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Hardly
the best or even one of the better of the Capcom games for the
Nintendo, Adventures in the Magic Kingdom holds a special
place in my gaming heart for a couple of reasons.
The
first is because of its stellar soundtrack. Composed by Yoko Shimomura,
who went on to orchestrate the scores to Super Mario RPG
and Kingdom Hearts, this game has some of the catchiest,
most memorable music on the NES. Especially the Autopia level,
with its upbeat and fun-on-the-run vibrancy. But every piece of
the music has its own distinctive mood that perfectly matches
the scene. Whether it be an adventurous beat encouraging the exploration
of a pirate-infested city in the Caribbean or a haunting repeated
refrain echoing within a lonely dilapidated mansion. If you stop
playing for a moment and truly give it a listen, you'll come to
appreciate the diversity of the game's soundtrack.
The
second, and most important, reason why this game means so much
to me is because I played it nonstop as a kid during my many visits
to relatives. You see, these relatives didn't have a wide selection
of games to choose from - just Tetris, Dr. Mario, Wheel of Fortune,
and this. So instead of making small talk with stinky perfumed
old ladies on plastic-wrapped couches, I usually stuck my head
in front of the tube and played this game to death. This was before
I had ever gone to any of the Disney theme parks, so it was also
kind of my way of coping with friends shoving in my face how great
Disney World was.
It
was only when I was older that I had the opportunity to visit
Orlando and Disney, and I've been back many times since to make
up for lost time. But, you might be asking, once you go and see
everything, why ever go back? Well, the parks - I can't explain
it. There is a certain "feel" to the place, from the
rides to the restaurants - I don't know what it is - but it makes
you a kid again and you fall in love all over. You can be any
age and enjoy a day at the Magic Kingdom.

When
recently I had the chance to buy a prototype of the game, I jumped
at the chance. I had always wondered if there were extra levels
never used in the game. Just by strolling around the world map,
you will notice a number of unused attractions blended into the
scenery. One of these attractions is at the very top of the map
- it's a small world. It's not hard to imagine a level based on
the colorful ride. If Capcom can make a level after a dark ride
with little to no visual flair (Space Mountain), surely a more
cosmetically attractive ride was possible. During the trivia game,
one of the characters even refers to it's a small world by name
and presupposes that you know where it's located. (For that matter,
Tom Sawyer Island is also mentioned by a character during the
trivia. Another missing level?)

You
also notice that around Space Mountain is one other unused ride,
called Astro-Jets, which I guess would have been too similar in
space theme.

The
last unused ride on the map was always a mystery to me as a kid.
Using Anaheim's Disneyland layout as a guide, the placement of
the brown-and-yellow building to the right of Pirates of Caribbean
could mean that it's likely one of two attractions: either Swiss
Family Treehouse or The Enchanted Tiki Room, both of which are
directly to the right of Pirates, with The Tiki Room placed a
little farther away.
Unfortunately,
my hopes were dashed when I went to test the game out - the proto
does not feature any new levels. The good news is that it does
have several other changes.
The
first thing I noticed of the prototype was the faster, sped up
movement of the controls. At first I thought it was my imagination,
but then I replayed the released version and found that to move
slower and clumsier in comparison. I especially noticed this on
the platform levels, like the Haunted Mansion. Those possessed
flying chairs really move in the proto!
I
also detected that the music plays at a quicker tempo, making
the soundtrack actually more enjoyable to listen to.
But
these are the generalities; let's break down the differences that
you can see.