Castle of Illusion Starring Mickey Mouse
Castle of Illusion Starring Mickey Mouse
November 20, 1990
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Attachment In Japan, QuackShot Starring Donald Duck was closely associated with branding used for Castle of Illusion Starring Mickey Mouse, as both games were developed and released by Sega one year apart from each other. Although the title screens for both games in the Japanese versions used their international titles, QuackShot was referred to as アイラブドナルドダック, or I Love Donald Duck, in various Japanese promotional materials, while the Japanese title for Castle of Illusion was アイラブミッキーマウス, or I Love Mickey Mouse. Following this trend, World of Illusion Starring Mickey Mouse and Donald Duck was released in Japan with the title アイラブ ミッキー&ドナ, or I Love Mickey & Donald.

Both Castle of Illusion and QuackShot would be bundled together and re-released in two different compilations in the 1990s: one for the Genesis released internationally, and another for the Sega Saturn released as part of the Sega Ages series exclusively in Japan, which used the I Love branding.
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Beep! MegaDrive magazine issue (January 1992 issue) (page 78 in the magazine):
https://segaretro.org/index.php?title=File:BeepMD_JP_1992-01.pdf&page=80

Famitsu magazine issue #114 (November 23, 1990) (page 23 in the magazine):
https://archive.org/details/famitsu-0114

Famitsu magazine issue #158 (December 27, 1991) (page 41 in the magazine):
https://segaretro.org/index.php?title=File:Famitsu_JP_0158.pdf&page=41

Famitsu magazine issue #210 (December 25, 1992) (page 42 in the magazine):
https://archive.org/details/famitsu-0210/page/42/mode/2up

The Disney Collection Genesis compilation:
https://www.youtube.com/watch?v=iLBpJVyzaKI

Sega Ages: I Love Mickey Mouse Saturn compilation:
https://www.youtube.com/watch?v=A6kmpf2QwTw
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Attachment When creating the sprite animations for Mickey, the game's designers had to design the levels to accommodate for the higher number of frames of animation and subsequent extra distance in Mickey's jump. When asked about the inspiration for the game's high-quality sprite animation, producer Emiko Yamamoto told Game Informer in 2013:

"For animation we studied the [Disney] films frame by frame and worked very hard to recreate it in the game. For example, with Mickey’s jump, we wanted to fully express his body movement so we added more frames of animation. As a result, his jump ended up being longer than a jump would be in a normal game, so we had to design the levels so that the distance of his jump worked."

According to Yamamoto, the developers aimed for these higher-quality animations in the first place because they valued making the world and characters feel alive and only realized they were capable of achieving this after creating supplementary animations like Mickey's idle and wavering animations:

"Actually this was something the main programmer and animator came up with. I recall them coming to me and showing me what they created (the idle animation and also the animation for when Mickey was wavering at the edge of a platform) and I was pleasantly surprised. I asked them “Oh, we can do something like this? Sure, let’s do it!” Making sure the world and characters feel alive was very important to the team."

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