Aladdin logo AGA Amiga Computing Gold

Grab your toupees, break into a rousing chorus of The Circle of Life and go 'Aah!' at the cute little lions. Yes, it's The Lion King in game form. Tina Hackett catches a strong strain of jungle fever...


There's nothing like going back to a second childhood and for many, Disney is the perfect excuse. Millions of adults flock to the cinema the moment a new Disney film is released, with the questionable motive of "just taking the children." The Disney name though is synonymous with quality and has a long history of great products. From its earliest cartoons such as the start of Mickey Mouse way back in 1928, its human feature films, for instance Mary Poppins, to its theme parks in America and now in France. But what has won the hearts of many are the animated films such as Dumbo, Snow White and the like. More recently though, a popular route for the films and Disney characters has been as a license for computer games, and Virgin certainly has its eye on the main chance this Winter with two Disney releases imminent.

The first is Aladdin followed soon after by The Lion King. We take a look at Aladdin, its initial offering, and see whether it matches up its cinematic counterpart.


Okay, who honestly doesn't know this tale? Well, me for starters! So after a brief storytelling from those here in the office, this is a quick recap.

The sultan's advisor Jafar is plotting to take over the kingdom. He wants to steal the magic lamp from the perilous Cave of Wonders. Aladdin is a street rat who must steal to survive. Jafar sees Aladdin and realises a plan to get Aladdin to steal the lamp for him. And in true "scene-setting" style, that's where you come in!



Hmm, Amiga platformers - well, we're not exactly short of comparisons there. But good ones - that's a different story. As far as animation goes, Aladdin is in a class of its own. Consoles have somewhat ruled the roost as far as good looking platformers go, but with this being converted over to the Amiga in such a fine fashion it should keep even the most disgruntled Amiga platform fan more than happy.



Many know the tale of Aladdin but it's origins are not quite so familiar. The story is part of the Arabian Nights, tales from the 10th century, originally coming from India. Also known as The Thousand and One Knights, the other stories include Ali Baba, Sinbad the Sailor and The Old Man of the Sea.

Legend has it that they were told to the Sultan by his bride Scheherazade who told the stories to avoid execution. The previous brides were executed after the wedding night to prevent them being unfaithful so she began a different tale each night, promising to finish it the next evening.

The stories were first translated into European in 1704 by French writer Antoine Galland.



Hmm, clever bit of marketing this, using a film licence thing because it comes complete with soundtrack. And in this case, a Disney soundtrack at that! All those who have seen the film will be instantly whisked back in to the plot and for those who haven't - well, the tune isn't one of those horrible grating ones - you will soon be humming along in no time!

The intro tune "A whole new world" sets the mood brilliantly and is from one of the more sentimental parts of the film with its melodic tone - creating that magical atmosphere Disney does so well.

The rest of the in-game tunes are taken from the film and change with each new level. This gives variety and means if you don't like one of the tunes then all is not lost! They all fit in nicely with the speed of the game and setting.

It's also crammed full of sound effects, from sword blows and yelps to a goading baddy urging you to take him on! In fact, most actions have their appropriate sounds, with a good range of realistic and some almost mystical effects




We're normally a pretty cynical bunch in the Amiga Computing office, but Aladdin really did impress with its superb graphics and attention to detail.

The animation is smooth and flowing, with each character having personality packed into every pixel. The main character of Aladdin has many different expressions and movements. Every action really works like a cartoon. For example, when he leaps across something his baggy pants move with the air, or if you leave him standing he leans on his sword or juggles apples.

Other characters have just as much detail. For instance, the knife throwers, whose jaws drop in horror when you throw something at them resulting in their trousers falling down, or the comical snakes who slither towards you.

The backdrops create the many settings, brilliantly using different levels to make it all the more interesting as you pit your skills against the terrain. Foreground detail makes the whole thing more realistic, making for some interesting gameplay - for example, the rocks are built up in stages.

Each level creates a different atmosphere, from the dusty market streets to the mysterious caves with its deadly spiked roofs.




I dread to use the phrase "Interactive cartoon" but this is pretty damn close. All the elements are top notch and could quite easily pass for cartoon quality.

However one thing does worry me - it is rather too easy. I imagine this game wouldn't last some of the more advanced games players all that long. As the title is geared at the younger end of the market this is understandable, and with the addition of a difficult setting it will prolong the game to some extent.

