LAND OF ILLUSION (GG)
The broadly accepted rite of passage for any console worth its salt during the late eighties and early nineties was the need to deliver a big platformer. Be it Alex Kidd, Mega Man, Mario or Sonic, such games offered the best means of ensuring a format hit the ground running, for a number of reasons. Platformers were the most popular genre of the time, offering the perfect means by which to establish a rapport with a youthful userbase. Not only this, such games provided an ideal means of flexing a format’s technical muscles.
Not that Mickey Mouse was in need of any personal brand exposure, of course. His outing in Master System classic Castle of Illusion had well and truly re-established the Disney veteran at the forefront of the gaming cultural conscience. When its successor Land of Illusion landed on the Game Gear in 1993, it was further justification for adopters that SEGA’s handheld could handle top 8-bit experiences.
Land of Illusion is replete with visual flourishes and beautiful design - and it runs really well on the Game Gear
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. I know what you’re thinking: sounds a bit like a first draft. The storyline is of little consequence of course, save for the odd meeting with some recognisable faces. The framework helps establish a straightforward 2D platformer with adventuring undertones.
Each level offers a pint-sized but creative experience, varying both in terms of gameplay and appearance. 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 Lake level offers a brief underwater excursion, which plays very well and is revisited after water levels rise. 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.
Each level offers a pint-sized but creative experience, varying both in terms of gameplay and appearance. 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 Lake level offers a brief underwater excursion, which plays very well and is revisited after water levels rise. 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.
It will come as no surprise to those familiar with the Illusion games that SEGA’s take on Disney looks sublime. 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. The range of settings is highly impressive, with the journey encompassing castles, islands, pyramids and deserts, each hosting its own Disneyfied enemies. Furthermore, it represents a clear progression from Castle of Illusion’s visual design. A return to Toyland, in particular, highlights tidier, more stylish layouts, crisper colour schemes and improved animation.
Mickey controls like a dream, his movement is as smooth and graceful as you’d expect. Whilst the levels are relatively compact, there’s lots of gameplay, and this brevity suits the handheld environment. Indeed, any quibbles resulting from LoI’s transition to the small-screen are minor. 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.
Characteristic of the series, LoI’s presentation is almost flawless, from the menus to the visuals, whilst the music is excellent. 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. At its best, Land of Illusion evokes feelings of being immersed in a cartoon. Every couple of levels, you’ll face a boss. They’re a decent mix and surprisingly challenging, though identifiable attack patterns make things fairer on younger players. Except for the crab boss later on in the game, who can be difficult to land hits on and is downright awkward.
Mickey controls like a dream, his movement is as smooth and graceful as you’d expect. Whilst the levels are relatively compact, there’s lots of gameplay, and this brevity suits the handheld environment. Indeed, any quibbles resulting from LoI’s transition to the small-screen are minor. 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.
Characteristic of the series, LoI’s presentation is almost flawless, from the menus to the visuals, whilst the music is excellent. 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. At its best, Land of Illusion evokes feelings of being immersed in a cartoon. Every couple of levels, you’ll face a boss. They’re a decent mix and surprisingly challenging, though identifiable attack patterns make things fairer on younger players. Except for the crab boss later on in the game, who can be difficult to land hits on and is downright awkward.
It’s a gem of a platformer, though. Whether it’s more traditional hand-eye timing challenges, or a sprinkling of creative levels that include transporting keys, scaling a beanstalk or swimming through a lake filled with vicious creatures and dangerous currents, Land of Illusion is varied and satisfying. There’s also hints of additional depth, as earlier levels can be revisited once Mickey has learned a few new tricks, including shrinking to traverse small tunnels or the ability to climb rock faces, with both granting access to previously inaccessible areas. Granted, it’s not quite Wonder Boy III, but revisiting earlier levels can yield all-important health capacity expansions and it’s an interesting nod to what the Illusion series might have become, had SEGA taken the series further down the adventuring route.
Does it top Castle of Illusion? Not quite, but it isn’t a million miles short, either. SEGA crafted a gorgeous, rich world and backed it up with supreme play mechanics and inventive level design. It’s a shame that Land of Illusion has always been overlooked in favour of its more celebrated predecessor because fans will find a charming experience here. Moments of frustration blemish slightly what is a beautiful platformer, but for Game Gear fans, and indeed committed fans of 8-bit gaming, this is a bit of a treat.
Does it top Castle of Illusion? Not quite, but it isn’t a million miles short, either. SEGA crafted a gorgeous, rich world and backed it up with supreme play mechanics and inventive level design. It’s a shame that Land of Illusion has always been overlooked in favour of its more celebrated predecessor because fans will find a charming experience here. Moments of frustration blemish slightly what is a beautiful platformer, but for Game Gear fans, and indeed committed fans of 8-bit gaming, this is a bit of a treat.
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VERDICT
"Like all the Illusion games, it manages effortlessly to capture the Disney vibe... Every screen squeezes the maximum from the Game Gear, and though moments of frustration blemish slightly what is a beautiful platformer, this is a treat for fans." OVERALL: 8/10 |