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** Pressing a particular key sequence in the Options menu nets you a picture of DavidPerry's disembodied head for a few seconds followed by a cheat menu.

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** Pressing a particular key sequence in the Options menu nets you a picture of DavidPerry's David Perry's disembodied head for a few seconds followed by a cheat menu.[[spoiler: A,C,A,C,A,C,A,C,B,B,B,B]]
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** Pressing a particular key sequence in the Options menu nets you a picture of DavidPerry's disembodied head for a few seconds followed by a cheat menu.
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[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/aladdin3_9066.gif]]
[[caption-width-right:320:The SegaGenesis version of the game.]]

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* ClassicCheatCode: On the Genesis, skip levels by pausing and pressing ABBAABBA.



* TheCameo: several Disney characters appear in the backgrounds, but [[Disney/RobinHood Sir Hiss]] appears as an actual enemy in the desert stage.

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* TheCameo: several TheCameo:
** Several
Disney characters appear in the backgrounds, but [[Disney/RobinHood Sir Hiss]] appears as an actual enemy in the desert stage.stage.
** Sebastian from Disney/TheLittleMermaid can be seen on the wall in the prison level.
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* EasterEgg: Standing in just the right position in front of the Mickey ears hat in the desert level will make a 1-up appear.
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This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem, GameBoy and GameBoyColor. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While its SuperNintendo counterpart was no slouch either, the Virgin Games title boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.

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This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, [[IBMPersonalComputer PC]], {{Amiga}}, NintendoEntertainmentSystem, GameBoy and GameBoyColor. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While its SuperNintendo counterpart was no slouch either, the Virgin Games title boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.



* TheTwelvePrinciplesOfAnimation: Due to the games hand-drawn sprites being drawn by actual Disney animators, they naturally use these principles, resulting in silky smooth spritework.

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* TheTwelvePrinciplesOfAnimation: Due to the games game's hand-drawn sprites being drawn by actual Disney animators, they naturally use these principles, resulting in silky smooth spritework.


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Overall, it was a smash hit--the Genesis version in particular sold 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.

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Overall, it was a smash hit--the Genesis version in particular sold 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2'' ''VideoGame/SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.
units.
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* LogoJoke: The Genie, clad in referee garb, fires a starting pistol and accidentally shoots Iago.
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* TheCameo: [[Disney/RobinHood Sir Hiss]] appears as an enemy in the desert stage.

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* TheCameo: several Disney characters appear in the backgrounds, but [[Disney/RobinHood Sir Hiss]] appears as an actual enemy in the desert stage.
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* TheCameo: [[Disney/RobinHood Sir Hiss]] appears as a enemy is the desert stage.

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* TheCameo: [[Disney/RobinHood Sir Hiss]] appears as a an enemy is in the desert stage.
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* TheCameo: [[Disney/RobinHood Sir Hiss]] appears as a enemy is the desert stage.
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* TrampolineTummy: Abu bounces on a camel's hump in early levels.

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* TrampolineTummy: Abu bounces Aladdin can bounce on a camel's hump camels' humps in early levels.levels, which also causes them to spit, which can also damage enemies. Abu can also be seen doing backflips on a knocked out fat guard's belly, each bounce accompanied by a honking horn.
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* WakeUpCallBoss: The boss at the end of "AgrabahRooftops" can be this for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.

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* WakeUpCallBoss: The boss at the end of "AgrabahRooftops" "Agrabah Rooftops" can be this for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.
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* ConsoleCameo: Sega Genesis systems are visible in the background within Genie's lamp.
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* MercyMode: The Rug Ride level will be skipped if you fail it too many times.

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* MercyMode: The In the Sega Genesis version, the Rug Ride level will be skipped if you fail it too many times.



* OneHitPointWonder: Abu in his NintendoHard bonus levels.

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* OneHitPointWonder: Abu in his NintendoHard bonus levels.{{Brutal Bonus Level}}s.
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* TheTwelvePrinciplesOfAnimation: Due to the games hand-drawn sprites being drawn by actual Disney animators, they naturally use these principles, resulting in silky smooth spritework.
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* TrampolineTummy: Abu bounces on a guard's belly in early levels.
* WakeUpCallBoss: The first boss can be this for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.

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* TrampolineTummy: Abu bounces on a guard's belly camel's hump in early levels.
* WakeUpCallBoss: The first boss at the end of "AgrabahRooftops" can be this for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.



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* KaizoTrap: Aladdin can get hit by the last boulder in Cave Escape after landing on the magic carpet which flies you away to the next level.
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I see no reason to put the game down against Capcom\'s version. They\'re both great, let\'s celebrate \'em both.


This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem, GameBoy and GameBoyColor. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.

to:

This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem, GameBoy and GameBoyColor. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, counterpart was no slouch either, the game still Virgin Games title boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.
Is there an issue? Send a MessageReason:
None


This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem, GameBoy and Game Boy Color. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.

to:

This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem, GameBoy and Game Boy Color.GameBoyColor. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.
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Overall, it was a smash hit, selling 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.

to:

Overall, it was a smash hit, selling hit--the Genesis version in particular sold 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.
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This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''. Overall, it was a smash hit, selling 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.

