![]() It's a breezy adventure - not too difficult, but not entirely a pushover. Plus, there are carpet flying scenes to break up the traditional platforming. The platforming is rock solid, with lots of ledge-leaping, rope climbing, and monkey bar work. (Apparently, a well aimed apple is enough to drop a thuggish swordsman with shoulders wide enough to hold up a Geo Metro.) The combination of these two moves - and some precision jumping - gets you through a series of left-to-right stages. Aladdin can not only swipe Jafar's minions with his sword, but also throw apples at them. Thanks to a couple extra buttons, heroes now have a couple attacks instead of just the basic hop-and-bop actions. Aladdin is an excellent example of the 16-bit platformer, almost its own subset of the entire platformer genre. Of course, the fact that the actual animation cels were used to create those sprites gives Aladdin an extra boost. By removing the worry of creating a model that looks decent from all camera angles, an artist can really concentrate on personality. It looks remarkably like the movie - and that is one of the benefits of 2D sprite work. And the faces of camels when you jump on their humps are priceless. Watch the billow in Aladdin's pants and the flapping of the magic carpet. ![]() For one thing, the animation is exceedingly fluid. But even more than hitting its marks, Aladdin evokes the charm and flourish of the animated film. The game naturally jettisons some of the nuance, but it hits all the requisite set pieces, like the streets of Agrabah, the Cave of Wonders, and the royal palace. Oh, and along the way Aladdin learns that love and honor are far more valuable than wealth and fame. With a fast-talking magical genie backing him up, Aladdin rescues Jasmine from Jafar and rids the land of his evil. Street urchin Aladdin falls in love with princess Jasmine, but she is coveted by the evil vizier Jafar. Developed for SEGA by Virgin Interactive, Aladdin roughly follows the plot of the Disney film.
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