Instead, you have to get rid of their remote control. cars and planes where trying to attack them is pointless. They’re a jittery bunch, but in a good way. The way these baddies are designed is precision-engineered to require you to actually take your time and aim. You can’t just “deal” with enemies with the projectiles. That’s assuming there’s any at all and you’re instead expected to use Mickey’s legendary rear-end. Where an enemy lurks, there’s usually only a single block, maybe two, to deal with it. Like this “block” is a lantern that allows you to, you know, see where you’re going. 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. 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. While the collision detection is a little bit on the iffy side, the challenge is more about timing. Whereas Castle of Illusion Genesis has its platforms fine-tuned for thrilling jumps, the 8-bit version instead focuses on fine-tuned enemy placement. I died a lot, and while the game is thankfully plentiful with extra lives, I admit, I was sweating a few sections. I think a big part of that is Castle of Illusion SMS isn’t a game you can sleepwalk through.
For God’s sake, Cathy, its name is Sir Waffington III. Which I remembered after this was really supposed to be a waffle. And this one was only slightly more tolerable than the one from Cuphead. I’m going to just come out and say it: sentient chocolate bars as bosses are a crime against nature. I thought there was no way it could be true. Yet, a startling amount of my readers insisted this was the superior Castle of Illusion game. I figured, as great as those games are, 8-bit Castle of Illusion ran the risk of not having an identity of its own. Mickey doesn’t really do anything from a mechanical point of view to stand apart from those.
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. 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. No, this is not a “re-imagining” or a “demake” or anything like that. I don’t mean just in the level design sense, like the difference between, say, Crazy Castle on the GameBoy and the NES. Okay, it’s gone now, because thankfully, Castle of Illusion’s 8-Bit version is actually a completely different game. I’m always a bit of a skeptic when it comes to such lists, and. Take a look at pretty much any “best of the Sega Master System” list and Castle of Illusion is bound to show up. Yea, some of the themes repeat, but this is a whole different mouse, folks. I figured it was just going to be a journey through 8-bit versions of the Genesis game’s set pieces.