I already started this in my on going Capcom analysis thread All the challenge made it so much more incredible when progressing to a new level, all of which were completely unique (not counting the one recurring town level).Īh cool, there's already a discussion on this. Not such a difficult concept.įor me personally, the game was more memorable because it was also damn difficult. Only complaint I've ever heard about it is that the jumps are too "floaty", but it's just a simple concept of being able to jump further if you jump while running instead of jumping while staying in one place. A lot of parents bought a Megadrive for their kids just after seeing Aladdin in action on the machine - the game looked beautiful, had animation out of this world, a lot of gags to appeal to the kids, and the game played simple enough for them on the first few levels (but got damn hard later on, so fun for the whole family). The Megadrive version of Aladdin was the biggest system seller of the platform, on par with Sonic, and the 2nd (or was it third, behind Sonic 1-2?) best selling game of the console in North America. Adding to it, the graphics, animation, music and responsive controls made it rise above the rest (at least for me). What makes the genesis game so good is the tremendously smooth gameplay seldom achieved during the 16-bit era. This is, by far, way SUPERIOR to the SNES version. The problems in this game are the early jump-button detection that causes you to jump again after holding the button for a full jump, and the tendency to duck too much, as in Ghouls and Ghosts.īTW, I forgot to say this. Mickey Mania's control faults are in different areas his only similarity to Aladdin and EWJ is the annoying tendency to fidget every two seconds of idleness. Not only does this sort of missed jump occur in LK, but more often a failure to grip ledges Simba has to catch hold of (the infamous hippopotami tails being an instance of this). Lion King's control isn't bad, rather, every kind of detection is, including the (?) ledge-box-I don't know the term for this, but I mean the furthest point you can move and jump from on a given platform: when these are poor you tend to run off the platform and fall before actuating your jump. At least 25%, but I'd preferably have 40% more screen scrolling ahead. I don't generally know who leaves what company to make what elsewhere, but I'd guess many of the same folk worked on Pitfall MA, as its controls and many of its mechanics are identical to Aladdin's it also controls flawlessly, though its irritating boss pushes it out of easy 1LC range (for me).Īladdin's technical fault is that his sprite is way too far forward in the screen. The slide and loose-kneed movement are by design and further the gameplay. Genesis Aladdin has prettier graphics but that's it.Īladdin's control is flawless.
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