Action is varied and the many requirements of the levels will demand different skills. One minute you'll need your best swashbuckling talents to keep the enemies at bay, the next, timing your jumps across trees to reach bonuses.

There is a temptation with licensed games to release a sub-standard product, thinking it will sell anyway. Thankfully, Virgin/Disney have done the decent thing and released a title of exceptional quality that is a more-than-fitting successor to the original film.

For platformer fans everywhere I'd definitely recommend this. For those who prefer a more cerebral type of game, then Aladdin won't really fit the bill, but what the game does have is an abundance of gorgeous graphics, superb soundtracks and stacks of playability. A wonderful addition to the platform genre.

Aladdin logo AGA

Steve Bradley gives his magic lamp a jolly good rub and finds that all his wishes have come true. But will his genie prove to be as useful as Aladdin's?

I can't get to my desk. If it's not the production bloke, it's the chap with the crayon, or our beloved editor suggesting I might, "go away and do something while I play Aladdin".

They've got their hands on my joystick. MY JOYSTICK. And they're playing Aladdin, not because it's probably the prettiest Amiga game ever, nor because the gameplay is compulsive. I'm not sure why they're playing it, or what makes it quite so compelling. Perhaps it's something to do with seeing Disney characters that makes one instantly regress to a starstruck nine year old.

We all know the cartoons, we've just never had the chance to BE Aladdin or Mowgli, and boy, it feels great. Well it would if I could get a game.

It's always a worry, awaiting a cartridge conversion. 'It won't be as good as the Mega Drive or Nintendo version. Won't look the same either'. Yes, we always think the works, so it's great to be able to relay good news. Aladdin looks and plays pretty much the same as the Mega Drive version and, hang, on a sec, I just want to finish this level. I just need to kill a fat bloke and collect a few more precious apples and an extra life.

Damn, he got me again. Anyway, as I was saying, this game is fab. Now hop off and play with your Pixel 3D Coverdisk while I have another game.

That last remark was somewhat unnecessary. Apologies. You start in the local market place with a sword, some apples and a stupendous pair of silk pantaloons. In your way are numerous folk with swords, sticks and knives to eliminate, piles of hot coals to negotiate, ropes to climb, bowl-throwing women to avoid and some tricky ledges to bound across.

Aladdin is actually amusing - a remarkable commodity in a computer game.

Funny bits
And yes, it sounds like very average platform fare but it exudes such visual charm that you cannot help but enjoy it. In fact, Aladdin is actually amusing - a remarkable commodity in a computer game. The way when you jump on a camel's hump, its eyes bulge and it spits at the enemy; the way you can swipe at a tubby bloke, catch him slightly and watch him shriek as his pants fall down revealing a choice pair of boxer shorts; the way the Bluto lookalikes bellow, "come on". I've played the first level about 20 times - I'm still enjoying it, and there aren't too many other game I could say that about.

Criticisms. It's actually reasonably easy to plough through the levels, although, admittedly, I cheated somewhat by first attempting the game on the Practice level. I could've started on the Normal or Difficult options. So that's not really a criticism.

The levels are somewhat linear - you find yourself fighting the same foe time after time. Fortunately, I found myself caring not one jot. And Aladdin is blessed with neat touches. Witness the way you can slither down a palm tree before leaping skyward once more to gain your balance before moving on. The magic flying ropes which shoot you to seemingly inaccessible ledges. They're great. The ern, o there's loads of them anyway. Far too many to document.

It has been suggested that Aladdin will appeal to younger games players rather than hardened veterans and it's easy to see why, but its charm is such that it will allure many more. As you progress through market, on to desert, past dungeon and cave, the challenge becomes together yet never frustratingly so.

Aladdin truly is a lovely game.


Beware of Orange Pants, for he is a demon chucker of the pointy things.

A short dig towards Tubby's midriff reveals a fine par of boxer shorts.

The silm gentleman with a stick offers little resistence when faced with a sword.

"Come on, come on," bellows the Bluto lookalike, enticing you into battle.

Boo, hiss (wrote your correspondent rather too obviously), it's a snake.

