Take that, Dave Perry.įollowing Nintendo’s failed SNES-CD venture with Sony and then Phillips, and subsequent continuation with cartridge games with the N64, all these properties moved onto the Sony PlayStation. It was later claiming it would be a ‘clearer’ image. Over on Twitter, someone declared their love for Aladdin on the Mega Drive to the handle, only for Game to re-tweet and add an image….of the SNES version. He further complimented the game by saying he would have probably bought the Mega Drive version – if he hadn’t have made the SNES version of course. As recently as February 2014, Polygon posted an interview with Shinji Mikami, who stated he preferred the animation of the Mega Drive version. You have my view, but the debate still rages on between the two. Unfortunately for Dave, I wasn’t a fan of Earthworm Jim mechanically either, despite both games’ success. You can definitely see the resemblances between the two. Who knew Robin Williams’ Genie was so malicious? Oh wait, he wasn’t, so why is he TRYING TO KILL ME?Īnother soon-to-be-famous designer was responsible for this version: Dave Perry, of Earthworm Jim fame. Catching, holding and jumping between several balloons with instant death should you miss just feels so unnecessary. The ‘Rug Ride’ level was nearly as frustrating and life-sapping as the infamous Battletoads bike level.Ĭomparing the Genie levels of both editions, this one is just a mess in level design, and at times too difficult to be tolerable. The learning curve steeply rises about halfway through. For those enemies further away, collected apples become an essential secondary attack, which adds an extra dimension to the very few boss fights.Īfter the first couple of levels the fun factor soon transitions into massive frustration and annoyance. So naturally, the character sprites looked ripped right out of the movie, and are superbly animated.īut not just the visuals were different Aladdin was given a sword, and jumping on enemies just caused you harm – cue a more recent Prince of Persia homage with its basic swordplay. Sega’s licensing gave them something Capcom didn’t – Disney animators. The Sega version of Aladdin was published and developed by Sega and Virgin Games respectively. It’s a game to perfect as well as conquer, with the charm and essence of the movie all wrapped up in a nice few hours of entertainment. The traversing of obstacles flow effortlessly when negotiated with the desired precision. It is indeed the level design that is Aladdin’s greatest attribute. Such disposals are integrated into the paths you take, creating an often seamless journey through the streets of Agrobah and beyond.Ĭapcom’s Aladdin was the first hit game of designer Shinji Mikami, of future Resident Evil/Vanquish/Evil Within fame. Capcom implemented the Super Mario method of bad guy disposal: jumping on them. As Aladdin you vault from posts in the ground and swing from those stuck out of walls, Prince of Persia-style. It does however boast some of the crispest visuals to ever appear on the platform, accompanied with a great, faithful soundtrack.Īlthough not the longest of games, every level plays out at pretty breakneck pace. It is a simple, enjoyable although not-so-challenging 2D side-scrolling platformer. The former by Capcom, due to its Disney licensing rights with Nintendo at the time. Aladdin (SNES)įirst of all, both versions of Aladdin for the SNES and Sega Mega Drive/Genesis were published and developed independently. Having since experienced both from start to finish, is there an actual definitive answer? Let’s see which one truly is the diamond in the rough.
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