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This is a list of differences between Mickey Mania 7 and the SNES game it was based on.

General[]

Mechanics[]

  • Stars that gave an extra hit point in the original game now instead give five marbles. Despite this, the help screen still claims they give an extra hit point.
  • Mickey has four hit points instead of five, as his "hand" health meter cannot go down to "all fingers closed" as in the original game.
  • Extra lives/tries and continue points are absent. Again, the help screen still mentions continue points despite this.
  • Continues themselves are also absent - once you're out of lives, it's game over.
  • Certain areas of the game where you could not backtrack in the original keep the ability to backtrack in the bootleg, and vice-versa.

Animations and Physics[]

  • As is to be expected from being on a console with a lower amount of system memory, every object uses fewer frames of animation and/or are missing certain animations entirely. Mickey himself is a good example, as he is missing animations for actions such as pushing things or hitting a wall, and only has one frame for ducking as opposed to four.
  • Mickey's physics are a lot floatier and his jump arc is slower, as is common with games made by Ei-How Yang. He can also only jump at one height no matter how long the button is held for, and he does not make any impact sound upon landing.
  • Holding the up button causes Mickey to perform the "looking up" animation repeatedly (i.e. he looks back down and then back up again no matter how long the button is held) instead of looking up for as long as the up button is held.
  • Letting go of the left or right button while moving Mickey causes him to immediately stop moving and snap in place, as opposed to slowing down his walking animation and moving slightly further after the button is let go of.
  • Mickey does not go into his "checking watch" animation if he remains idle, despite the animation being present in the game for the loading screens.
  • Every time Mickey takes damage, he flies backwards and lies on the ground in one of his death frames from the original game - another staple of Ei-How Yang games. In the original game, Mickey flashes briefly (and plays a voice clip) but remains in his current position.
  • When Mickey runs out of hit points, the game will reload the level, as opposed to showing the animation of knocked-out Mickey (as frames from it are used for the "hit" animation).
  • Mickey throws marbles slower and at a lower angle.

Title Screen and Options[]

  • The "starburst" and "MM" backgrounds are not present on the title and menu screens, respectively, instead being filled with a pure black or blue color, respectively.
  • The "Steamboat Willie" theme plays on both the title and menu screens, as opposed to the "Title" theme and silence, respectively.
  • The number of tries you are allowed are five, ten and thirty as opposed to three, four and five. Choosing "Easy" difficulty does also not lock your number of tries to the maximum amount.
  • The help screen is missing the information on "Extra Tries" due to them not being present (yet, as noted above, still refers to the continue points as being present and that stars give extra hit points despite that not being the case). The marble bag icons and "hand" health meter icons also do not animate.
  • The "the aim of the game" screen is absent.
  • The sound test is absent. As such, the level select is instead activated via a button code (A+B+Select) on the title screen.

Gameplay-related Screens[]

  • Every transition to a new cartoon uses a non-animated, black-and-white version of the "Mad Doctor" Mickey holding a match, as opposed to the unique, animated intros used in the original for the different cartoons. Additionally, the original game's "Title" theme plays over each transition instead of sound effects filling the silence.
    • Unused graphic data depicts the intro of the "Steamboat Willie" Mickey, potentially implying every intro was meant to be carried over at one point.
  • The introductory screens detailing what cartoon you're about to enter are absent.
    • The congratulatory screens after clearing a cartoon are also absent.
  • The loading screens featured in the non-Sega Genesis versions of the game are present, and instead serve as stage transitions between levels not leading into a new cartoon. As such, they can be simply skipped by pressing the Start button in the same manner as the other transitions. The "Continue" music from the original game plays over them.
  • The Game Over screen again uses frames from the "knocked-out" animation, except recolored red in the same fashion as the loading screens. Interestingly, the "Game Over" music from the Genesis version plays over it, a track that goes unused outside of the Sound Test in the SNES version (where the "Title" theme music plays instead).
  • The "enemy roll call" screen and the credits screen are merged together, and presented in front of a plain green background.
    • Additionally, only four characters are listed: Mickey (as "Miki"), a skeleton (as "Bone Man"), Pete (as "Dong") and a beetle (as "Buttle").

Misc.[]

  • Every adaptation of a music track starts from the track's looping point rather than the beginning of the track, with the exception of "The Giant's Lair", which starts halfway through the track.
  • Marble placements do not match up with the original game, with many points where they would be present lacking them.

