While I understand why they did this, it would have been great to see them keep the game as authentic as possible. One thing I didn’t appreciate was SEGA Studios Australia changing the Clock Maker’s weapon from a knife to a mallet. This makes boss fights less predictable and much more dynamic, but their fun factor does suffer a little because of this. This is the entrance to the castle, which serves as a hub world of sorts, where you can choose the level you want to play.īoss fights in Castle of Illusion are faithful to their Mega Drive counterparts for the most part, but, as mentioned before, they will change their attack pattern mid-fight, which will often change the perspective as well. It’s a little annoying and takes some getting used to. This same technique is generously applied to boss fights with each boss having multiple phases that will often change perspective mid-fight. This is not always a good thing though as the perspective can often change while you’re already moving, stopping you dead in your tracks. These sections are quite well designed and break up the regular platforming very well. Occasionally, you will be walking down a hallway, and suddenly, an apple or boulder will start careening down towards you, and Mickey will begin running into the screen to evade it. It’s not hard to pass an act if you keep pressing right on the analog stick, but there is real incentive to go back and find all of the playing cards and chili peppers scattered around the game simply to see more of the intricately designed levels.Īnother new feature in Castle of Illusion I enjoyed is how the perspective changes. One of the things I loved about the level design in Castle of Illusion is that each area in the game is pretty massive. The same basic design sensibilities apply from the original game, such as integrating pieces of the scenery as “portals” to other areas, but each of these areas play out so differently that it’s really only the aesthetic that has been carried over. Level design compliments the rock solid control with dynamic, engaging levels that are rich and varied with many secret areas to explore. On occasion, I found my button presses to not register, but this was very rare. You still collect items to hurl at enemies or stomp on them to access otherwise inaccessible areas. While the overall aesthetic and design is very Disney, gameplay has not suffered for this as Mickey controls excellently, with nice fluid motion very reminiscent of his original outing, but a little less floaty. Visually, this game has Disney written all over it. This could be one of the cutest SEGA title screens ever. Each area of the castle is accessed through an intuitive hub system allowing players to go back and replay areas they have finished to unlock various trappings or just beat best times. As players enter areas, or certain events occur, a charming narrator lets us know how Mickey is feeling or comments on the odds he is up against. Playing as everyone’s favourite Mus Musculus, players find themselves traversing the bitter witch Mizrabel’s castle after she kidnaps Minnie, jealous of her beauty. SEGA Studios Australia has given us a lovingly crafted reimagining of our beloved platformer in the form of this year’s Castle of Illusion, which blends whimsical nostalgia with modern design sensibilities to give players a progressive update of a classic game. SEGA’s excellent platformer showcased the Mega Drive in the early years of its life and gave players a fantastic gaming experience as well. There’s a good chance that if you grew up in the early 1990’s that you played Castle of Illusion.
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