Proto:Disney's Aladdin (Genesis)
This page details one or more prototype versions of Disney's Aladdin (Genesis).
This prototype is documented on Hidden Palace.
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
This early build of Aladdin, as the in-game text would suggest, was used for demonstration purposes at the Consumer Electronics Show. However, Summer CES 1993 occurred on June 3-6 whereas the date on the debug screen is June 27, so it's likely this build was further developed from the actual CES build and wasn't actually presented on the show floor.
This build was dumped in 2016, and then later officially released in 2019 as an extra in Disney Classic Games: Aladdin and The Lion King.
To do: So, so much more. |
Contents
ROM Header
At this point in development, the build uses a placeholder "The Jungle Book" header with a date of September 1993.
SEGA GENESIS (C)VRGN 1993.SEP THE JUNGLE BOOK THE JUNGLE BOOK GM T-70196 -00у»J U
Opening Screen
Upon booting up the game, you're greeted with a debug screen that looks and functions nearly identically to the one seen in the final game.
- CHEAT MODE - Player is invincible.
- START ON LEVEL - Level select.
- FREEZEABILITY - Holding Start will freeze the game in place, likely for use in taking screenshots. (Pressing Start normally will return you to this screen.)
- MAP VIEW MODE - Freely move the camera throughout the level. Moving the camera too low will cause you to lose a life.
On the top, it reads NTSC
if you are playing on a NTSC console or PAL.
- RAM BYTES USED - Calculates the amount of RAM Bytes that are used.
- RAM BYTES LEFT - The amount of RAM Bytes that are left.
To be clear, maximum amount of RAM is 65536 Bytes.
- ROM BYTES USED - Calculates the amount of ROM Bytes that are used.
- ROM BYTES LEFT - The amount of ROM Bytes that are left.
Adding both together will form the maximum amount of ROM Bytes, 2097152.
- MAX TILES TO MAKE MAP - Maximum amount of tiles to make maps.
The entire text can be seen at offset 001359B0 to 00135E10.
'ALADDIN' - CHICAGO C.E.S. SHOW WORK IN PROGRESS DEMONSTRATION (C)1993 VIRGIN GAMES BY DAVID PERRY ALL RIGHTS RESERVED TEL: (714) 833 8710 FAX: 8717 RAM BYTES USED : 00000 RAM BYTES LEFT : 00000 ROM BYTES USED : 0000000 ROM BYTES LEFT : 0000000 MUSIC & SOUND FX USES : 000000 WORD ADDRESSES LEFT : 00000 ROOM FOR SPRTLIST.68K : 00000 MAX TILES TO MAKE MAP : 0000 CHEAT MODE : START ON LEVEL : FREEZEABILITY : MAP VIEW MODE : PRESS THE 'START' BUTTON SUN 27TH. JUNE 1993 ON OFF --> PAL STANDARD 50HZ SEGA MEGADRIVE NTSC STANDARD 60HZ SEGA GENESIS DAVID PERRY, YOU CAN CHEAT NOW! AGRABAH ROOFTOPS AGRABAH MARKET ABU IN AGRABAH THE DESERT SULTAN'S DUNGEON CAVE OF WONDERS ABU IN CAVE ESCAPE FROM CAVE RUG RIDE INSIDE THE LAMP SULTAN'S PALACE JAFAR'S PALACE JAFAR'S QUARTERS
Crash Handler
A crash handler for when things break, showing the error that was encountered, current values of some registers, and a request to fax the error message for further debugging.
- It has the date of 16th January, 1991, which is nearly 2 years before it was released.
- D.P. is the signature of David Perry.
- A list of errors can be found at offsets 001B4840-001B4B50.
D.P.'S 68000 CRASH ANALYSIS! 16/1/91 * PLEASE FAX VALUES TO: (714) 833 8717 BUS ERROR - NOT ALLOWED TO ACCESS HERE! ADDRESS ERROR - THAT ADDRESS WAS ODD! ILLEGAL INSTRUCTION - NO EXECUTING DATA ZERO DIVIDE - DON'T TRY TO DIVIDE BY 0! CHK TRAPV PRIVILEGE- ONLY WHEN IN SUPERVISOR MODE TRACE LINE 1010 LINE 1111 RESERVED UNINITIALIZED VECTOR D : $A : $READ WRITE INSTRUCTION WAS TRYING TO DO A EXTERNAL DEVICE CAUSED ERROR! CRASHED ACCESSING ADDRESS $ INSTRUCTION REGISTER = $ STATUS REG. FLAGS :T.S..<M>...XNZVC STATUS REGISTER = % PROGRAM COUNTER = $ USER STACK POINTER = $ WEIRD ERROR MAN! USER MODE DATA REFERENCE USER MODE PROGRAM REFERENCE SUPERVISOR MODE DATA REFERENCE SUPERVISOR MODE PROGRAM REFERENCE INTERRUPT ACKNOWLEDGE
A similar screen can also be found in RoboCop vs. The Terminator.