Cartoon-Specific[]

Steamboat Willie[]

Boat[]

  • Mickey can throw marbles in this level despite not being able to until the Wharf level in the original. Additionally, he starts with twelve marbles instead of none.
  • Again, likely due to limitations, the background does not move by itself and Steamboat Willie does not bob up and down.
  • Although the gimmick of this part of the level is that Mickey is the only one who is not depicted in black-and-white, several objects - specifically, the goat's music notes and the bottle you use to stop him shooting them, as well as the rain drops that start falling later on, are given a blue palette.
  • The goat shoots out four musical notes instead of five.
  • Once you shoot the bottle cork into the goat's mouth, you cannot dislodge it by jumping, unlike in the original. The bottle cork will also keep firing into the goat's mouth every time you jump on it instead of merely discharging water.
  • You cannot move through boxes.
  • The Steamboat Willie version of Mickey is not present at the wheel - as such, the interaction where you frighten him is absent. However, unused graphics of him can be found in the ROM, though there is no known way to re-enable him in-game.
  • Jumping on the cat does not send it below into the cargo hold - you instead just bounce off it.
    • As a consequence, you also cannot enter the cargo hold.
  • The birds in the boxes do not hide inside the boxes and poke their beaks out - they instead merely sit in one position.
  • The hook that carries the boxes over to the wharf only brings one box across back and forth instead of continually picking up boxes.
    • Because of this, the fish that push you left if you fall into the water (and right once all the boxes are moved) are absent, and as such you can lose a life in said water.

Wharf[]

  • This level has been split into two levels, with the split coming after the battle against Pete. The "Steamboat Willie" music track continues to play on the first of these two levels, with the "Wharf" theme only coming in on the second.
    • As a result of this (as well as the NES' limitations), the gimmick of color slowly being added to the level is near-gone, with it only being represented through the second of the two levels adding color to the background and various objects.
  • The collapsing bridge has been replaced with a moving platform that moves between the two spots where the bridge would be.
  • The house with the birds in front of it has a slightly different design in that its walls aren't slanted inwards. It is also larger, requiring Mickey to jump on one of the birds to land onto the windowsills, as opposed to simply being able to jump on top of them normally in the original.
  • There are three stars above the house instead of two. The top windowsill required to reach them is missing, however, meaning you have to jump on the bird flying closest to them to reach them instead.
  • None of the birds can be killed. They are also unaffected by marbles.
  • The clothesline you have to walk on does not wobble around.
  • Instead of the wharf's path being incomplete and Pete blocking you (along with the sign indicating you need to ring the bells to finish it), the screen instead refuses to scroll until you ring all the bells.
  • You have to repeatedly bounce on the spring to gain height.
  • There is only one bird in the bell section, and jumping on it is required to reach the outward ledge where you can access them.
  • The bells are blue instead of orange. There are also three pairs of them instead of two, as two have been added to the middle-top ledge.
  • The extra ledge on the house next to the bell house is absent, as is the star you can get by reaching it.
  • The fight with Pete is quite different:
    • He stands to the right of the dock near the boxes, making it impossible to stand behind him without getting hurt.
    • Instead of spitting out one fast wad of tobacco, he instead spits out three relatively slower "water drops".
    • He is unaffected by marbles.
    • He takes ten hits to defeat instead of four, and has invincibility frames, overall making the fight longer and harder.
  • The boxes in the falling boxes area fall much slower and have a sound cue to indicate their falling.
  • The crane that brings you into the "rope-suspended boxes" area is replaced with the hook from the boat level, presumably because the NES (obviously) cannot pull off the 3D effect that said crane uses.
  • There are only three rope-suspended boxes instead of six.
  • In the gear-destroying area:
    • There is only one box that drops springs/bombs.
    • The bombs that the box drops do not explode upon contact with the ground, instead falling through the floor.
    • The spring's design is the same as the spring next to the bell house.
    • Each gear takes five hits to be destroyed, instead of two (for the lower gears) and four (for the upper gears).
    • The lower gears require Mickey to jump to hit.
    • When all the gears are destroyed, the box shakes and disappears.

The Mad Doctor[]

General[]

  • Only the first three levels (the castle entrance, the hallway and the gurney ride) are present, with the levels beyond that (the acid pits, the elevator, and the potion room leading to the Mad Doctor boss fight) absent.
    • However, unused level data shows that the elevator and potion room levels were going to be included - but they are in an incomplete state.
  • Only one kind of skeleton enemy appears (the one which breaks itself apart) and it is completely invincible - you cannot make it break apart earlier with jumping or marbles.
    • Their bones also do not disintegrate once detached, and they respawn once all their bones fly offscreen.

Castle Entrance[]

  • The collapsing bridge is once again replaced with a moving platform.
  • The bats flying above the bridge can be taken out with just one hit instead of two.
  • Various decor elements such as the door and hanging cobwebs are absent.
  • The skeleton that lands on top of the fireplace with the cauldron lands in front of the fireplace instead.
  • The falling knife and saw have been changed to two saws, and they fall offscreen instead of landing on the ground. They also fall slower.
  • The skeleton just before the stairs has been removed.
  • A "break-apart" skeleton replaces the walking skeleton that appears at the top of the stairs.

Hallway[]

  • The bats retain their black and white color instead of being colored brown, and can still be taken out in one hit.
  • Skeletons appear before each rope, seemingly substituting for the spider-skeletons that hang on the ropes in the original.
  • The fireplace section has had its rope removed, and three bats added to the area.
  • The fireplace section is also repeated towards the end of the level, instead of displaying the open tunnels behind the walls in the original.
  • The pipe leading to the next level is a part of the background, meaning Mickey walks past it instead of through it.

