (and this includes the original Prince of Persia).

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The levels go from sandy streets to lava filled volcanoes to heavenly casino, and the progression doesn’t feel particularly forced.  This is partially because the films story is used to connect each area to the next in pointless still cut-scenes, and it is secondly due to the fact that each level is so pretty and different that you can’t help but embrace them.  Aside from platforming there are two levels taking place on the magic carpet (each on total opposite ends of the game’s difficulty curve) and there is the occasional boss fight.  Alongside the varied gameplay is the game’s actual length, which isn’t very long at all, that ensure you won’t get very bored by repetition.  Sometimes shorter can be sweeter.

Disney’s Aladdin is probably one of the most remarkable examples of 2D platforming, which will seem a little strange if you’re one of those jerks that believe anything Disney does is supposed to automatically be bad.  So with great controls and great design Aladdin has a warm little place in my heart.

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Since dear old Chadley reviewed the SNES version, I thought I’d throw my hat (or fez) into the ring with the Sega version. If you haven’t had the chance to play both versions you truly missed out. Both have great things to offer… but I have to side with Sega’s version since I played the shit out of it back in teh day.

The biggest difference between the two is the style of attack. Both versions have the apple throwing ability which can make or break a situation (SKIZZ’S ADVICE: if you’re playing the Sega version, CONSERVE YOUR APPLES! You’ll thank me when you battle Jafar and you’re not completely screwed). SNES’ version lacks one key component: the sword-wielding Aladdin. The SNES version utilizes a lot of acrobatics (including being able to VAULT OFF OF BATS to get to higher areas. The physics of that scenario are baffling until you remember it’s a video game) but slicing guards and various enemies with an Arabian Sabre feels pretty great.

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Like the SNES version, there are a lot of great (yet different) maps to travel through. The desert level has one of my favorite secrets of all time. At some point, you’ll find clothes hanging on a line along with a hat with Mickey Mouse ears. Stand under it (as if to wear it) for a few seconds and you’ll get a 1Up. Fun stuff!

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One of the most frustrating levels in the game is the dungeon. You have to work your way up to the top by correctly timing when the stones in the wall come forward. You hop up on them and try not to get hit by exploding skeletons and the like. Time it wrong and you could find yourself plummeting to the bottom to begin anew.

Even MORE frustrating than that is the escape from the Cave of Wonders on Carpet. It starts off slow but gains momentum as the level progresses. With the help of Genie…’s hand, you are given the direction to head towards. Which becomes a little tricky when you’re darting past your doom at high speeds. The best way to go about this is to chill in the middle and await your direction. But beware, at some point there will be a giant rock blocking your way in the middle. Hit it and it’s back to the beginning of the ride. So it’s a matter of knowing where little chunks of bullshit like that reside.

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Aladdin is a game that is really easy to underestimate, possibly due to it’s Disney nature. But keep your wits about you or you’ll be out of continues in no time. And, again, SAVE YOUR APPLES. Max those bitches out and use them only when necessary. As the game progresses they become more and more scarce and you do NOT want to walk into that final battle without them. Belie’dat!

[SkizZ]

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Comments on: "Disney’s Aladdin" (1)

  1. The SNES version is still in my Super Nintendo. Good review all around, although the Sega version fucking sucks comparatively.

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