Sega Screen
Proto | Final |
---|---|
In the prototype, Genie is dressed as a cheerleader like in the movie waving his arms around. In the final version, Genie is dressed as a referee with a starter pistol and stopwatch. Genie shoots the gun, starts the watch, and accidentally hits Iago, who plummets to the ground with a flurry of feathers.
Level Intros
Most levels have an introductory cutscene. The character portraits were mostly redrawn and the dialogue was rewritten to actually make some sense. In the prototype, all cutscenes use the Cave of Wonders entrance for the background, whereas the final game uses a variety of different backgrounds. The entire in-game text can be found at addresses 00135E10 to 00136C30.
Agrabah Market
Proto | Final |
---|---|
The Desert
Proto | Final |
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Agrabah Rooftops
Proto | Final |
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Sultan's Dungeon
Proto | Final |
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Cave of Wonders
Proto | Final |
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The Escape
Proto | Final |
---|---|
Inside the Lamp
Proto | Final |
---|---|
Sultan's Palace
Proto | Final |
---|---|
Jafar's Palace
Proto | Final |
---|---|
Cut Enemies
Two enemies were cut from the final game. These include a sword throwing enemy who grabs a sword from his throat in the Agrabah Market and a prisoner trying to cut off his shackles in Sultan's Dungeon.
The Prisoner was refined prior to the final release before he was cut. However, the ROM for the Final Cut used in for the Disney Classic Games Collection has his finalized sprite inserted into the code, suggesting that there were plans to bring back cut features.
Stages
Demos
- Aladdin acts erratically in the demos. He will get a Game Over on all of the demos if invincibility is disabled, as if it was seemingly intended for an older build of the game.
- The demo cycle is as follows: Argabah Rooftops, The Desert, Sultan's Dungeon, Cave of Wonders, and Rug Ride.
- The amount of crystals, and apples will remain, while the score will reset.
Agrabah Market
- The music is different.
- Prototype BGM: Friend Like Me
- Final BGM: Prince Ali
- The end of the stage has a fight with Gazeem rather than towards the end of Agrabah Rooftops.
- The basket enemy has a few frames that are unshaded.
- Iago has an extra frame that goes unused in the final.
- The pot thrower is a pencil test.
The Desert
- The music is different.
- Prototype BGM: Arabic Ne Naw
- Final BGM: Camel Jazz
- Aladdin can bypass most of the ruins in this stage.
Agrabah Rooftops
- Due to the fact that Gazeem was fought earlier, he is replaced by a knife juggler.
- Razoul's fight takes place on a staircase rather than in scaffolding. Ironically, the stairs make Razoul easier to defeat as Aladdin can simply jump up the stairs and slash him repeatedly.
Sultan's Dungeon
- The music is different.
- Prototype BGM: Gloomy Tune
- Final BGM: Arabian Nights
Cave of Wonders
- The music is different.
- Prototype BGM: Camel Jazz
- Final BGM: Gloomy Tune
- The fight with the Shiva Monkey has four teleportation pads rather than two.
The Escape
- The music is different.
- Prototype BGM: Rug Ride
- Final BGM: Arab Rock 2
- The boulders look different than in the final. However, this same design was refined in the DOS and Amiga ports.
- The tileset is extremely unfinished and basic.
- The background is the same as Cave of Wonders, but red, which itself got used in Rug Ride.
- The platforms are less-detailed, along with the lava.
- The collapsing platforms do work, but unfinished and can cause glitches if collided with solid ground whilst standing on the platform, akin to the v0.02 prototype of Sonic CD. The lava might be semi-solid.
- In fact, the same platforms are used in the Cave of Wonders level.
- You can't finish this stage.
- Aladdin can walk on lava as solid ground, more akin to Sonic 2's Simon Wai Prototype.
