Castle of Illusion Starring Mickey Mouse (Sega Master System/Sega Game Gear Review)

Castle of Illusion Starring Mickey Mouse
Platform: Sega Master System & Sega Game Gear
Developed by Sega
First Released February, 1991
NEVER BEEN RE-RELEASED

I figured it was just going to be a journey through 8-bit versions of the Genesis game’s set pieces. Hah. Yea, some of the themes repeat, but this is a whole different mouse, folks.

Take a look at pretty much any “best of the Sega Master System” list and Castle of Illusion is bound to show up. I’m always a bit of a skeptic when it comes to such lists, and..

Wait, hold on.. I’m having a case of déjà vu over here.

Okay, it’s gone now, because thankfully, Castle of Illusion’s 8-Bit version is actually a completely different game. I don’t mean just in the level design sense, like the difference between, say, Crazy Castle on the GameBoy and the NES. No, this is not a “re-imagining” or a “demake” or anything like that. Think of it as the little brother to the Genesis game that bears only a passing “clearly they’re siblings but not twins” type of resemblance. In fact, this feels like an amalgamation of three elite Disney games: the Genesis Castle of Illusion, along with the NES classics DuckTales and Rescue Rangers. Mickey doesn’t really do anything from a mechanical point of view to stand apart from those. I figured, as great as those games are, 8-bit Castle of Illusion ran the risk of not having an identity of its own. Yet, a startling amount of my readers insisted this was the superior Castle of Illusion game. Friends I trusted seemed to agree. I thought there was no way it could be true.

It is.

I’m going to just come out and say it: sentient chocolate bars as bosses are a crime against nature. It’s just.. wrong. And this one was only slightly more tolerable than the one from Cuphead. Which I remembered after this was really supposed to be a waffle. For God’s sake, Cathy, its name is Sir Waffington III.

I think a big part of that is Castle of Illusion SMS isn’t a game you can sleepwalk through. This one has teeth, folks. I died a lot, and while the game is thankfully plentiful with extra lives, I admit, I was sweating a few sections. Whereas Castle of Illusion Genesis has its platforms fine-tuned for thrilling jumps, the 8-bit version instead focuses on fine-tuned enemy placement. While the collision detection is a little bit on the iffy side, the challenge is more about timing. Knowing when to make your moves. When to attack, and when to back off. Combat is done two ways. The butt-stomp from the Genny game makes its triumphant return here, only this time, you don’t spring-up the entire height of the screen off enemies. I think this makes it more satisfying, as it gives the world a more nuanced sense of weight and gravity that the more “advanced” Genesis version was lacking.

This has a lot more restraint than Rescue Rangers does.

Then there’s the Chip ‘n Dale: Rescue Rangers style pick-up-and-throw mechanics, only it’s done in a more methodical “lift with your knees” type of way. You can pick-up rocks, barrels, balls, occasionally keys, and various other assorted blocks to use as throwing weapons. Unlike Rescue Rangers, they don’t just fly across the screen. Perhaps the most fine-tuned aspect of the game is the range you get with them. No cowardly “one-shotting an enemy from across the screen” malarkey here. You actually have to get close enough to be at-risk. I’d say Castle of Illusion is more conservative with the ammo, but everything respawns nearly the moment you leave that part of the map. This includes all the blocks. Otherwise, I’d say conservation of ammo factors in. It still sort of does.

Sometimes they do other things. Like this “block” is a lantern that allows you to, you know, see where you’re going.

Where an enemy lurks, there’s usually only a single block, maybe two, to deal with it. That’s assuming there’s any at all and you’re instead expected to use Mickey’s legendary rear-end. You can’t just “deal” with enemies with the projectiles. The way these baddies are designed is precision-engineered to require you to actually take your time and aim. They’re a jittery bunch, but in a good way. Original too. There’s a section with R.C. cars and planes where trying to attack them is pointless. Instead, you have to get rid of their remote control. I mean, come on! That’s charming! I was so certain I would prefer the frantic, fast-paced throwing action of Rescue Rangers, and boy, was I wrong. And I didn’t even mention that the blocks aren’t just throwing weapons. While rocks and balls vanish after a single use, the barrels can be used both as weapons and as stepping stones to reach higher platforms.

Even without the dazzling visuals, there’s several memorable set pieces.