Aladdin logo AGA A1200 Speziell Amiga Joker Hit

Vor einem Jahr räumte Disneys Zeichentrickfilm an den Kinokassen ab, kurz darauf setzte Virgin am Mega Drive die Maßstäbe, an denen sich nun jede Konvertierung messen lassen muß - kein Problem für diese zauberhafte AGA-Version!

Da die Filmvorlage zu den bislang aufwendigsten Disney-Projekten gehört, wurden auch bei der Amiganisierung weder Kosten noch Mühen gescheut: Für das Gamedesign bzw. Coding zeichnen David Perry und John Twiddy verantwortlich, beides alte Hasen, in deren Vorstrafenregister u.a. der geniale Plattformpunkt "Cool Spot" verzeichnet ist.

Und was die Grafik angeht, ließ sich ja nun kaum etwas Besseres finden als ein ganzes Heer von Disney-Zeichnern...

Es wurden also jede Figur und jedes Szenario des Originals gewissermaßen Frame für Frame in Bits & Bytes umgewandelt - was derart sagenhafte Animationen mit sich bringt, daß im direkten Vergleich selbst ein "Prince of Persia" eher fußkrank über den Screen torkelt.

Keine Frage, wenn hier Angreifer versehentlich auf glühenden Kohlen landen und sich dann die schmerzenden Zehen halten oder nach einem gezielten Säbelhieb plötzlich ohne Gürtel und damit in Unterhosen dastehen, um Aladdin dennoch verschmitzt lächelnd zu einem Duell herauszufordern, dann kommt das einem interaktiven Film schon sehr, sehr nahe!

Die Handlung orientiert sich naturgemäß stark an den Geschehnissen im Kinotopp, der Spieler findet sich also in dem exotischen Städtchen Agrabah wieder, wo gerade die dunklen Wolken der Intrige aufziehen: Der fiese Großwesir Dschafar will die bedauernswerte Prinzessin Jasmin zwingen, ihn zu heiraten, wobei es dem Widerling letztlich bloß darum geht, endlich selbst Sultan zu werden.

Freilich hat er die Rechnung ohne den Straßenjungen Aladdin gemacht, der ebenfalls eine Auge auf das hübsche Königskind geworfen hat. Bis er mehr bei ihr riskieren kann, muß er allerdings ein abenteuerliches Kontingent an Levels überstehen, denn das Happy-End kriegt man auch im Orient nicht geschenkt.

Also hüpft Jung Ali durch Städte, Kerker, Wüsten und Paläste ohne Zahl, segelt auf einem fliegenden Teppich durch feurige Lavahöhlen, erkundet das Innere seiner Wunderlampe und begegnet dabei natürlich überall den ortsüßlichen Gefahren: Grimmige Palastwachen fuchteln mit dem Schlagstock herum, Frauen werfen ihre schönen Vasen erbost auf die Straße, Plattformen bröckeln ab, magische Seile verlieren kurz vor dem Ziel an Standhaftigkeit, und und und.

Den Widrigkeiten des Heldenlebens begegnet man durch schnelle Reaktion, ein geschicktes Händchen am Krummsäbel oder Wurfübungen mit dem begrenzten Apfelvorrat. Vitaminfans dürfen und sollen sich ruhig an dem ausgebreiteten Fallobst vergreifen, aber auch mit Diamanten läßt sich der Sammeltrieb stillen - denn wer die Klunker anschließend in den Orientshop schleppt, handelt sich dort die anders nicht erhältlichen Extraleben und Continues ein!

Ein weiteres Sammelsymbol ebnet den Weg zu den beiden Bonusgames, wo einmal ein Groschengrab (mit viel Glück und dem richtigen Timing) die gerade erwähnten Goodies ausspuckt und man zum anderen in der Rolle des Äffchens Abu fallenden Vasen ausweichen bzw. die dazwischen schwebenden Extras einsacken muß.

An Abwechslung mangelt es dem Spiel aber auch ohne diese Sondereinlagen nicht, denn da warten einige Hochgeschwindigkeits- und Autoscroll-Abschnitte ebenso wie kleine Grübeleinlagen der Marke "Wo bin ich eigentlich?".

