Disney's Aladdin (SNES) review"When you love a specific world, you don't want to leave...just be prepared to work for it." |
Capcom had the task of adapting a major movie release into a 16-bit gaming console, and having done so many times in the past with less illustrious material, it appears that they decided to choose the tried-and-true path of relying on the strengths of the console they knew so well. Many of the highest technological milestsones of SNES gaming had yet to be set, as this was yet early in the lifespan of the hardware. So, what makes Aladdin on Nintendo’s flagship 16-bit home console worthwhile?
The first thing you’ll notice is the use of large, flashy graphics in the introduction sequence. Alongside this, as you play through this side scrolling platformer, you’ll be treated to storybook style cutscenes that tell us why our diamond in the rough is important enough to have his name be the title. They are, unfortunately, pretty small and light on the animation, one of a few shortcomings we'll notice as we go.
In service of game mechanics, Capcom has taken some liberties with elements from the movie. A certain briefly appearing sheet becomes an item obtainable in every level that grants Aladdin the ability to float after jumping, or ride down rope in the right situation. A “borrowed” apple is now a nigh endless supply that the player can use to stun enemies out to do you harm. Meanwhile, if you can catch it, the scarab will afford you a bonus chance on the Genie’s wheel of wishes at the end of a level. Red gems will boost your score, if you’re into that sort of thing.
Aladdin for SNES was crafted before developers woke up to the lure of weekend rentals, and thus the difficulty is fixed and what I would describe as “whelming.” If you’re any good at any of the Mario games, you’ll get the hang of the sharp and well spaced out platforming and enemy placements. Just enough to keep you on your toes or catch you flatfooted if you’re not paying attention. There’s plenty you keep you occupied and interested, and the variation in level design and location fits nicely with the story as you follow along.
One of the more noteworthy aspects of this game is its orchestral soundtrack, doing its darnedest to replicate a movie score alongside the action. When you’re in the market, everything is lively and energetic, in contrast to reverb touched underground scenes and a pulse pounding lava chase that will have you grinding your teeth. It’s doable, and the amount of extra lives you’ll accrue will definitely come in handy. The only drawback to the music is that it's Capcom's signature soundset used in just about every title they published for the SNES.
The key mechanic in Aladdin’s skillset is the ability to hang from ledges and swing from beams located strategically throughout each level. Early on you’ll have a chance to perfect your swinging skills, as correct timing will enable you to ascend just a little to a higher platform or beam. This will put you within reach of an item or, in later levels, the next critical platform for progression. As the sheet is a missable item, none of your platforming will be dependent on it, but it will give you more reaction time. In some levels you can actually avoid the ground obstacles for a good distance with this item, which makes it being a pickup rather strange.
I suppose it beats camel spit.
Thematically this game nails its intended aesthetic and reflects its source donor in just about every way. You won’t get to do what you see in the movie verbatim, but you’ll come pretty close and the music performs the songs you hope to hear and are pretty good renditions unto themselves. You’ll walk away with a feeling of having had an adjacent experience, which is as much as you can expect from this console.
The gameplay isn’t any deeper than navigate the obstacles, find the goodies and get to the end, and doesn’t have the notoriety of more successful and storied franchises. In view of this, the re-released games aren’t likely to be remastered. Upscaling is all you can ask for and, in light of its on point but not exceptional design, all we’re going to get.
Aladdin on SNES has enough individual personality to distinguish itself from the release on the competing platform of the day, and does a fine job of utilizing the console’s hardware strengths. Could it have had smoother animation? Absolutely. Later titles would make the leap into this territory, but the time and talent apparently didn’t warrant the reward for this one. As it stands the pixel art is pleasing and draws on the source material effortlessly and the overall package is recognizable as a product associated with its film.
For those of us who only had access to the SNES in 1993 and thereabouts, this was an attractive, if somewhat visually disappointing game adaptation if you had seen the Sega Genesis version. Even so, it wasn’t disappointing to play and had its own strengths, as mentioned. Having played the Sega release, I never could get used to its razor-edged difficulty, punitive hit detection, and obtuse level design. Not that I’m about to rain on your parade if that was your jam.
Not everyone got what they wished for, whichever version you happened to have. Historically, game adaptations of mass media have been inconsistent. When you love a specific world, place or characters, you want to step in and not leave. This title gives you an opportunity to extend your stay, if you don’t mind working for it.
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