Another big change is this Castle of Illusion heavily rewards exploration. Levels 1 – 3 can be played in any order, then levels 4 and 5 as well. Seemingly taking most of its inspiration from Capcom’s DuckTales, levels are laid out in a semi-labyrinthine style. There’s two extra hit points hidden in the game. I didn’t even find one of them in my first play-through, because I didn’t take the path to it on the stage it was on. Later, the game repeated the Genesis “there’s seven gems but only five levels” thing that made me roll my eyes. “Why not just have five gems?” Except, I missed a gem on the fifth stage. Again, I just didn’t take the right path and ended up in the boss chamber without it. After winning the fight, I had to replay the level to go get it. Upon picking it up, the game tallied up my points for the stage instead of making me refight the boss. I was a very happy person at that point.

This is an auto-scrolling section, and I normally hate those. This is different. Here, you have to allow the scrolling to push you under this gap. Clever. SMS Castle of Illusion doesn’t overuse the auto-scrolling, but when it’s there, it’s some of the best usage of this style of platforming design in gaming history.

And by the way, there’s six levels this time. After gathering the seven gems, instead of just cutting straight to the last boss, you play a sixth level. So, seven gems, six levels, seven boss fights. And not a stinker in the bunch. Each of the six levels is a joy to explore. Often tough, but never unfair. When I died via timing out, it felt like I deserved it. When I missed my jumps, I knew it was on me. When an enemy got me, I knew it was my fault for not attacking it right. And those bosses? Each one killed me at least once because I tried to cheese them and paid the price for it. In fact, 8-Bit Castle of Illusion has the best boss fights of any of the Disney games I’ve reviewed so far. I’ll take it a step further and say this is easily the best game in the whole marathon. As a reminder, this is the twelfth Disney release I’ve played. Better than Rescue Rangers. Better than the other Castle of Illusion. This is the current leader. And, while I’ve got over six-dozen left to go, I wouldn’t be surprised at all if this Castle of Illusion ran the table from here.

Hey Capcom! Pay attention! I died on every single boss EXCEPT the last one, and that was sheer luck on my part. I died TWICE on this dragon. You don’t have to phone-in the finale of every level and have your bosses be total push-overs just because it’s a Disney property. Castle of Illusion has the best boss fights of any platform game on any third generation console. Yep, I went there. Castle of Illusion Starring Mickey Mouse on the Master System checks off a LOT of “best-of” boxes.

A reader on Twitter had a line that I just adored. He said the 8-bit Castle of Illusion “is a better game, but the Genesis one was a better experience.” With twelve words, he summed up the difference between the two games better than this whole review did. While Castle of Illusion on Genesis holds its own as one of the all-time greats, it also existed to provide an enchanting experience. It didn’t have time to experiment. It didn’t have time to get too creative. It had to look spectacular in those iconic GENESIS DOES WHAT NINTENDON’T ads. Remember, Sega had no Sonic The Hedgehog yet, and they had no idea if that game would turn out good. Or, even if it turned out amazing, they had no certainty people would embrace it. Great games get ignored by the public all the time, and Sonic would need a unique marketing strategy. Mickey Mouse, though? Everyone knows Mickey Mouse. Just make sure it looks great in commercials (check) and the game is really good (check) while also getting compared to Super Mario (check) and you have yourself a killer app. That’s the difference. The Genesis version needed to be great in gameplay and amazing visually. The Master System version? It needed to flip that, or it would serve as little more than a cruel tease for those kids without the upgraded system.

The Master System version of Castle of Illusion is on the left. The Game Gear version is on the right. While there WERE some changes, it’s almost entirely superficial stuff. That won’t be true of EVERY Master System/Game Gear combo. I have to review The Lucky Dime Caper Starring Donald Duck twice because the two versions feature different level design, among other things.

Well, the end result was the best Sega Master System game I’ve ever played. Yea, more than even Wonder Boy III: The Dragon’s Trap. In fact, I don’t even think it’s close between the two. This is head and shoulders above that, and far above the SMS versions of Sonic. It’s one of the best 8-bit games ever. One of the best 2D platformers ever. I’d throw it on the “most underrated game ever” list too, but given how many people bring up the fact that it’s better than the Genesis game, I don’t think it counts as underrated. Y’all got it right this time. Easily the superior game. It’s a shame Sega had to wait four years for it. If Sega had Castle of Illusion in 1987, Nintendo v Sega might have been an actual fight much sooner. Off the top of my head, I can only think of maybe four or five NES games I like more than Castle of Illusion. The real crime is that only the Genesis game is getting celebrated with remakes and re-releases when a case could be made that Castle of Illusion on the Sega Master System was Sega’s finest hour.
Verdict: YES!

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Indie game reviews and editorials.