Disney Adventures in the Magic Kingdom

Moby ID: 12999
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Description official description

It's time for the Mickey Mouse parade down Main Street of Disneyland, but before things can start, the six silver keys to the Castle have to be found. Scattered all across different Disneyland attractions, it's up to the player to enter these worlds and obtain the keys. They are located in the following mini-games:

  • Haunted Mansion - A side-scrolling platform game where you must avoid ghosts and monsters. Your only defense is a candle weapon which you can throw to extinguish any of the enemy creatures.
  • Big Thunder Mountain Railroad - Travelling from the top of the screen downwards, you must navigate a minecart onto various tracks looking for the path that will lead to the third station and the key. Obstacles and dead ends can bring this ride to an end.
  • Pirates of the Caribbean - A side-scrolling platform game. Your objective is to sneak past a horde of pirates and rescue six captives, after that, light a signal fire to obtain the key. The only thing that will stop the pirates directly is the ability to roll barrels into them and knock them over.
  • Autopia - On the racetrack, Panhandle Pete will send all of his auto goons at you. Avoiding these cars as well as other obstacles and jumping over pits will bring you to the finish line to collect the key.
  • Space Mountain - Inside the Space Mountain Rollercoaster, follow the track from the cockpit and listen to Mickey's navigational aids regarding which directions it will turn. Try not to hit the walls and eventually you're reach section F and the key
  • Disney Trivia - The last key is hidden amongst Mickey Mouse's "friends" who will ask you to prove your comradery by answering several different trivia questions regarding the Walt Disney company and the company's productions.

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Screenshots

Credits (NES version)

4 People

Adventures in the Magic Kingdom by
Sound Composer (uncredited)
Sound Programmer (uncredited)
Disney Producer (uncredited)

Reviews

Critics

Average score: 55% (based on 13 ratings)

Players

Average score: 3.0 out of 5 (based on 23 ratings with 2 reviews)

Wow! Capcom and Disney do guarantee a great NES game

The Good
Most of the Disney tie-in games for the Nintendo Entertainment System (NES) were designed by Capcom. I am not sure how this happened, but it was probably one of the best decisions that the two companies made.

Even back in the 8-bit era, Capcom had a well-deserved reputation for making some great games. NES games such as "Duck Tales", "Rescue Rangers" and "Darkwing Duck" became classic, side-scrolling "platforming" games for their superior graphics, music, sound effects and well-design game play mechanics.

Disney Adventures in the Magic Kingdom (herein after referred to as the "Magic Kingdom") is slightly different then the other Disney tie-in games.

The player does not take control of any familiar Disney characters. Instead, you take control of a generic (read: white, Anglo-Saxon, Protestant), wholesome-looking, kid with a friendly smile and a cowboy hat.

Our young hero has to locate the keys needed to open the Magic Kingdom's castle. The theme park's castle has the one key used unlock the theme park's gates. Hmm.

Each key is located in a theme park ride, which requires the player to successfully complete a series of mini-games in order to obtain the required key.

Capcom wanted to try something different with the "Magic Kingdom", and, well, this game is certainly "different". It is just not really not that good for a Capcom game.

One of the people behind this game was Tokuro Fujiwara and it does show up. The game's features some nice music and sound effects.

The Bad
The storyline in the game is weak to the point of parody.

Basically, Mickey Mouse and the other Disney characters have decided that it would be fun to get a young boy to perform certain, highly destructive and dangerous activities, simply to ensure that Disney makes more money.

Does the Magic Kingdom exists in a world without spare keys or child labor laws? How magical can a Magical Kingdom really be, if it cannot get past theme park locks? Are these magic locks, more magically then the keys needed to open them? The Mystery Science Theater 3000-inspired jokes about the storyline game could go on forever.

Anyways, you start the game wandering around the Disney Theme Park in a poorly designed overhead perspective. Some people may confuse this for being an early video game "open world" or sand box concept, It is not.

