Aladdin (Game Boy Advance) - Review by Andrew

6.1

Introduction

While Aladdin appears to have been in preview stage for some years now anyone who owned a SNES a decade or so ago will know exactly what to expect. Aladdin was arguably one of the titles that made Disney Interactive the software powerhouse that it's now become, it was also something of a saviour for Disney as a whole after the rather difficult 80s which are best remembered in the House of the Mouse for a handful of almost crippling box office flops (Oliver and Co., The Black Cauldron, etc). Even so, surely this is just a remixed version of an old, and some would argue, much emulated title. So is it worth a look? That's what we're here for...

Gameplay

Before we start, this is not a straight port nor is it a completely original title and its probably best described as a kind of Aladdin Remixed. As for the levels, well this is classic platforming territory with jewels and bonus items to collect, guards and other objects to bounce on and poles to swing from. It is still a matter of getting from 'A' to "B' though, which does make the whole thing feel very linear and although some levels do allow you to rise above ground level it's never really necessary. You're also armed with a weapon, but rather than the sword, you actually have apples which can be thrown at enemies. These have to be collected and maintained as if you run out at the wrong time you may have to restart the level. The platforming levels themselves cover a handful of locations with roughly three or four sections in each. This keeps the interest levels reasonably high but a few random puzzles would have helped a lot.

Deviations from the platform action are a rare thing indeed in this cart but there are a few which help to break up what could otherwise get a little tedious after an hour or so of play. Catching the Golden Scarab Beetle activates the first of these and when we say catch, we mean catch. The beetle is generally hidden in a chest or vase and once unleashed you must run after it and capture it before reaching the level?s end. Once you have it in your grasp you'll be able to enter the Genie?s Roll Up Roulette, which is a kind of fairground attraction. It's simple stuff; a press of a button awards you a bonus to aid you in your quest. Next up is the rather excellent Magic Carpet ride. This is a side-scrolling racer with falling rocks and a lava wave creating a real sense of urgency. Then there are the ends of level bosses; some of these are extremely inventive but too much information here would simply spoil the surprise. Finally we couldn't leave this section without a word on the save feature. While it is a very handy battery back up, it also only saves automatically at the end of each level so perfecting those runs and jumps has never been more important.

Controls

Aladdin is a joy to control regardless of what you need him to do and over the course of the game you'll need him to do almost everything. As with all platformers though it's the collision detection that really matters and the boy prince manages to hit his targets in pixel perfect fashion just about every time. Success in Aladdin comes when you combine the various controls and, whilst run and jump is fine for the early stages, you quickly require more speed and height to progress further. How you do this is up to you and while it's arguably where the real skill and judgment enters the equation, in classic platforming tradition it's also very tough on the fingers and thumbs. We really don't get a chance to say this enough but if you're failing in this game it's simply because you're not good enough and not because a sub standard control system is hampering your progress.

Graphics

This has to be one of the best looking games I've played in ages with every inch of Aladdin reflective of the Disney high standards. It goes with out saying that the animation is just as impressive and even though Aladdin is quite simply the most acrobatic prince you're ever likely to encounter he continually moves with an incredible flair and real smoothness. There are also some wonderful cut screens which link the action in the various levels and while these are simply static screens the standard of artwork on display here shows what can be achieved without resorting to FMV. Some of the cut screens are sprite led illustrating just how fluid and movement packed the leading characters are.

Sound

As with the visuals, the audio in Aladdin really is top notch. You realize you're in for something a little special when you first start the game up only to be treated to some very pleasing eastern style music. This continues throughout the game with each accompanying soundtrack perfectly suited to the current level. The sound effects are just as good, occasionally adding genuine humor to the current situation, which is pretty unusual on a GBA.

Final comments

It would be fair to say that Disney's Aladdin is a model platformer containing almost all the attributes that made the genre so popular in the first place. It's not just for the younger gamers either, which you might expect from the Disney company; whilst the early levels are within almost all gamers? capability, things very quickly pick up. Had this been a completely original title there's a good chance it would be a solid four but because it?s based on a game around a decade old it really does only warrant an average rating. That said though, this is still an excellent game and if you happen to be one of the few gamers who didn't encounter it the first time around then you're in for something of a treat.

Pro: Great Graphics and Animation
Con: Not Much New
Final score: 6.1

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Boxart of Aladdin (Game Boy Advance)
Platform: Game Boy Advance
Genre: Platformer
Developer: Capcom
Publisher: Capcom