Tag: disney

  • Castle of Illusion Starring Mickey Mouse (Sega, 2013)

    Castle of Illusion Starring Mickey Mouse (Sega, 2013)

    Developed/Published by: Sega Studios Australia / Sega, Disney Interactive Studios 
    Released: September 3, 2013
    Completed: 20th April, 2014
    Completion: Rescued Minnie!
    Trophies / Achievements: 61%

    Yep, I played through both version of Castle of Illusion in the same weekend.

    I did this because I was sure, sure that this wasn’t going to be a remake but actually one of those “inspired by…” type things. Because with Castle of Illusion’s frankly weird level design and pretty darn dated everything else, I didn’t think they’d be that straightforward with it.

    Uh, so the weird thing is that they really were. It’s not like they didn’t change some stuff. Most notably, the game goes “full 3D platformer” in certain segments (which is awful, for a reason I’ll explain in a second) and certain parts of the levels are changed (though in general their structure is amazingly faithful.) Bosses have more attack waves (usually allowing them to use the full 3D stuff a bit.) And Mickey’s jump is different.

    Except… it’s also weird and terrible? It’s still floaty, it’s just as hard to aim his landing, but for some other reason? I can’t put my finger on why both jumps are terrible for different reasons (and I really can’t be arsed to go back and play them off against each other) but trust me: they’re both bad. And in the remake, not only is it bad in 2D, it’s godawful in 3D. Non-stop frustration as you slightly mis-aim Mickey and drown him in milk again and again and again.

    (Because he can swim in water, but not milk. I guess that makes sense? Sorta?)

    This is, genuinely, a remake of Castle of Illusion with some extra bits bolted on (most notably totally extraneous narration and loads of chat from Mickey, who… did Mickey always sound like this? He sounds so off-brand. Like a “Mikey Mouse” VHS, bought from a discount store in Orlando.) If you were going to play one version, I’d be hard pushed to say which one to bother with—probably the original—though both can be finished really quickly, and it’s really not worth the effort.

    Here is the thing, though: much like with the original Castle of Illusion, it’s not like you can’t see there was talent on the team. Had this been a reimagining, not a remake, and they’d manage to make the jump less weird, I’d be happy to gamble this would actually have been pretty great.

    Uh, not that it matters because Sega shut down Sega Studios Australia right after this. Alas.

    Will I ever play it again? I could go back and collect more diamonds and do time trials, I guess? I’m not gonna, though.

    Final Thought: Interesting fact: Emiko Yamamoto, director of the original game and who also supervised this, went on to work at Disney Interactive in Japan and has served as a producer on almost the entire Kingdom Hearts series. Huh.

  • Castle of Illusion Starring Mickey Mouse (Sega, 1990)

    Castle of Illusion Starring Mickey Mouse (Sega, 1990)

    Developed/Published by: Sega
    Released: 21/11/1990
    Completed: 19th April, 2014
    Completion: Rescued Minnie!
    Trophies / Achievements: n/a

    I have strong memories of Castle of Illusion as one of the games that people marvelled at in video game magazines of the time for being particularly beautiful and holding promise for what was then the “next generation,” so this weekend discovering that M2 had ported it to PS3 was too good to resist.

    It’s interesting, then, that on playing Castle of Illusion—a “pre-Sonic” Mega Drive title—that the thing I find most remarkable is how much it reminds me that even by the time of the Mega Drive video games were… under-developed? It’s hard to explain I guess, but the thing I most remember of playing games in the 80s, particularly on the home computers popular in the UK, is that sense that developers either got to this point where they went “ok, good enough” or that they didn’t actually know that games could be better than that. It’s fondly remembered, perhaps, but Castle of Illusion has that half-baked feel where you can see some bits are done absolutely expertly—Mickey’s animation is lovely, the cut-scenes are sweet, and certain stages definitely have their moments—but there are other parts where you have to question why it was there that they stopped.

    I mean, Mickey’s jump. It’s just the weirdest, floaty, awkward jump. One of those jumps where you feel like you’re pushing a bitmap around, not controlling a character. No “game feel” at all; something you notice in the many many bits where the ceiling is low enough that Mickey clonks his head over and over.

    Or the enemies, who do that thing where they just move towards the right of the screen at a steady velocity, and respawn if you walk them off screen. No sense that they’re actual beings who are actually there. I’m definitely reminded as to how far ahead of the game Nintendo was with the Mario series compared to everyone else at this point; it’s actually crazy to consider that anyone would have played Super Mario Bros. 3 as a developer and then be happy to put this out. I’m not talking about world maps or secrets, the things that I suppose made Mario 3 feel so amazing at the time; I’m talking about making sure the jump feels good, the level design supports it, and the enemies feel worth jumping on.

    The level design is weird too. The first two levels are completely linear, but then from level three onwards you can’t actually progress unless you explore (totally counter-intuitively in level three, too, as it involves you falling into water you don’t know you can swim in.) Indeed, the game’s wrapper—Mickey going in each castle’s door, one by one—is presented “in engine” which makes me think maybe these levels were supposed to be approached in any order, and to be generally non-linear, but that got snipped off at some point.

    That’s total speculation, of course.

    I didn’t actually have a bad time finishing this, however. There’s a pleasant enough pace, and once you’re comfortable with its quirks it’s very much your average early platformer (one that’s nice enough to get through thanks to M2’s good port and freely-available save states.) It doesn’t stand out to the point where you should particularly feel the need to play it, though.

    Will I ever play it again? Nope.

    Final Thought: I’m a bit sad this game isn’t as pretty or as good as I read it was in the magazines of the time. The vision of games I built in my mind from reading many, many more game magazines than playing games is something I come up against regularly now I have access to any game I want; even now I can look at the cover of Castle of Illusion and imagine something exciting, something just beyond my reach.