Rug Ride
Very unfinished level, only background, platforms and huge boulders falling from the holes above exist here. Beating this level will send you to the desert level.
Inside the Lamp
The level is a tower that Aladdin must climb up in order to finish. There is no music or sounds. The smoke trails are not semi-solid, so Aladdin must ride on bowling balls in order to get across. There is a head that looks like Goofy from Mickey Mouse at the start of the level.
Sultan's Palace
The fish in this level are placeholder sketches. Beating this level will send you to the desert level. To beat it, you set MAP VIEW MODE to ON, and go left.
Jafar's Quarters
An unfinished version of the level. No enemies spawn and Iago cannot be damaged. Iago will occasionally play his injured animation.
Jafar's Palace
- The level background is different.
- Some of the palace background is missing.
- The floor spikes are curvier and have a gold tint instead of a red tint.
- A lot of floor spikes are absent, many have been replaced with balls and chains.
- Balls and chains also appear where there is nothing in the final game.
- Jafar is present in both his normal and cobra form for testing purposes.
- Beating this level (Defeating Cobra Jafar in one hit) will send you to the desert level. There is no ending.
- (Human) Jafar and balls and chains have an incorrect palette.
- The balls and chains were imported from the Dungeon level, which is why it has a incorrect palette.
Unused text
BONUS LEVEL
While the bonus level cannot be accessed using the level select, this text would remain.
DAVID PERRY, YOU CAN CHEAT NOW!
Since the debug menu is activated automatically, this text is never seen as the screen upon activating the debug cheat still exists in the ROM, unused.
- The final version is changed to
AH, DAVID PERRY, WHAT IS YOUR WISH?
SEGA PRESENTS DISNEY SOFTWARE AND VIRGIN GAMES CO-PRODUCTION OF DISNEY'S ALADDIN ALL CHARACTERS AND RELATED INDICIA ARE TRADEMARKS OF THE DISNEY CORPORATION. LICENSED BY SEGA ENTERPRISES LTD. VIRGIN CREDITS PROGRAMMING & PROJECT MANAGEMENT DAVID PERRY ANIMATION PRODUCED BY MIKE DIETZ SOUND, MUSIC & FX TOMMY TALLARICO STEVE HENIFIN ASSISTANT ANIMATORS SHAWN MCLEAN ROGER HARDY EDWARD SCHOFIELD ALLYN WELTY BACKGROUND ART BY CHRISTIAN LAURSEN NICK BRUTY STEVE CROW DIRECTOR OF DESIGN DAVID BISHOP LEVELS DESIGN BY BILL ANDERSON TOM TANAKA SETH MENDELSON PRODUCED BY ROBB ALVEY QA MANAGER ADAM RYAN QA TEAM JARED BRINKLEY SCOTT MANNING PAUL SCHONER CHRIS MCFARLAND DISNEY SOFTWARE CREDITS PRODUCED BY PATRICK GILMORE TECHNICAL DIRECTOR RONALD FORTIER EXECUTIVE PRODUCER MARC TERREN DISNEY FEATURE ANIMATON CREDITS DIRECTED BY PAUL CURASI PRODUCED BY CHUCK WILLIAMS ANIMATON THE ALADDIN ANIMATORS SEGA OF AMERICA CREDITS PRODUCT MANAGER PAMELA KELLY QA MANAGER STEVE PATTERSON SPECIAL THANKS TO JOHN MUSKER AMY PELL RON CLEMENTS BARRY COOK THE GENIE OUR OTHER GAMES... GLOBAL GLADIATORS COOL SPOT THE JUNGLE BOOK GOTTA FLY.... WARNING! THIS CARTRIDGE MAY ONLY BE USED IN THE COUNTRY WHERE IT WAS ORIGINALLY PURCHASED. AGRABAH 1 AGRABAH 2 THE DESERT THE PRISON THE PALACE
The text for the credits can be found on offset 00136C30 to 00137280
The Aladdin series
| |
---|---|
Genesis | Aladdin (Prototype) |
SNES | Aladdin |
NES | Aladdin |
Sega Master System | Aladdin |
Game Gear | Aladdin (Prototype) |
Game Boy | Disney's Aladdin |
Game Boy Color | Disney's Aladdin |
PlayStation | Nasira's Revenge |
Windows | Magic Carpet Racing |
Adobe Flash | Jasmine's Flying High |
See Also | |
Disney |