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!

Castle of Illusion Starring Mickey Mouse (Sega Genesis Review)

Castle of Illusion Starring Mickey Mouse
Platform: Sega Genesis
Developed by Sega
First Released: November 21, 1990
Remade in 2013
Included in the Sega Genesis Mini

As far as I can tell, Castle of Illusion is the innovator of that most graceful of gaming staples: the butt stomp. To count as a “butt stomp” it can’t just be gravity doing the work for you. It requires you to manually call for the butt stomp to occur. I’ve put way too much thought into buttocks-based gaming attacks.

Take a look at pretty much any “best of the Sega Genesis” 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 halfway through the first level, my skepticism was blasting my senses with sirens. It’s one of the slower-paced platformers I’ve ever encountered. There’s no run button, and Mickey’s walking speed.. on a quest to rescue his main squeeze, mind you.. could best be described as “lacking in urgency.” Come on, Mickster! Put a little pep in your step, buddy! Do you want Minnie to die? I get that being with the same partner for 95 years now is probably exhausting, but can you at least pretend to care?

Yes, yes, the visuals are fantastic. I imagine this game convinced many children of the early 90s that maybe it was time to move on from their NES. Was that you? Leave a comment! I’d love to hear your story!

I remember specifically thinking “well, kudos to Sega for figuring out how to differentiate themselves from Mario, I guess.” This was the first tent-pole platformer on the Genesis, and it feels NOTHING like Mario. Realistically, every first party Sega platformer was going to be compared, fairly or not, to Nintendo’s mascot. A year later, Sonic went the other direction with speed and managed to pull off the same “nothing like Mario” feat based largely around the game’s movement and physics. It’s kind of funny that Sega’s two best and brightest “Mario Killers” feel nothing alike each-other. But, while Sonic gets all the credit these days, Mickey was first. And I wasn’t sure that charmingly deliberate pace would work.

By the time I finished that first level, I was whistling a different tune, because Castle of Illusion is pretty dang good. Not by the standards of 1990. By today’s standards. Oh yea, this passes the test of time.

Having memorable set pieces right off the bat helps. Mario games always take their time getting to the exotic stuff. Castle of Illusion starts with a forest, so you think “well, that’s mundane” but, before that level is up, you’re hopping across leaves with gigantic spiderwebs behind you, which somehow still feels fresh over thirty years later. Nice!

I quickly came to realize the slower pace was actually the product of genius game design. Let me use the worst level in the game as an example. In it, you enter a room where the exit is right there, but the door is locked. The key is several stories above you, and to reach it, you must climb a seemingly endless and somewhat repetitive series of stairs. I would normally find this type of design to be mind-numbing. But, the action kept-up the entire time. The enemies were spaced just right so that I couldn’t coast, and the path would occasionally have pathways that led to items or health refills. Then, just when it felt like I was about to run out of patience, I grab the key and.. the stairs become a giant, multi-storied slide that you run down, grabbing points along the way. It wasn’t enough to just end this sequence. Castle of Illusion, at its most risky of venturing into blandness, instead paid off the worst part of the game (which isn’t awful by any stretch) with an exhilarating reward. And it was awesome! That’s how you cross over from quality title to unforgettable legend.

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I’m a hyperactive kind of chick, and I like my platformers fast-paced. So, imagine my surprise when I discovered Castle of Illusion is basically non-stop action. Huh? Wha? How? It’s the level design. The layouts are so fine-tuned to perfection that it almost feels scientific. From leaps that have you holding your breath to enemies swooping in at the exact right moment to spring off them to a just-out-of-reach platform, Mickey’s first of several adventures with Sega never lets up. While the movement is slow, the gameplay’s tempo is as energetic as any of Mario or Sonic’s best 2D games. Just replace surreal visuals with jaw-dropping backdrops that look like pixelated oil paintings. I can’t stress enough: the set pieces carry the day here. You want to keep going in Castle of Illusion just to see what the next stage’s theme will be.

The jumping is bizarre because it SEEMS like it’s going to be floaty and annoying at first. But once again, it’s precision-engineered to be exciting and satisfying. Each platform is measured so that you brace yourself when you take-off. Yet, it does this without the dreaded “edge of the ledge” design that I always despise.

Make no mistake: this is a hop and plop type of game. While you can pick-up projectiles, I mostly used them to take out enemies that I didn’t trust my butt-crushing skills with. While the sprite for the weapon changes from stage to stage, weapons all behave the same way. You can only throw them straight ahead of you, and they’re a limited resource. I figured this would be one of those games where they’re littered all over the playfield, but actually, the later stages are pretty stingy with them. They become candles in the final stage, which set off some déjà vu, and by time I had accumulated a few, the places I would have used them were well into my rear view mirror. Thankfully, the act of using Mickey’s rear end to slay baddies never stops being satisfying.

Rotating rooms always tickle my fancy.

Castle of Illusion is a short game at only five levels long, but it also never gets a chance to become boring. However, I do wish it did more than it does. While the levels are beautiful and well laid-out, it’s a one-and-done experience. Despite the fact that there’s no timer, there’s really not a whole lot of reasons to explore the stages. I played through the game twice and only discovered two hidden rooms, and all they had was a couple diamonds (points) or maybe some health and ammo. There’s no DuckTales-like hidden treasures. There’s no alternate ending, regardless of whether or not you finish the game on hard mode or not. I can’t stress enough: I enjoyed my time with Castle of Illusion. Very much. But, I’m also not exactly running out to play the 2013 remake either. I’m much more excited to play the Genesis and Master System/Game Gear sequels.

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My only major knock against Castle of Illusion is the whole “easy mode” fiasco. If you select this, not only does the game end after three levels, but all the bosses are removed. Okay, so.. what is the point of it? I played Castle of Illusion on Normal difficulty. It wasn’t “hard” at all. It was a cinch for me, but I’ve got over a quarter century of gaming experience wired into me. Thankfully, my Disney-loving niece Sasha doesn’t. I had her play Castle of Illusion on the normal, and she died twice. That’s PERFECT for a child learning how to play video games, right? This is how you get better. You don’t get better by punishing them for selecting an option you provided. I hate it when games do that, but the fact that a MICKEY MOUSE game does that really irked me. Remember: difficulty options are an accessibility feature. Don’t use them to gatekeep. Ever.

The last boss reminded me of Dracula’s sprite from Simon’s Quest, which is VERY fitting because the fifth level feels like it’s straight out of Castlevania.

While that whole “easy mode” thing frustrates me, I’m not remotely annoyed by a game with limited replay value. I have literally thousands of other titles I can play once I finish Castle of Illusion. Few retro games are made better by modern gaming, but this is one of them, since it’s no longer an expensive investment that’s expected to hold your attention, let alone a child’s attention, for weeks. Castle of Illusion is a nearly perfect game for two hours, and when it’s done, this is one of those rare amazing games where that’s totally fine. You’ll sink an hour or two into your play session with it, and have a good time crushing enemies with Mickey’s buns of steel. You’ll shake your head at how visuals that were state of the art in 1990 could somehow still look so gorgeous so many years later. You’ll have boss fights that are surprisingly deeper than you would expect, if a bit too spongy (except the last boss, who oddly died faster than I expected). You’ll marvel at fine-tuned level design. And, when it’s over, you’ll walk away happy and content. Worth checking out in 2023? Hell, I think Castle of Illusion will hold up for centuries.
Verdict: YES!