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Aladdin
('Call me Al', he says. What kind of ponce is he anyway?)

//introduction

Although identical in name to the Megadrive game 'Aladdin', the 2 games are largely different.

Whilst Capcom was responsible for the Snes version, Virgin worked on the Megadrive version independently. Whilst both are platform games (what else?), they have quite different level design and gameplay. The Megadrive version is a lot harder in comparison to this game. Also, enemies are dispatched by swordplay - far more sensible than Capcom's decision of simply asking you to jump on enemies. However, I'm not here to compare the 2 versions of Aladdin (which is a good thing, since I haven't actually got that far in the Megadrive version at the time of writing). Instead, I'm meant to be telling you a bit about the mechanics of the Snes game - a thing I feel totally qualified to do.

//rules and toys

The game will feel familiar to anyone who's played another standard platformer. Controlling the titular character, you are able to run, jump and also throw apples. Jumping on enemies' heads will dispatch them, whilst colliding with them in any other way will lose you energy. Apples must be collected and when thrown, will stun any enemy that they hit.

Lastly, Aladdin is able to hang off ledges in true Prince of Persia style fashion. Oh, and he can swing on some swing-on-able bits of scenery and do a strange backflip thingy on some other bits of scenery. Which could as well be springs.

//general game structure and stuff.

There are 7 levels in total and they loosely follow the plot of the film. The game's plot (which is only slightly different) is told by way of static screens and bits of text in between levels.

The game starts with a simple stage to introduce the hero's various skills and abilities, but soon we are treated to falling platforms, endless holes, a firey stage, moving platforms and a couple of bossed. There are also a couple of flying sections, which involve moving the magic carpet around a inexorably scrolling screen.

//red gem thingies

On each of the 7 levels, there are 10 red gems available for Aladdin to collect. According to some other sites, collecting all 70 gems will give you a special ending. However, since I haven't done this myself, and don't feel particularly inclined to do so, I can't comment on said special ending.

//options

The game is for only 1 player. There is only 1 difficulty setting. You are able to choose between various controller configurations, do a 'music test' or select between Stereo and Monoraul sound.

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how far I got: completed the game twice. Once listening to the music.

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rating : 2

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I've been disappointed too many times.

In 2002, I bought a few early issues of Edge (one of the 2 magazines I respect the most), and happened to read a review of this very game. It agreed with Super Play (the other magazine I trust immensely), saying that the game was too short and easy. However, it was apparently great fun while it lasted and would bring a smile to anyone's face. Since then, I've become slightly wiser and slightly more cynical, but at the time I didn't doubt their message for a single moment.

Recently, I've had the opportunity to borrow it for an unspecified amount of time and play it for myself. I've been disappointed. Yes, it is rather short and easy but no, it isn't all that much fun while it lasts.

It's not that there's much wrong with the game - it's more a case of too little originality, too little variation and too little excitement. After the first stage, each stage will add little to the mix. Besides the graphical changes, the main changes include the addition of falling blocks and springs, an inexorably scrolling level and moving platforms. If a platform game virgin played through, some of these changes would most likely be met with surprise and interest. However, after seeing all these elements in various other platformers, they fail to excite.

True, there are a couple of flying sections where the magic carpet can be moved about the screen while the screen scrolls to the right, but even this is hardly a surprise, specially given the subject matter. Ironically, it is in these levels - which could have offered so many fresh ideas - that the lack of creative thinking is shown. The first one has 3 elements that must be avoided - a sea of lava, from which waves constantly pass the middle of the screen; falling rocks and the cave walls, above and below you. Reminiscent of Hanna Barbera's repeating scenery, these 3 elements come at you in the same way throughout the whole of the first level.

When you complete this level, you will be thankful, short though it is. Playing through the game truly does feel like a chore at time rather than a joy.

I feel the need to mention the poor music, which is genuinely irritating at times. Even though it may not fit the action as well, I definitely prefer listening to my own music, and after having played through with the game's soundtrack, I would hate to re-enact the experience.

I could finish by saying that jumping on enemies' heads is rather inappropriate as a means of attack and that it feels even more stupid when facing the large snake that Jafar turns into - falling onto his head will damage him, whilst falling onto another part of his body will damage you instead.

However, I won't. Instead, I'll finish by pointing out that it could be good fun for an inexperienced platformer.

Overall, the lack of creativity shown within the levels really does keep the game from really entertaining any experienced platform games player, as does the music. However, there are a few additions or changes made between levels and it could be good fun for an inexperienced platform-games player.

 

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