

The Genesis version does have better animations and art, but the SNES version has the more interesting gameplay. Despite sharing the same name and a similar release date, the two games are very different. That’s the version I played when I was a kid anyway, so it must be the best. Of course, none of this matters as the Super Nintendo version of Aladdin is superior. Whether or not any of these additions makes the game better or worse is up for debate, but from a historical perspective, it’s fascinating to see the game we could have got. These changes come from the original developers of the game, they’re not some fan made changes that completely break the game. Some will wonder why Whitehouse felt the need to change the original game at all, considering its all-time great status. Maybe the developers believed some of these features didn’t make the game feel good to play, or they couldn’t finish implementing them in time. It’s hard to say why any of these features were cut in the first place. He was able to restore bonus rounds, new enemies like a sword swallower and golden monkeys, and even new music thanks to the help of Aladdin’s original composer, Tommy Tallarico, among other changes. With this document, Whitehouse set about creating what he thought was the developers original, uncompromised version of the game. Among his finds was the original design document - a roadmap developers create early in development detailing their vision. The list of what Whitehouse restored is extensive. He decided to reemploy many of these cut features, essentially creating an all new game. Going through the code, Whitehouse found several assets and gameplay features that were cut from the final game, but still remained in the game’s files. Using the code, contributor Rich Whitehouse was able to rebuild the game for the sake of preservation.
Aladdin sega genesis gameplay code#
The folks at Game History found the complete source code for the game – the foundation for the game’s programming – in their own collection, The Video Game History Foundation. Related: Disney Officially Casts Live-Action Aladdin, Jasmine & Genie But one group of coders over at Game History thinks Aladdin could have been better.

With its crisp, gorgeous graphics and fluid gameplay, it’s becoming a classic all over again. It should come as no surprise then that, in this day of retro nostalgia in gaming, the Aladdin is enjoying a resurgence of sorts. That’s quite the feat, especially for a licensed game. Disney’s Aladdin is actually the third-highest selling game on the Genesis, beat out only by Sonic the Hedgehog and its sequel.

The game was a runaway success, garnering raving scores and love from fans of both the Disney property and the Genesis. If not for the game itself, play it for the nostalgia that comes along with it.In November 1993, Disney Games and Virgin Games USA co-developed Disney’s Aladdin for the Sega Genesis. It is fun, quirky, and a break from the extensive games of today. I’ve played this game over and over for 23 years. Soundġ6 bit sound? Robin Williams voice overs? The music is simple and straight forward but match really well to the scenes at hand. Being able to fly across lines, jump off windows, and bounce of camels was extremely fluid and well done. The drastic coloring in the dungeons was extremely well done and there are a few games that could take notes from this game. (Anyone remember Awesome Possum, the Sonic ripoff?). The little attentions to detail that are different from other games published during this year. GraphicsĪdventurous side scroller circa 1993, the graphics are a little better than other games this year solely from the shading and coloring that were used in the backgrounds. Like most games of this decade, save points are few and far between but it moves fast enough to not be much of a problem. the visuals and overall gameplay style are both markedly sharp. Sword fighting is fun and repetitive, but sometimes it’s difficult to know when you take a hit. Say what you will about Disneys Aladdin game for Sega Genesis, but it more or less. The flow of movement and ability to bounce off of nearly everything makes me wonder what would happen if you mixed this game with Sunset Overdrive. With an all-in-one instruction screen that tells you everything you need to know, players are able to dive right into the game.
