ah, o mundo perdido dos jogos licenciados de super nintendo, como é belo...
em tempos já longínquos me lembro de ligar o ps2, enfiar aquele cd que acabei de limpar com detergente, e ver bootar o snes station. passava horas testando os jogos. mas lembro especificamente da DELICIOSA sensação quando tocava a musiquinha da logo da capcom. os caras só faziam bangers, era impressionante.
a trilha sonora desse jogo é uma das melhores merdas já feitas em 16 bits. fora que, vc sabia que o designer disso é o SHINJI MIKAMI???? pois é, maluquice. mas tudo nessa geração não fazia sentido, afinal, como um jogo do Aladdin pode ir tão duro?
em tempos já longínquos me lembro de ligar o ps2, enfiar aquele cd que acabei de limpar com detergente, e ver bootar o snes station. passava horas testando os jogos. mas lembro especificamente da DELICIOSA sensação quando tocava a musiquinha da logo da capcom. os caras só faziam bangers, era impressionante.
a trilha sonora desse jogo é uma das melhores merdas já feitas em 16 bits. fora que, vc sabia que o designer disso é o SHINJI MIKAMI???? pois é, maluquice. mas tudo nessa geração não fazia sentido, afinal, como um jogo do Aladdin pode ir tão duro?
Apparently Shinji Mikami designed this. Go figure, because what we have here is a very competently put together platformer.
It's much, much better than the Genesis version, which I've found to be too messy and chaotic. The SNES version removes the sword, and is in comparison a casual and short romp that anyone could master in less than a handful of tries. I think in Capcom's attempt to decrease the difficulty from "90's hard" to "managable for kids", they incidentally created a difficulty that sits around the middle for today's standards. It asks you to prove your reflexes, but never gets too overwhelming in doing so.
Is it special? As good as Mario? Maybe not. You'll probably play it once and forget about it. But as far as licensed Disney games went, Aladdin here proves that Capcom had a talented team of developers that knew exactly how to handle these IP's, and delivered a mechanically simple yet refined experience that does all it needed to just... be pretty fun. It's just fun. It's fun. Fun.
It's much, much better than the Genesis version, which I've found to be too messy and chaotic. The SNES version removes the sword, and is in comparison a casual and short romp that anyone could master in less than a handful of tries. I think in Capcom's attempt to decrease the difficulty from "90's hard" to "managable for kids", they incidentally created a difficulty that sits around the middle for today's standards. It asks you to prove your reflexes, but never gets too overwhelming in doing so.
Is it special? As good as Mario? Maybe not. You'll probably play it once and forget about it. But as far as licensed Disney games went, Aladdin here proves that Capcom had a talented team of developers that knew exactly how to handle these IP's, and delivered a mechanically simple yet refined experience that does all it needed to just... be pretty fun. It's just fun. It's fun. Fun.
Extremely short, but satisfying platformer that does the bare minimum of telling the story of the film, while adding some extra bits for the sake of having more stages and bosses. Aladdin feels a bit slippery at times, especially if you hold the run button down the entire time like me, but it feels just right where you can blast through the stages with your platforming skills, like I try to.
I wish there was a bit more variety, but it's still pretty good as it is, and the music is especially charming. It was a little golden period of Japanese devs working on Western IPs and making some dope ass games out of them.
I wish there was a bit more variety, but it's still pretty good as it is, and the music is especially charming. It was a little golden period of Japanese devs working on Western IPs and making some dope ass games out of them.
It's short, easy, and doesn't reinvent itself beyond the basic platformer formula. But it doesn't need to either. The mechanics are solid and the runthrough of levels feels good. It's a very nice comfort game with a catchy ost and awesome sprites which you most likely can clock in less than 2 hours.
With the exception of Yoshi's Island, this may be the best platformer of the 16-bit era. Swinging, rebounding, ledge-grabbing – Aladdin manages to put the overrated Super Mario World to shame with his acrobatics and sure-footing. The wild 'Genie's Lamp' level pre-figures the inventive OCTAHEDRON with ever-evolving obstacles that shake up the move-set. Unfortunately, the game's second half bogs down in the repetitive pyramid and palace stages, bottoming out with a lackluster final encounter with Jafar.
It used to be considered short and easy by then, it also used to be unfairly compared to the Genesis games that looked and moved better, but overall I feel like the superior video game, the one that is meant to be played, is this one. The other one? A fantastic attraction that probably sold lots of consoles based on its looks, but not a great game to play.