Aladdin [Model SHVC-RJ]
Aladdin [Model SHVC-RJ] screenshot
33 Years old Nintendo Super Famicom cart. Capcom Co., Ltd. [Japan]

Aladdin © 1993 Capcom Company, Limited.

Disney's Aladdin for the Super Famicom is a platform-adventure game that faithfully adapts the narrative and atmosphere of the 1992 animated masterpiece. Developed by Capcom under the direction of Shinji Mikami (who would later gain fame for Resident Evil), the game distinguishes itself with a focus on fluid, responsive platforming and precision jumping. Players control Aladdin as he navigates iconic locations from the film, including the streets of Agrabah, the Cave of Wonders, and the Sultan’s palace. Aladdin defends himself primarily by jumping on enemies, throwing apples to stun them, and utilizing a sword for close-quarters combat. The game is celebrated for its tight controls, vibrant, detailed sprite animation, and a soundtrack that beautifully recreates the film's classic musical score on the console's sound chip.

Goodies for Aladdin [Model SHVC-RJ]
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TECHNICAL

GAMME ID: SHVC-RJ

TRIVIA

Capcom’s Creative Pivot: Unlike the Aladdin game released for the Sega Mega Drive—which was famous for its fast, kinetic action and high-quality "Disney-esque" animation by Virgin Interactive—the Super Famicom version was designed by Capcom with a focus on traditional platforming, rewarding players for rhythm and timing over sheer speed.

Shinji Mikami’s Early Work: Before he revolutionized the survival horror genre, Shinji Mikami served as the primary designer for this title. His influence can be seen in the game's deliberate difficulty curves and the precision required for navigation, which provided a more "game-y" feel compared to other licensed titles of the era.

Graphical Fidelity: The game was widely praised for how well it captured the "Disney look." The character sprites were designed to mirror the film’s animation style, featuring distinct silhouettes and expressive movements, making it one of the most visually impressive licensed games on the Super Famicom.

The Apple Mechanic: A key element of the gameplay is Aladdin's ability to throw apples to neutralize enemies from a distance. This mechanic serves as both a combat tool and a puzzle-solving component, as players must manage their limited supply throughout the levels.

A Pure Platformer: While many games at the time were adding complex sub-menus or RPG-like statistics, Aladdin remained a pure experience. It focused on the joy of movement—climbing, swinging on ropes, and leaping across platforms—which has helped it age better than many other tie-in games from the early 90s.

Omitted Elements: Due to the technical constraints of the Super Famicom cartridge in 1993, certain segments from the film—such as the "Prince Ali" musical parade—were excluded, though the developers integrated key set pieces like the Carpet Escape, which utilizes a pseudo-3D effect to simulate the high-speed flight through the Cave of Wonders.

TIPS AND TRICKS
Level Select:
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Go to options and press L, R, Start, Select, X, Y, A, B on controller 2, exit, then hold L+R and use the D-Pad on Controller 1.

Extra Lives In The Bonus Stages:
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When playing the bonus stage, where Aladdin and Princess Jasmine sit on the magical carpet for a ride, press the B button when the genie blinks for an easy 1-Up or 2-Up.

Password Level
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(none) The Market Place
GMAS The Cave of Wonders
JMPG Escape from the Cave of Wonders
GJAM Inside the Genie's Lamp
MAGP The Pyramid
PJSP A Whole New World
JPAJ Jafar's Palace
APMS Final Battle

See the Special Ending:
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Finish the game with at least 70 red gems, and you'll get to see the Special Ending.

Red Gem locations
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Level 1-1
1. On top of one of the first sections there is a knob. Swing on its and go up. Bounce off the bottle to get the first Red Gem.
2. On another section there is a platform on top of it. Jump on it and go right. Get the rug and hold R to the right.
3. There is a doorknob near the end of the level. Swing up onto a platform, then on another knob onto another platform.
4. On the last set of barrels, bounce off the top man and use your rug to the right.

Level 1-2
5. After the third barrel man, jump to the left.
6. To the left of the last platform.

Level 1-3
7. Above the two archers on the boards.
8. On top of one of the roofs, in plain sight.
9. On the three moving things, grab onto the left side of the second one. It will move you to the gem.
10. Under the last rug on string

Level 2-1
11-14. In plain sight.
15. Swing on the first one of those things. Do not press R and swing off when you have waited about five seconds.

Level 2-2
16-19. In plain sight.
20. When The boulders are falling, go into the first hole and use your rug to float down.

Level 3-1
All in plain sight.

Level 4-1
All in plain sight

Level 5-1
41. To the left or right of the first or second snake.
42. To the right of the first archer.
43. On the part where there are all those moving things, it is on the far left.
44. On the far right.
45. On the end. It is in between the third and fourth snakes.

Level 5-2
46. In plain sight at the beginning.
47. When you reach the dead end, step on the platform. When you get the gem, jump back up.
48. On the spiky parts. It is in plain sight.
49. On the hole part.

Level 5-3
50. Well hidden. On the end, when there are three pillars you can go through, it is invisible at the bottom of the first pillar. If you do not hear the sound that confirms getting a gem, you are on the wrong pillar.

Level 6-1
61. At the beginning, bounce off the swordsman's sword.
62. Half hidden at the top of the pillar.
63. Hard to get, but in the hole part.
64. On one of the dropping heads.

Level 6-2
65. Use Iago to bounce off to get it.
66. When there is a swordsman in an open space, there is a gem to left of him and up.
67. Same place, but right and up.

Level 6-3
68. In the fire.
69. Before the fire.
70. Run and jump. Use your rug to get it. If you miss it, you will never be able to get it.
SOURCES
🔗
ROM dump (MAME).