Disney's Aladdin, more commonly known as Aladdin (アラジン) is a platform game developed by Virgin Interactive. It is based on Disney's movie of the same name and was released for the Sega Mega Drive in 1993, before being Amiga, Game Boy, IBM PC and NES. A Game Boy Color version also followed later.
Most stages are played through as Aladdin, who must get through the stage while accomplishing a task given at the beginning of each level (such as finding Scarab pieces). throws apples (which can be used to hurt enemies and which there is a limited supply of but can be collected throughout the level), swings your sword, and jumps. Before the start of the game, there is a screen showing what each in-game item is used for.
If the Abu icon is collected in the level, after completing it a bonus stage will be rewarded where Abu must collect all the falling apples without getting hurt by falling pots too many times to win. If a Genie icon is collected another bonus stage will be rewarded, which is a slot machine-esque game where the player can either get bonus items or lose all remaining spins by stopping on Jafar.
Cave of Wonders
Inside the Lamp
On the options screen press .
When paused, press .
Wanting to make a more meaningful contribution to the video game market (as opposed to just licensing out properties, such was the case with Aladdin on the SNES by Capcom), Disney Software were approached by Virgin Games with work-in-progress technology known as "Digicel" - a means of converting frame-by-frame animation cells (used in producing animated films) to a format more suited to video game consoles at the time. As Digicel theoretically allowed Disney to bring its trademark standards of animation to a new market, the company signed up to working in conjunction with Virgin Games on a new product - the Mega Drive version of Aladdin.
Work began in in January 1993, with ten of Disney's Florida-based animators producing animations, which were then shipped to Virgin Games' production facility in Irvine, California and digitised for use in-game. Roughly thirty people were involved between the two sites in total, including the film's directors. The teams gave themselves a deadline of October 1993, considered roughly three quarters of the normal time allotted to game development in this era.
Disney worked exclusively on character animations, with backgrounds being provided by artists at Virgin Games (after being approved). Despite being in production at the same time, no animations are shared between the game and movie, mostly due to the requirement for video game animations to loop.
Disney's Aladdin for the Mega Drive is considered to be a milestone for video game graphics, utilising technology known as "Digicel" to bring hand-drawn Disney-style animations to a video game environment. As each frame was drawn individually by professional Disney animators, Aladdin looked significantly better than most other platformers on the market, with visuals comparable to the graphical style as seen in the film.
The success of Disney's Aladdin gave Virgin Games the opportunity to work with other Disney licenses such as The Jungle Book, The Lion King and Pinocchio. It was also bundled with Mega Drive II systems in Europe.
A Sega Mega-CD version was planned for release shortly after the cartridge version, but was scrapped early on in favour of concentrating on The Jungle Book.
Aside from text translations, the game is identical in all regions from a content's point of view. The PAL version, like most other Virgin Games releases, was optimized in terms of music speed but not gameplay speed. Forcing the game into 60Hz mode makes the music play too fast.
Source: In-game credits
Virgin Games Credits
Programming & Project Management: David Perry
Animation Engine By: David Perry
Development Tools By: Andy Astor Services, Rob Northern Computing, Cross Products Ltd., Todd Robertson, Echidna
Animation Directed By: Mike Dietz
Assistant Animators: Shawn Mclean, Clarke Sorenson, Roger Hardy, Edward Schofield, Jeff Etter, Allyn Welty, Tom Tanaka
Background Art By: Christian Laursen, Nick Bruty, Steve Crow
Licensing Brand Management: Cathy Fortier, Sue Fuller
Public Relations Management: Kirk Green
CES Event Management: Tom Bisignano, Spence Bovee, Helen Fillman, Andrew Henry, Will Kassoy, R.K. Little, Chase Senge
Quality Assurance Leader: John Santos
Product Analysts: Steward Irel, Roger Kung, Chris McNulty, Amy Steiner, Joe Santos
Storyboards: John Fiorito
Production Support: Fred Weimer
Disney Feature Animation Credits:
Directed By: Barry Cook
Produced By: Paul Curasi
Secretary to the Producer: Annette Laguer
Artistic Coordinator: Ruben Procopio
Production Specialist: Chuck Williams
Animators: Tom Bancroft, Travis Blaise, Phil Boyd, Tony Cipriano, Rob Corley, Tim Hodge, Jim Jackson, Alex Kupershmidt, Anthony Michaels, Barry Temple
Clean-Up Coordinator: Jeanie Lynd Sorenson
Clean-Up Artists: Paulo Alvarado, Brian Beauchamp, Rachel Bibb, Eliott Bour, Same Ewing, Tracy Lee, Kellioe Lewins, Tamara Lusher, Mario Menjivar, Monica Murdock, Keith Newton, Sherrie Sinclair, Bryan Sommer
Head of Effects: Jeff Dutton
Effects Artists: Mike Duhatschek, Jason Francoeur, Troy Gustafson, John Hailey, Joe Pepe, Paitoon Ratan, Tony West
Product Analysts: Tony Lynch, Dermot Lyons, Siegie Stangenberg, Andrew Podesta, Geln Cureton, Vince Nason, Heather Meigs. Janine Cook, Blair Bullock, David Forster, Bill Person, Rey Alferez, Kirk Rogers, Vy Nong, Maria Tuzzo, Atom Ellis, Richard Gangwish, Pete McNab, Eric Rawlins, Ivan Foong, Michael Baldwin, Todd Morgan, Greg Becksted, Conan Tigard, Joe Cain, Simon Lu, Joe Ganis, Jennifer Brozek, Erik Wahlberg
Special Thanks To: Peter Adee, Martin Alper, Richard Branson, Ron Clements, Robert Deverux, Shannyn Gardner, Justin Heber, Tom Kalinske, Jeffrey Katzenberg, Bob Lambert, Bob Levin, Alan Menken, Steve McBeth, John Musker, Amy Pell, Marc Teren, Shinobu Toyoda
<div style="width:Expression error: Unexpected < operator.px; padding-left:2px; padding-top:9px; padding-right:2px;">Print advert in Sega Magazin (DE) #2: "November/Dezember 1993" (1993-11-03)
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