Walking around the Theme Park serves no real purpose, other then walking to one of the game's levels (of which they are too few). The theme park does not have much to offer an explorer.

Only one puzzle in the game requires you walk around the Disney Theme Park looking for someone to ask you a Disney Trivia question. If you answer enough of these questions correctly, you are given a key.

How do you get the answers to these trivia questions? Well, hopefully you already know the answers or just keep guessing into you get the right answer.

Even with the hardware limitations of the Nintendo Entertainment System, Capcom still could have developed a much better "sand box" for the Disney Theme Park. As it stands, being able to walk around the park, is just average-looking, window dressing.

Once you walk to a particular theme park ride, a mini-game begins. Compared to other Capcom games based on Disney characters, the levels in the Magic Kingdom are a disappointment.

The game's two side-scrolling levels are the best of the bunch, in terms of graphics, music and playability. Yet, even these two platforming levels are let down.

The Haunted Mansion level starts you out with a limited supply of candle projectiles and has a boss waiting for you at the end of the level.

The Pirates Of The Carribean level does not give you any offensive weapon -- unless you locate it late in the level . After you save the hostages, all you have to do is light a fire (Remember Kids, Don't Play With Matches, Except When Disney Tells You To).

Both of these side-scrolling levels feature the best graphics and music in the game. However, they are far too unpolished to be enjoyable.

The Autopia level is a simple, and uninspiring, racing game with an overhead perspective.

The Big Thunder Mountain level is better designed, then the Autopia level,

The Space Mountain ride is done from an odd first-person perspective. On-screen icons appear telling you what button to press, and you must quickly do so.

For a Capcom game, the Magic Kingdom's graphics are strictly average and the game play is unpolished and uninspiring.

The Bottom Line
Adventures in the Magic Kingdom (1990) takes a different path then other Disney games designed by Capcom. The game lacks much of magic and inspiration that Capcom was able to other Disney tie-in video games. Younger gamers may find the levels too difficult too complete, while other, more seasoned, gamers may find the game too unpolished and uninspiring to complete.

NES · by ETJB (428) · 2014

I'm going to DisneyLand!

The Good
You can generally bet that youā€™re in for a treat if you pick up an NES game developed or published by Capcom. Out of all the companies that worked on the original Nintendo platform, few can claim to have produced such consistently high-quality titles. Thatā€™s not to say that they were infallible, but few, if any, of their early games are bad beyond reason. While licensed titles are generally known to be mediocre in this day and age, it wasnā€™t the case back in the early days, and Capcom did some of the best. Of particular interest are their Disney licensed titles. Between Duck Tales and Chip ā€˜n Dale, Capcom made the most of their license. Today, Iā€™m going to look at their lamest Disney title: Adventures in the Magic Kingdom.

Iā€™ve been to Walt Disney World in Florida twice in my life, once as a child, and again as an early teen. I can confirm that it is indeed a pretty magical and surreal place, with one major problem: everybody knows itā€™s a magical place, and they want to go there. So the place is packed wall to wall with people at every hour of the day, and the line-ups are, like, a bajillion miles long. Plus, everything is so damned expensive and eye-catching. You should totally visit there one day, itā€™s great! Adventures in the Magical Kingdom takes place in, I think, DisneyLand in California, but itā€™s a more idealized version. All the walkways are replaced by grass, itā€™s sparsely populated, and there are no lines to get on rides. Itā€™s really strange to think that anyone could base a game on an amusement park, but Capcom arenā€™t the only people whoā€™ve tried.

The premise of the game revolves around finding six silver keys to open the castle. To achieve this, you must complete six mini-games. Five of them are based on the parkā€™s various rides, while one is simple trivia given by people scattered around the park. The mini-games cover quite a variety of play-styles. Autopia plays a bit like a Road Fighter, Space Mountain is a lot like Simon Says, and Haunted Mansion and Pirates of the Caribbean are both side-scrolling platformers. Then thereā€™s Big Thunder Mountain, which doesnā€™t really resemble anything that I can think of, where you must navigate a mine-cart by selecting different routes while trying to finish in the proper station.

