While Mickey is cautious of the box and its unsettling glow, Donald gets restless and wants to make use of it in their act. One day during preparations, Donald gets taken by surprise by one of the magic tricks and falls back, back into the curtain, where they find a mysterious magic box. Mickey and Donald are traveling magicians who do show acts together. This game does not use Quackshot much as an influence, rather presenting itself as sequel to Mickey’s Castle of Illusion both in terms of art style and gameplay. At this point in time the team called themselves Illusion Shot Pictures and is the same team that went under the name AM7. World of Illusion was once again spearheaded by Emirin, and the development team remained virtually the same from Castle of Illusion and Quackshot. That was seven years ago. God almighty.With all the success that Mickey and Donald brought with their individual adventures, it only made sense to team them up in what would be their biggest adventure yet. It's nice to see that every so often there's a licensed game that gets it right. Surprisingly enough a remake of Castle of Illusion was released in 2013, and even more surprisingly it was excellent level design had more in common with the Master System game than the staid, familiar Mega Drive effort. It certainly represents the apex of Disney's fruitful relationship with Sega, though that was never the same after Aladdin. Some of that's going to be nostalgia, yes, but I also sincerely believe it to be one of the best-designed games of the 8-bit era - certainly superior to the Mega Drive version, which registers to me as a dumbed-down (but still fun) take on the Master System game. And yet, despite the intensity of my familarity with Castle of Illusion, I never tire of it. It's trivial to me now, more or less, though I still take hits from the final boss due to pure laziness. I've played it at least twice a year since I got it, on the original hardware as often as possible. I know this silly little game so well that I can clock it near-effortlessly, though that one bastard of a treasure chest right at the end of the clock tower often eludes me. To call it memorable is a disservice to memories. Every stage offers a different hook - the underground ventures of the forest, the multiple routes of the toy box, the auto-scrolling nightmare of the chocolate factory, the fully-playable piano of the library, the rotating screws and mechanisms of the clock tower and the darkness-plunging basements of the wicked witch's castle. Sorry, losers! This ain't a hula hoop! No, Castle of Illusion was and is a tricky beast, laced with clever stage design and sparing in its gimmickry. Far beyond the pitiful abilities of my 1950s parents. The ultimate transgression.īut, thankfully, there was always Normal mode. Not only had my parents been playing my game without permission, they had finished it. I came home from school one day a couple of weeks later only to find my parents sitting and watching the ending sequence of Practice mode, having completed the game in my absence. The stages in Practice mode are about three screens long. The game opens onto a choice between Practice and Normal modes, and I picked Practice, because I was five years old. I played Alex Kidd in Miracle World first, but this was given to me that same Christmas, in its case. This is the first boxed game I ever owned. No, this is more than just some specifications. See more of my work at Ĭastle of Illusion starring Mickey Mouse for the Master System is not a game I can judge with any sort of objectivity, but I'm not sure why you'd want that, anyway.
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