I'm referring specifically to your example of Aladdin and the games that followed it (Lion King, etc.).
And I find it unfair to the highest degree to credit games like Castle of Illusion or Quackshot to SOA and not to Emiko Yamamoto's team at SOJ - who actually made the games: http://segaretro.org/Emiko_YamamotoI never said that the game wasn't developed in SOJ, and credit is due to them for making a stellar platformer. However, it is equally unfair and rude to attribute ALL the credit to a game they clearly didn't do alone. What do you think a producer did? Stephen Butler was the Disney producer who was tasked with ensuring that the game remained true to the license, and Huether actually had significant input in the gameplay design (the easy mode, for instance, was his idea). Both of you are forgetting that Mickey Mouse was an American property and that the game was designed for a worldwide audience, not just Japan. That is why Butler and Huether had such important roles.Yes, I know you did an interview with Jim Huether where he claims that he and Stephan Butler at Disney "drove the design of this game and approved the final versions." But the fact is is that Jim only received "special thanks" credit and Stephan was credited as "Walt Disney Producer" (Castle of Illusion). They were not credited as game designer, producer, coordinator, or anything else because they didn't do any of that. Did they have some input? No doubt. But the game was developed by a Japanese team and it's rude to Emiko Yamamoto to try to shift credit.
Also, according to Butler himself (I spoke to him recently for an upcoming project), it was SOA that licensed the characters for Castle of Illusion, not SOJ.
I agree that time was more likely a bigger factor than money. SOA was in a race against Nintendo and needed games as quickly as possible. Many of them probably had their development cycles shortened in order to get them out in time for the holidays, etc.I think it is undeniable that video game culture in the US and Europe was nowhere near as advanced as in Japan back in the late 80s and early 90s so that played a role when comparing the quality of Western MD games to Japanese games but I'd also say that in many cases the reason for the lack of quality of a game was the resources given to the developers by the companies. In SOA's case it seems to me that time was the issue as opposed to money.
No one's saying Sonic was unsuccessful in Japan. I'm refuting the contention that SOA's marketing had nothing to do with its success in the US. If that success had been the result of game quality alone, it wouldn't have sold as well here. The fact that such a heavily marketed Japanese game - the company's flagship franchise - could not sell the system in its native country while its US version shifted the balance of market share is testament to the importance of SOA's marketing of the game.



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