Castle of Illusion Starring Mickey Mouse (Sega Genesis Review)
September 10, 2023 5 Comments
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
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?
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.
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.
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.
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.
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.
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.
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!
I really like this, one of the first games I saw on a mate’s SMD and subsequently one of the first I tried in the Emulation age. It’s “sedate” but it’s so charming, looks amazing, is imaginative and inventive and is such a good use of the license.
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