One particularly interesting diversion from the 16-bit-versions is the way Aladdin defends himself: Instead of throwing apples, as you do in both Genesis and SNES versions of the character, the 8-Bit-Aladdin uses rocks when you hit the 1 button. Finally, levels three, four, six, and nine are your more traditional jump-and-run type affairs, where you explore the levels with the task of finding the exit or fulfilling certain conditions.
Levels five and seven are flight stages, where Aladdin rides the magic carpet and the player needs to avoid hazards in the air – one of these levels leisurely recreates the “I Can Show You the World” sequence of the movie in a nice, relaxed fashion. Stages one, two, and eight are auto-scrolling “chase” sequences where Aladdin runs away from guards, and the player is tasked jumping over pits and other obstacles (with the 2 button). tried to give their platforming experience quite a bit of variety, as there are three different types of gameplay. Speaking of stages, the developers at Sims Co.
The designers even went so far as to dress up the Aladdin sprite in his “Prince Ali” outfit once the game reaches the requisite stages.
Familiar tunes are realized recognizably quite well with the help of the PCM chip (no FM support though), and the graphics are full of little details, ranging from a (for 8-bit-systems) respectable number of animation frames for the sprites, droplets falling down from walls, gushing geysers or flights of doves. The Master System version, however, sticks quite close to the movie – all the way down to even recreating some sequences of the film in small animated cut scenes that take their lines directly from the script. The Genesis recreation was more faithful, but still played quite loosely when it came to enemy or level design – or the fact that Aladdin is fighting back with a sword the whole time.
The SNES version took quite a few liberties, even creating a couple of levels centered around locations and events that weren’t in the movie. What’s also funny is that out of the three different versions created, it’s Sega’s 8-Bit-incarnation of Aladdin that follows the movie the closest.
Which is a shame, because it actually is a pretty good game in its own right. People tend to overlook the game, probably expecting an inferior version of its critically acclaimed namesake. Rather than a watered down port, the Sega Master System received a version of Aladdin that was not only created by a different development team but that is also an entirely new platformer altogether. Strangely enough though, the Mega Drive version of Aladdin was also ported to the Nintendo Gameboy and the NES – but not to Sega’s own 8-bit-consoles. Although it has no similarities with the Genesis version whatsoever, aside from the license, it is also considered quite a good game it its own right. That rendition was also held in high regard by critics. The SNES, meanwhile, received an entirely different version of Aladdin that was created by Capcom. The game developed by a pre-Shiny Entertainment Dave Perry and supplied with hand-drawn animations by real Disney animators was a very smooth “jump & run” with great graphics and tight gameplay that to this day holds many fans. Players: 1 Released: 1994ĭisney’s Aladdin, the tie-in game to its 1993 movie, is widely considered to be one of the best platformers of the Sega Genesis, if not of its era. Samurai Shodown - you couldn't get as far away from your opponent as you can in the arcade/SNES versions, because it's always zoomed in, but the game plays better, sounds great, and again has the controller advantage.Genre: Platformer Developer: Sims Co. The SNES version is great, but the Genesis one is better. I think if Capcom had turned up the FM channels a bit, it'd be a big improvement. The Genesis sounds weaker, but the music is at least in tune. The SNES generally sounds better, but some of the audio is out of tune. Music on both is a toss-up in some regards. The 40Mbit Genesis cart had more samples than the SNES one, like the round intros and each fighter's name for 2-player win declarations. Super SFII, though it really only shines with the a similar ROM hack.
A ROM hack updates the Z80 driver and improves the audio, which gives it a soundtrack basically identical to the arcade - the SNES instruments are weird. Street Fighter II SCE (vs SFII Turbo) - the 6-button controller layout on the Genesis is way better than the SNES for this game. Jurassic Park (play as the raptor, what?)