Gurney Ride[]

  • The "Inner Sanctum" music track plays instead of "Castle of Terror" (the same music that plays on the castle entrance level)
  • Mickey can move the gurney left and right, unlike in the original. Part of the reason for this change may be because Mickey cannot jump off the gurney while it is falling into the acid any more, requiring the jump to be made earlier for the pit to be crossed.
  • Mickey does not need to duck under the three buzzsaws at the start.
  • There are fewer obstacles, and the pattern of saws repeats itself halfway through the level.
  • The lone buzzsaw at the end of the level cannot hurt Mickey.

Moose Hunters[]

  • Only the initial side-scrolling level is present, with the moose chase level being absent (again, because of its copious use of 3D effects).
  • The level has become an auto-scroller, and stays that way until the very end of the level.
  • The background scenery is more sparse.
  • Pluto does not accompany you in the level (presumably because you never rescued him from the Mad Doctor).
    • As such, he does not alert you to any incoming moose, which are much slower and smaller.
  • Boulders and branches fall much slower.
    • Additionally, the branches have the same behavioral patterns as the boulders in that they fall off-screen instead of landing on the ground and they continually respawn.
    • Boulders may also spawn outside of the rocky caves.
  • The Moose Hunters version of Mickey does not appear at the end of the level.

Lonesome Ghosts[]

  • Entirely absent from the game.

Mickey and the Beanstalk[]

General[]

  • Two levels are present (the garden and the entrance to the giant's castle), while two others are missing (the giant's tunnel and the giant's table)
  • The butterflies are depicted in black-and-white, presumably because they share code with the Mad Doctor bats.
    • Additionally, they sink off-screen when defeated instead of exploding.
  • Marbles pass through beetles instead of shattering on contact.

Garden[]

  • Once again, likely due to limitations, the flowers that shoot seeds do so at a slower rate. The seeds they shoot are also in black and white instead of red.
  • The apple platform is absent, and as a consequence, Mickey can jump up to the next ledge without it.
  • The area where you must water a plant in order to grow a flower platform lacks said water, plant, and the mushroom platforms you can access via the flower platform once its grown. As a result, you can jump to the leaf platforms from the elevated ground.
    • There are also three butterflies in this area instead of one, possibly as a means of artificially increasing the difficulty.
  • In the lake ride, the dragonfly enemies are missing and are replaced with more butterflies.
  • There is only one leaf-boat, as opposed to four. Unlike the original leaf-boats, it does not sink and will take Mickey to the other side of the lake.
  • The lake's water is green.
  • The level ends before you descend into the tunnel, as the giant's tunnel level is not in the game.
    • Despite this, the next level still opens with the tunnel's exit.

Giant's Castle Entrance[]

  • A beetle has been added to the first area.
  • There are no spores flying through the air.
  • The "sprouting" beanstalk platforms are absent, meaning Mickey can jump to the ledges normally.
  • The beetle that patrols the entryway does not pause to fly briefly.
  • The interior of the castle features bats and skeletons from the Mad Doctor level instead of the butterflies and beetles normally present.
  • The table leg, which in the original is normally required to be climbed to continue, is part of the background and cannot be interacted with. Mickey instead progresses off the right side of the screen (which is a dead end in the original version).

The Prince and the Pauper[]

General[]

  • Only two levels are present - the ascension of the rotating tower and the final boss fight with Pete.

Tower[]

  • Instead of outrunning flames, you are tasked with outrunning rising water - possibly inspired by the portion in the dungeon level where you have to inflate an inflatable duck toy in order to float on the water.
  • The tower is shorter, and the platforms are placed further apart.
  • None of the platforms disintegrate when you stand on them.
  • It is possible to jump through platforms.
  • The rolling barrels are replaced with the falling boxes from the Wharf level of Steamboat Willie that are set to fall on specific platforms.
  • The ending of the level merges it with the level directly succeeding it in the original (the fire pits) by adding a section where you swing on ropes (chains in the original level).

Pete Boss Fight[]

  • The "Elevator of Doom" music track, which normally plays on the elevator level in the Mad Doctor cartoon, plays here instead of the "Captain Pete" track.
  • Pete is rendered in black and white.
  • The boss fight is a combination of both the first and second phases of the original. Like in the first phase, you damage Pete by moving a spiked platform underneath him whenever he jumps, however you summon a spiked platform by bouncing on Pete's sword to activate a lever, which is how you get the wrecking ball in the second phase to swing in the original.
    • While a wrecking ball is present in the fight in this version, it only damages Mickey.
  • Pete does not cause spiked stars to rain down every time he lands from a jump. Additionally, he jumps much higher, to the point of going offscreen, and will always target Mickey's position.
  • Pete takes about six hits to defeat and does not have any other phases.
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