The game was later ported to the Game Boy Color, although it was by and large a PortingDisaster.

to:

This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem NintendoEntertainmentSystem, GameBoy and GameBoy.Game Boy Color. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.

Overall, it was a smash hit, selling 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.

The game was later ported to the Game Boy Color, although it was by and large a PortingDisaster.
units.

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This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''. Overall, it was a smash hit, selling 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' and ''SonicTheHedgehog2''.

to:

This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''. Overall, it was a smash hit, selling 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' (20 million) and ''SonicTheHedgehog2''.
''SonicTheHedgehog2'' (6 million). To put this in perspective, the fourth best selling Genesis game, ''NBA Jam'', only sold a little under 2 million units.



* PortingDisaster: The Game Boy Color port was a very laggy, poorly programmed attempt at recreating the Genesis game for an 8-bit system.

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This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.

to:

This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''. Overall, it was a smash hit, selling 4 million copies total, making it the third best selling Genesis game behind ''VideoGame/SonicTheHedgehog'' and ''SonicTheHedgehog2''.

The game was later ported to the Game Boy Color, although it was by and large a PortingDisaster.


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* PortingDisaster: The Game Boy Color port was a very laggy, poorly programmed attempt at recreating the Genesis game for an 8-bit system.
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This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems.

to:

This ''Aladdin'' game, in which Aladdin wields a scimitar, was released for the SegaGenesis, PC, Amiga, NintendoEntertainmentSystem and GameBoy. {{Capcom}} created a different ''[[VideoGame/AladdinCapcom Aladdin]]'' platformer for the SuperNintendoEntertainmentSystem, while {{Sega}} released a still different ''Aladdin'' game for its 8-bit systems. While not exactly carrying the same Capcom seal of quality as its SuperNintendo counterpart, the game still boasted fluid animation straight from Disney's own animators, a soundtrack by Tommy Tallarico, and was put together by the same team, helmed by designer David Perry, that would eventually form Shiny Interactive and create titles such as ''VideoGame/EarthwormJim''.
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Spelling correction.


* AWinnerIsYou: If you fail a bonus level, you'll get a "Nice Try" message. If you win, you ALSO get that message! Peharps the developers didn't actually think anyone would clear them.

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* AWinnerIsYou: If you fail a bonus level, you'll get a "Nice Try" message. If you win, you ALSO get that message! Peharps Perhaps the developers didn't actually think anyone would clear them.

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* AbnormalAmmo: Apples. These are actually required to beat the FinalBoss, as well as the first boss. This first boss can double as a WakeUpCallBoss for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.


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* EdibleAmmunition: Apples. These are actually required to beat the FinalBoss, as well as the first boss.


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* WakeUpCallBoss: The first boss can be this for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.

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* BottomlessPit: Present starting from "Inside the Lamp."



* IndyEscape: The cave escape level has boulders rolling down tunnels trying to OneHitKill Aladdin.



* OneHitKill: The boulders in the cave escape level. This makes them ''extremely'' annoying, especially the one at the end.



* SuperDrowningSkills: Aladdin will die ''instantly'' upon ending up in water. As water is generally at the bottom of levels, this effectively doubles as a BottomlessPit... these are also present, starting from Inside the Lamp.

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* SuperDrowningSkills: Aladdin will die ''instantly'' upon ending up in water. As water is generally at the bottom of levels, this effectively doubles as a BottomlessPit... these are also present, starting from Inside the Lamp.another kind of BottomlessPit.
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* AbnormalAmmunition: Apples. These are actually required to beat the FinalBoss, as well as the first boss. This first boss can double as a WakeUpCallBoss for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.

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* AbnormalAmmunition: AbnormalAmmo: Apples. These are actually required to beat the FinalBoss, as well as the first boss. This first boss can double as a WakeUpCallBoss for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.
Is there an issue? Send a MessageReason:
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* AbnormalAmmunition: Apples. These are actually required to beat the FinalBoss, as well as the first boss. This first boss can double as a WakeUpCallBoss for players who blew all their apples on the guards and face having to go all the way to the bottom of the arena to collect apples, dodging barrels all the way up and down, to do some measly damage to the boss.


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* GoofyPrintUnderwear: On normal and hard, hitting the stout guards with your sword, or throwing an apple on any difficulty, will make them drop their trousers before a second hit finishes them off.


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* OneHitKill: The boulders in the cave escape level. This makes them ''extremely'' annoying, especially the one at the end.


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* ScaledUp: The second form of Jafar... this is to be expected given his movie manifestation.
* SpikesOfDoom: One of the nastier traps you can run into. They'll repeatedly damage you while you remain in the spike pit.
* SuperDrowningSkills: Aladdin will die ''instantly'' upon ending up in water. As water is generally at the bottom of levels, this effectively doubles as a BottomlessPit... these are also present, starting from Inside the Lamp.
* SwordFight: If Aladdin and a sword armed guard attack at the same time, their blades will clash. This will continue until something breaks the pattern, as Aladdin and the guard tend to attack at the same rate if the player just mashes B.

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