DONALD DUCK NO MAHŌ NO BŌSHI
review | SUPER NINTENDO
The most intriguing Donald Duck game dates back to the summer of 1995. If the name Donald Duck no Mahō no Bōshi isn’t a sizeable enough clue, this Super Nintendo platformer never made its way to Western shores. This is a bit of a surprise, not least because the emergence of such a platformer marked something of a coup for the SNES, following a slew of acclaimed outings on SEGA platforms in the years prior. Whilst it harbours a few cultural eccentricities, Mahō no Bōshi bears many of the hallmarks associated with Disney gaming licenses of the time. Vibrant, magical fantasy lands, extravagant production values and plenty of cameos. So, what’s the tale behind Donald’s lost platformer, and does it warrant investigation?
One day, whilst passing a shop, a particular hat catches Daisy Duck’s eye. Donald resolves to buy the garment for his beloved, but there’s a snag: the price. In a nod to the every-day that’s more familiar to Studio Ghibli’s works than Disney’s, the game tasks you with earning money through a choice of four jobs. The first is a marvellously quaint, looping level that sees Donald on a bike, delivering a paper round. This is surprisingly perilous, seeing him dodging cars, outrunning angry dogs and bouncing along the tops of hot air balloons in a quick-fire stage that ends when he has negotiated the various lanes and deposited all his papers. Window cleaning pays the most; a good early platforming exercise that sees Donald ascending a building, dodging baseballs, and mad tenants dropping objects from their windows. If this sounds too humdrum, how about a role on a TV game show, where he must beat a timed assault course to win a cash prize? Finally, Grandma Duck wants her pet bird rescued, and this takes the form of a stealth level. Donald must avoid making a noise as he pads through Big Bad Pete’s house, shushing alarm clocks and tip-toeing past precariously stacked objects, lest he wake Butch.
Donlad Duck begins with a sequence of quick-fire jobs as he saves up to buy a hat for his beloved Daisy
These appetisers reveal an impressive range of animations (Huey, Dewey and Louie deploying a sheet to save Donald from a fall is great), whilst the backgrounds, particularly the TV show crowd and the cycling village, look a treat. No sooner has Donald earned the money than he meets a King who has been rendered invisible, and can be located only through his wearing of a Magic Hat. He needs Donald’s help and, reluctant as the duck is, he decides to aid him.
This means clearing a haunted clock tower of ghosts, the first proper examination of the platforming Mahō no Bōshi mostly settles on from here. It conjures a busy cartoon visage, awash with rotating gears and zip wires to negotiate, along with spikes and the occasional ghost to evade. Donald has a bad habit of missing grabs, seeing him landing in an earlier part of the level, and as there’s no sure-fire way to ensure he’ll definitely catch, these bits are a hassle. A lack of enemies and a limited, back-and-forth layout feels a little limited. It’s not that it’s overly easy, just that it isn’t quite as engaging as it should be.
This means clearing a haunted clock tower of ghosts, the first proper examination of the platforming Mahō no Bōshi mostly settles on from here. It conjures a busy cartoon visage, awash with rotating gears and zip wires to negotiate, along with spikes and the occasional ghost to evade. Donald has a bad habit of missing grabs, seeing him landing in an earlier part of the level, and as there’s no sure-fire way to ensure he’ll definitely catch, these bits are a hassle. A lack of enemies and a limited, back-and-forth layout feels a little limited. It’s not that it’s overly easy, just that it isn’t quite as engaging as it should be.
PATCH WORK: TRANSLATION INFORMATION
Is it possible to enjoy Donald Duck no Mahō no Bōshi in its original guise, if you’ve no understanding of the Japanese language? To a degree, yes, but there’s more of a barrier than you might anticipate. The areas most impacted are the menus and the story, of which the latter is conveyed through cartoon-style cut-scenes. With the game jumping between platforming, stealth, and races, it will take a few plays to get your bearings, though the core gameplay is unaffected. Helpfully, passwords consist of four pictures, meaning they aren’t too arduous to identify.
An English translation (known as Donald Duck and the Magic Hat) was released by gorgyrip in 2016, and is well worth checking out. English menus mean there are no stumbling blocks to choosing your difficulty or noting passwords. Translated cut-scenes help make sense of the story, whilst also serving to outline the unusual premise of some of the more unusual levels, ensuring players are quickly up to speed. Put simply, it’s the best way to enjoy the game.
An English translation (known as Donald Duck and the Magic Hat) was released by gorgyrip in 2016, and is well worth checking out. English menus mean there are no stumbling blocks to choosing your difficulty or noting passwords. Translated cut-scenes help make sense of the story, whilst also serving to outline the unusual premise of some of the more unusual levels, ensuring players are quickly up to speed. Put simply, it’s the best way to enjoy the game.
This means clearing a haunted clock tower of ghosts, the first proper examination of the platforming Mahō no Bōshi mostly settles on from here. It conjures a busy cartoon visage, awash with rotating gears and zip wires to negotiate, along with spikes and the occasional ghost to evade. Donald has a bad habit of missing grabs, seeing him landing in an earlier part of the level, and as there’s no sure-fire way to ensure he’ll definitely catch, these bits are a hassle. The lack of enemies, combined with a limited layout, feels limiting. It’s not that it’s overly easy, just that it isn’t quite as engaging as it should be.
