#DISNEY'S ALADDIN SEGA PATCH#
In some ways, one could consider the Final Cut version a type of "Day 1" patch for the original game. Given how great the original game is, we wanted to only touch things that we truly felt would improve the overall experience and only make changes that the original team might have considered making if they had more time.
This makes just sitting at the top platform and throwing apples while jumping over barrels a bit more challenging.Īs one last note, we just want to convey that while there are quite a few changes that we made to the Final Cut version of the game, it was never meant to feel like a completely new version of the classic game. For example, Razoul now randomly throws a low knife instead of a barrel or his high knife.
We also worked on little changes to try and eliminate some of the easier boss strategies that have worked before. There is also more incentive to try the different difficulty settings in order to see the differences that have been implemented. Given the changes to the bosses and other enemies, we feel that the overall balance across the different difficulty settings is better. One could consider the Final Cut version a type of "Day 1" patch for the original game. There are definitely going to be quite a number of things that players start to notice as they pay closer attention, such as new enemy variations. Also, given the addition of collision to objects that were previously missing and adjustments to various level sections, players may discover things that were previously there but were too difficult to get to before. Let’s just say there’s more than one new section in the Final Cut version. One of the new sections can be found in the very first level of the game and allows the player to travel across additional rooftops and clotheslines to discover a new part of a level, as well as some nice treasures.Īre there any new secrets to be discovered? What's an example of a new level section you added? Given that we wanted to channel the original team as much as possible in order to make sure that any changes we made would make sense, we relied on input from folks like William as he designed several of the original levels. Why was it important to include them in the process?įrost: If we are just talking about the Final Cut version then the overall idea for it would have never come about if we hadn’t heard some of the “what if’s” and “should have’s” during our interview sessions. On the non-Aladdin side, Louis Castle (producer on The Lion King original game) gave us a bunch of Lion King-related footage that is in the museum section.
Who from the original development team did you work with?įrost: While we interviewed six members of the original Aladdin team for the behind-the-scenes interviews in the collection – which, in turn, would spark the idea for the Final Cut version – the two main contributors to the overall collection were Mike Dietz, who was the head of animation for the original game and William Anderson, who was one of the original designers. In the Final Cut version of Aladdin in the collection, a door appears on the left side leading to treasure.Ĭheck out the rest of our interview with Stephen Frost below. The original, SEGA Genesis version of Disney's Aladdin doesn't feature a door on the left leading to a secret area. A doorway appears in the Final Cut that doesn't in the original. One example of a secret area begins at the 00:58 mark in the video above. Instead, Digital Eclipse Senior Producer Stephen Frosts tells IGN, "We wanted to only touch things that we truly felt would improve the overall experience and only make changes that the original team might have considered making if they had more time." The idea wasn't to completely remake the Genesis version of Aladdin.