[1][2] Aladdin's primary forms of offense against enemy characters are a scimitar for short-range slashing attacks and apples that can be pelted as long-range ammunition.
The amount of lives and apples Aladdin is equipped with at the start of the game is determined by the difficulty setting, which can be adjusted in the main menu.
[6] On occasion, "smart bombs" in the form of Jafar's lamp can be found and triggered, which will result in the elimination of all on-screen enemies.
In these levels, the player must maneuver Abu left and right to collect gems, apples and extra lives that fall to the ground while avoiding pots, rocks, fish, Iago's cousins, palace guards and other hazards.
Although morale was high amongst the staff, Disney producer Patrick Gilmore was dissatisfied with the lack of progress compared to Capcom's version; he felt that the artwork failed to reflect the film's visual style and that the overall game did nothing to revolutionize licensed platformers.
With Disney's management unwilling to allow the license to be secondary to another property, they decided to cancel BlueSky's game and hire a new developer.
BlueSky's Jurassic Park game contains an Easter egg referencing Aladdin within its in-game map; an upside-down Genie's lamp is disguised as a mountain range.
[9] During the 1992 Consumer Electronics Show (CES), Gilmore met Virgin Games design director David Bishop and was impressed by the company's work on Global Gladiators, which resulted in Disney and Virgin beginning a collaboration to create a licensed game based on The Jungle Book.
Gilmore's superiors would in turn be impressed by Virgin's regard for Disney's animated features as well as their progress on The Jungle Book.
A group consisting of Bishop, Seth Mendelsohn, Mark Yamada, and Mike Dietz created the game's design document over several marathon sessions while locked in an apartment for days.
Bishop then pulled designer Bill Anderson away from production on The Jungle Book and gave him one day to create a draft of the game's first level, which he submitted the following morning.
The terms included several assurances to Disney, such as an equal marketing budget to Sega's other major titles, a release date that did not compete with a Sonic the Hedgehog title, an initial circulation of a million units in the United States, and granting Jeffrey Katzenberg the final word on all marketing materials.
According to Clarke-Willson, while Sega obtained significant brand recognition through its association with a high profile Disney product, they made no money from the arrangement due to the deal's structure, in which the three companies deducted their costs from the total revenue and divided the remaining profits equally.
[13] Virgin Games composer Tommy Tallarico assigned Donald Griffin to arrange five of the film's musical themes, as well as create five original pieces.
These versions of the game were developed by NMS Software, a short-lived company in the mid-1990s that was founded by former Elite Systems staff.
[citation needed] A Windows 95 port was developed by East Point Software and published by Virgin Interactive Entertainment in 1996.
These versions include instant save states, a "rewind" button, level select, and options for invulnerability and infinite lives.
In a "Devs Play" session with Double Fine in 2014, Louis Castle, co-founder of Westwood Studios who later worked on The Lion King, revealed that the studio had pitched a second Aladdin game that would have featured pre-rendered 3D sprites, around the same time as the Amiga game Stardust and a year prior to their use in Donkey Kong Country, but the project was scrapped by Disney.