This issue bleeds into the quintet of fantasy levels that follow, as the game struggles for consistency in areas of difficulty, pacing, and design. The prelude to the Magic Kingdom looks ace, as SAS Sakata made extensive use of foreground and background layers to show the Dark King’s pint-sized minions lying in wait with trip wires and traps they have dug. Still, this can’t disguise its brevity, and that it feels insubstantial from a platforming perspective. The forest level attempts something technically eye-catching, using Mode-7 to adjust the angle of the level as the player ascends or descends hills. Aside from bopping a few enemies and avoiding blundering into thorns, however, there isn’t much to the level, and the pauses for each change of gradient lend it a somewhat underwhelming feel.
This issue bleeds into the quintet of fantasy levels that follow, as the game struggles for consistency in areas of difficulty, pacing, and design. The prelude to the Magic Kingdom looks ace, as SAS Sakata made extensive use of foreground and background layers to show the Dark King’s pint-sized minions lying in wait with trip wires and traps they have dug. Still, this can’t disguise its brevity, and that it feels insubstantial from a platforming perspective. The forest level attempts something technically eye-catching, using Mode-7 to adjust the angle of the level as the player ascends or descends hills. Aside from bopping a few enemies and avoiding blundering into thorns, however, there isn’t much to the level, and the pauses for each change of gradient lend it a somewhat underwhelming feel.
The highlight of the fantasy levels is the windy mountain climb. Playing similarly to the Illusion games, here Donald hops between floating leaves, navigating higher via corks that explode from the ground. The controls work well, allowing for sprints and big, satisfying jumps with solid hit boxes. The platforming feels solid as a result, though like many of the levels, it’s very short once you know what you’re doing. Whilst there seems to have been a greater priority to the visuals and technical elements than the bread-and-butter gameplay design, boss fights prove positive, with a range of interesting battles. The tricky mountain boss smashes the ground with a mallet, something that will eventually cause the collapse of the platform, resulting in both his and Donald’s demise. Therefore, the player must jump around in a bid to make him lose his grip on the weapon, before bopping him on the head as he runs to retrieve it. Another great boss is the gloopy Cavern spirit, who performs a mirrored mimicry of the player’s movements. With rocks falling from the ceiling, you must manoeuvre Donald out of the path of danger, whilst also positioning your opponent to fall foul of rocks on the other side of the screen.
Despite a wild mix of themes, many of the levels feel like extended mini-games, and though this doesn’t necessarily mean they aren’t fun, it does cement the feeling that it’s all rather lightweight. Whilst there’s no shortage of ideas, some of them seem curiously embryonic. The magic hat itself can be used to hide in for short periods, though this has little practical use and will go largely unused. The difficulty proves erratic, with most levels proving an absolute breeze, before a sharp spike sets up a gruelling, tedious final level that exposes issues with slippery platforming and unreliable swing jumps, which will see you dying over and over.
Despite a wild mix of themes, many of the levels feel like extended mini-games, and though this doesn’t necessarily mean they aren’t fun, it does cement the feeling that it’s all rather lightweight. Whilst there’s no shortage of ideas, some of them seem curiously embryonic. The magic hat itself can be used to hide in for short periods, though this has little practical use and will go largely unused. The difficulty proves erratic, with most levels proving an absolute breeze, before a sharp spike sets up a gruelling, tedious final level that exposes issues with slippery platforming and unreliable swing jumps, which will see you dying over and over.
The soundtrack is great. A particularly arduous scrolling level that sees Donald hopping between clouds and a blimp platform is rendered significantly less painful by an enchanting, atmospheric BGM. Elsewhere, there’s the kind of springy hum-alongs that you’d expect from a Disney world, and they maintain a strong standard throughout. There’s even some digitised quacking, courtesy of Donald. Whilst at times you’ll find yourself drawn in by the visuals and themes, mediocre gameplay means replayability is fairly limited, and a new password every couple of minutes does rather exaggerate the ease with which you’ll fly through the game. Bumping up the difficulty level adds some new foes, so for those playing purely for a challenge, Hard mode should at least keep you honest.
SAS Sakata’s platformer has its moments, deserving praise for its attractive graphics, a pleasant soundtrack, and an extensive variety of themes and gameplay approaches. The trouble is, most of the levels feel insubstantial and the gameplay unremarkable, whilst inconsistent difficulty pitching and occasionally imprecise platforming further dampen the fun. Playable, but flawed: perhaps worth a look for Disney completists.
SAS Sakata’s platformer has its moments, deserving praise for its attractive graphics, a pleasant soundtrack, and an extensive variety of themes and gameplay approaches. The trouble is, most of the levels feel insubstantial and the gameplay unremarkable, whilst inconsistent difficulty pitching and occasionally imprecise platforming further dampen the fun. Playable, but flawed: perhaps worth a look for Disney completists.