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On the non-Aladdin side, Louis Castle (producer on The Lion King original game) gave us a bunch of Lion King-related footage that is in the museum section. Who from the original development team did you work with? Frost: While we interviewed six members of the original Aladdin team for the behind-the-scenes interviews in the collection – which, in turn, would spark the idea for the Final Cut version – the two main contributors to the overall collection were Mike Dietz, who was the head of animation for the original game and William Anderson, who was one of the original designers. The original, SEGA Genesis version of Disney's Aladdin doesn't feature a door on the left leading to a secret area. A doorway appears in the Final Cut that doesn't in the original. Instead, Digital Eclipse Senior Producer Stephen Frosts tells IGN, "We wanted to only touch things that we truly felt would improve the overall experience and only make changes that the original team might have considered making if they had more time." One example of a secret area begins at the 00:58 mark in the video above. The idea wasn't to completely remake the Genesis version of Aladdin. In short, Disney's Aladdin Final Cut includes new areas, boss patterns, graphical effects (check out the cool sword strike flashes in the video every time you clash with an enemy), and other changes that were made after consulting the original 1990s development team. IGN scored the first footage ( above) along with an exclusive interview ( below) that answers some of our questions about just what Final Cut is. After all, if someone can’t beat the game before they have to return it to a game rental store, they might bite the bullet and buy it outright instead of spending one, two, three, or however many more days-worth of money it would take to finish it.When Disney Classic Games: Aladdin and The Lion King was announced, the list of games included something called "Disney’s Aladdin Final Cut." We knew the Final Cut was a reworking of the classic SEGA Genesis game, but until now, we didn't know the extent of the changes. The logic seems to work out from an outsider’s perspective, too, to the point that even some places like Reddit came to the same conclusion. Even so, it’s not unreasonable to assume this kind of directive was in place for all of Disney’s licensed games during that period. After all, Castle only worked on The Lion King, so he can only speak for that game. This is by no means a sure explanation for what happened with Aladdin, mind you. As a result, they instructed Castle and his team to increase the difficulty to lengthen playtime. Allegedly, the company had been analyzing statistics related to their games and rentals at places like Blockbuster, having found that games that could be beaten in less than a day (the normal rental window) were less likely to get bought. In an interview with Game Informer on YouTube, Louis Castle, creative director for The Lion King on the Genesis and SNES, talked about the mandate for extra difficulty set down by Disney themselves.
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Surprisingly enough, this intense difficulty might not have been something that naturally occurred during development. Aladdin for Sega Genesis, the superior 16-bit Aladdin game, turned 25 this weekend.