Pirates of the Caribbean and Haunted Mansion are definitely the best of the bunch. Given Capcomā€™s history with platformers, itā€™s no surprise that these two are pretty well done. They both have tight control and present a comfortable challenge. Better yet, they feature varied backgrounds, and nice, subtle, visual touches such as rain spattering on the windows of Haunted Mansion. Neither of them have much to do with the rides outside of pirates and ghosts, but itā€™s probably better that way. As an added bonus, the music in the Pirates of the Caribbean level really pops.

The Bad
Adventures in the Magic Kingdom is too hard for its own good, but not hard enough to extend its life to any meaningful length. While it seems to me that itā€™s a game aimed at a young audience, I canā€™t imagine any of them traversing many of the levels. In each of the mini-games thereā€™s a degree of memorization required to complete them, disabling you from completing them on your first attempt. The worst of them is Big Thunder Mountain, which requires you to find the best route to the end through trial and error. Haunted Mansion and Pirates of the Caribbean are both relentlessly unforgiving platformers. Some of the jumps in them are stretched out to the extreme, requiring you to position your character slightly over the edge of the precipice to make it across.

Yet, despite the difficulty, itā€™s possible to comfortable finish the entire game in under an hour. Each of the mini-games are short on their own, and there are so few of them that even with constant deaths, youā€™ll be finished very quickly. A lot of the challenge is even offset by unlimited continues and the ability to buy extra lives, health, and even temporary invincibility from the gameā€™s menu. While not using the menu allows you to set your own challenges to get more out of the game, Iā€™m not giving the game credit for player-made limitations.

Worse still, Adventures in the Magic Kingdom is completely devoid of any alternate goals or final challenges. Once you collect the silver keys and open the castle door, thatā€™s it, game over. No hidden antagonist appears to steal the keys away again, no final stage in which you explore the castle to find the golden key, hell, they donā€™t even let you see the parade. All that work you did for the thankless jerks and all you get is a still frame of them looking happy with ā€œThe Endā€ printed on it. After that, is there any reason to play again? Well, I guess thereā€™s always more Disney trivia for you to solve.

I have a fondness for completely ridiculous storylines, but I think Adventures in the Magic Kingdom might have taken it to the extreme. Apparently Goofy has forgotten the key to the Kingdomā€™s gate and the parade canā€™t start without it. Luckily, he just left it in the castle, but oops, you need six keys to open the castle door, and heā€™s lost them in the parkā€™s various attractions. So what do Mickey, Donald, and Goofy do? Why, they make you go get them, of course! Mickey looks straight at you as if to say, ā€œWeā€™ll send the guy in the hat! No one will care if he dies on one of my amusement parkā€™s many dangerous rides.ā€ Okay, so the plot is just there to set things up and as Iā€™ve said, 8-bit storylines are never important, but boy, it raises so many questions.

The Bottom Line
I think Capcom should be commended for creating a complete game around exploring an amusement park, but it comes across as a little rushed. Five mini-games and a handful of trivia questions donā€™t make for much of a game, especially when each of them comes in but one flavour. Plus, while none of them are putridly bad, none of them are all that great either. Adventures in the Magic Kingdom isnā€™t a bad game, but it is MEDIOCRE. Youā€™d be better off playing one of Capcomā€™s other Disney licensed titles, but come to think of it, most of them are pretty short, too. All I can say is: thank god they didnā€™t try to make the ā€œItā€™s a Small Worldā€ ride into a mini-game.

NES · by Adzuken (836) · 2010

Trivia

Default name

If the player enters in a blank name at the name entry screen, they will be given the default name of "BAMBOO.7". Bamboo is the nickname of developer Yoshinori Takenaka.

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Contributors to this Entry

Game added by lugnut.

Additional contributors: Dugongue.

Game added April 30, 2004. Last modified August 30, 2023.