![]() ![]() Except for the crab boss later on in the game, who can be difficult to land hits on and is downright awkward. They’re a decent mix and surprisingly challenging, though identifiable attack patterns make things fairer on younger players. Every couple of levels, you’ll face a boss. At its best, Land of Illusion evokes feelings of being immersed in a cartoon. Like its predecessor, it manages effortlessly to capture the Disney vibe and much of this is down to the sprightly sound effects and pretty musical accompaniments. A few pockets of slow-down occur when the game attempts progressive scrolling, and with the Game Gear displaying a slightly narrower aspect than the Master System, the field of view is marginally reduced, making a couple of the longer jumps a little trickier to sight.Ĭ haracteristic of the series, LoI ’s presentation is almost flawless, from the menus to the visuals, whilst the music is excellent. Indeed, any quibbles resulting from LoI ’s transition to the small-screen are minor. Whilst the levels are relatively compact, there’s lot s of gameplay, and this brevity suits the handheld environment. Mickey controls like a dream, his movement is as smooth and graceful as you’d expect. A return to Toyland, in particular, highlight s tidier, more stylish layouts, crisper colour schemes and improved animation. Furthermore, it represents a clear progression from Castle of Illusion ’s visual design. The range of settings is highly impressive, with the journey encompassing castles, islands, pyramids and deserts, each hosting its own Disneyfied enemies. ![]() Every screen squeezes the maximum from the Game Gear, with common-sense adjustments to the head-up display and a few small tweaks, such as adjusting the water so it stands out a little more, the only noticeable differences from the Master System version. It will come as no surprise to those familiar with the Illusion games that SEGA’s take on Disney looks sublime. The Blacksmith’s Castle sees Mickey outrunning a fire, whilst Castle Ruins tasks the player with having to manoeuvre a lantern in order to illuminate the immediate surrounds. The Lake level offers a brief underwater excursion, which plays very well and is revisited after water level s rise. There’s also an appreciably progressive difficulty curve between the gentle Forest level that opens the game and the highly punishing Phantom’s Castle that closes it. The framework helps establish a straightforward 2D platformer with adventuring undertones.Įach level offers a pint-sized but creative experience, varying both in terms of gameplay and appearance. The storyline is of little consequence of course, save for the odd meeting with some recognisable faces. I know what you’re thinking: sounds a bit like a first draft. Following along similar lines to its predecessor, Land of Illusion follows a very simple yarn: Mickey Mouse must journey across a magical land in pursuit of an evil phantom, who has stolen a crystal and with it, the happiness of the world’s inhabitants. ![]()
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