The Magical Quest Starring Mickey Mouse — Issue 44

Hop ‘n bop Dis­ney style

Hop ‘n bops are the lifeblood of the old­er con­soles. You did­n’t have a decent con­sole if it did­n’t have one romp with a mas­cot-like char­ac­ter at the helm. Even the ter­ri­ble con­soles had at least one. So, it should be no sur­prise that a great sys­tem such as the Super Nin­ten­do was chock full of great bops. While a bit on the easy side and slight­ly deriv­a­tive, Mag­i­cal Quest Star­ring Mick­ey Mouse is in the pan­theon of good plat­form­ers for the SNES.

The game starts out with cutesy lore: Mick­ey and his friends Goofy and Don­ald are play­ing a game of catch with Plu­to at the park. The ball gets thrown too far and Plu­to runs off. Goofy and Don­ald chase Plu­to and even­tu­al­ly dis­ap­pear, leav­ing Mick­ey to search for them. Mick­ey tum­bles down a cliff and finds him­self in a strange mag­i­cal land. After a bit of search­ing, a wiz­ard appears to inform Mick­ey that Pete is a tyrant over the land and has cap­tured Plu­to. With that infor­ma­tion, it’s now up to Mick­ey to save his canine com­pan­ion and reunite with his friends.

While search­ing for Plu­to isn’t hard, some of the mechan­ics are lit­tle cum­ber­some. The spin-and-throw mechan­ic is weird at first, but even­tu­al­ly it becomes sec­ond nature. It’s a lit­tle too off some­times, mak­ing clean hits more miss than suc­cess. There are cos­tume changes for Mick­ey that serve to high­light the mag­ic usage of the game, and each has a way to be use­ful. The prob­lem is, it’s not always clear what you should be using the suits for indi­vid­u­al­ly. And upgrad­ing them is some­times a chore. How­ev­er, the over­all basic hop ‘n bop mechan­ics are excel­lent and feel tight. Mick­ey is easy to con­trol, and bop­ping through the beau­ti­ful scenery is an easy affair.

While the sto­ry isn’t any­thing to real­ly get excit­ed about, the graph­ics are. They’re super lush and beau­ti­ful, with detailed sprites and abun­dant col­ors to bright­en even the dark­est of realms. The music is also appro­pri­ate­ly bright, with a lot of sim­i­lar­i­ties to the lat­er excel­lent Aladdin sound­track. It’s a Cap­com music show so the sound­track is at worst decent. The tracks do add a lit­tle some­thing to the romp through loca­tions, so the music is serviceable.

This is the very def­i­n­i­tion of hop ‘n bop in the ear­ly days of 16-bit plat­form­ers. It’s got a decent sto­ry, beau­ti­ful graph­ics and a decent sound­track with excel­lent plat­form­ing and a vari­ety of mechan­ics to learn. If it had a save fea­ture, that might have pushed it to the upper ech­e­lon of SNES plat­form­ing. But, that bit of miss­ing mag­ic along with some quirky con­trol issues keep it from being an epic Mick­ey quest.