Für den auch längerfristigen Spaß an der Freud sorgen dabei das jederzeit durchdachte Gameplay und ein vernünftig dosierten Schwierigkeitsgrad, der keine unfairen Stellen, dafür aber jede Menge Rücksetzpunkte (markiert durch den markigen Flaschengeist, der sonst leider nur in den Zwischensequenzen auftaucht) für jüngst Verblichene kennt. Ehrlich, gegen jede Attacke der Gegner findet sich hier mit etwas Übung eine passende Antwort, die keinen Verlust der ohnehin reichlich vorhandenen Lebensenergie zur Folge hat.

Daß ein so liebevoll ausgearbeitetes Game auch technisch überzeugen kann, dürfte niemand wundern. Okay, das Parallax-Scrolling ruckelt ganzt dezent, aber wen stört das schon, wenn er im Gegenzug detailreich ausgeführte Orient-Szenarien in bester Disney-Qualität, irre Animationen und brüllend komische Grafikgags zu Gesicht bekommt?

Einschränkend sei lediglich bemerkt, daß die direkt von Mega Drive konvertierte Optik mit entsprechender Ausnutzung des AGA-Chipsatzes sicher noch etwas bunter hinzukriegen gewesen wäre. Auf die Ohren gibt es toll arrangierte Variationen aus dem Film-Soundtrack, vermischt mit ein paar Fetzen Sprachausgabe und den passenden Sound-FX. Und bei der formidablen Handhabung wird sogar zwischen Sticks und Pads unterschieden, wobei für letztere noch mal zwei verschiedene Steuerungsvarianten im Angebot sind.

Die Nachladezeiten von der Floppy sind erfreulich kurz, eine Installation auf Festplatte hat man allerdings leider nicht vorgesehen.

Und weil gerade die schlechten Nachrichten an der Reihe sind, hier gleich noch eine: Betrüblicherweise sind momentan keinerlei Konvertierungen für Standard-Amigas oder das CD32 geplant, was gerade bezüglich einer CD-Version schade ist - könnte man dabei doch die oscargekrönten Original-Filmmusiken mit auf die Scheibe packen. Aber was soll eigentlich das kleinliche Gemäkel?

Immerhin hat uns Virgin mit diesem Meilenstein eine der gelungensten Filmumsetzungen in der ruhmreichen Geschichte des Amigas beschert: Alladin macht Plattform-Märchen wahr! (rl)

Aladdin logo AGA

All right, so it's Aladdin. That's all very well. But where is Widow Twankey? Somebody's lost the thread somewhere.

Perhaps it's a sign of the times that, just as American football was designed in the 1960s with intervals for commercial breaks to be inserted on the television, film scripts are now being penned with computer game conversions in mind.

Why, after all, would the big Hollywood studios have risked making the same Arnold Schwarzenegger film ten times in a row all through the 1980s - the one where he walks around shooting people for an hour and a half - if it wasn't to facilitate the production of ten identical walking-around-shootin-people games?

Why, halfway through Jurassic Park, did the action suddenly switch from the jungle to the inside of a building, if not to allow Ocean's programmers to join in with the current vogue for Wolfenstein-style 3D shoot-'em-ups? Why were the executives behind Speed prepared to risk everything on a film set entirely on a runaway bus, unless they were perhaps thinking of the driving game which is surely to follow?

And why, do you think, does Aladdin (the film) open with Aladdin (the lovable rogue) jumping from rooftop to rooftop, swinging on flagpoles, sliding down ropes, bouncing on people's heads and collecting apples, while being pursued by dozens of identical-looking men with swords?

It's therefore impossible to blame Virgin for turning Aladdin in a platform game. Especially when they've made such a splendid job of it.

Now, there've already been two Aladdin video games - one released on the SNES at the beginning of this year, and one that came out on the Mega Drive more recently. They're both platform games, they're both beautifully presented, with cartoon-quality animation and nice touches like writing everything in the same typeface as the film's credits, and they both look uncannily similar.

But in terms of gameplay they're very different. Capcom's SNES game, in keeping with Nintendo's since-abandoned-no-violence policy, has you jumping on baddies' heads to 'make them disappear', while Virgin's Mega Drive version gives you a proper sword to hack people up with.

The SNES game was perhaps a little more graphically inventive, with a great bit where you fall down a hole in the floor of a dingy cave and, after a long drop, land on a top of a huge pile of gold; some really good bits with the genie and Abu the monkey in, and lots of graphical interludes to explain the plot.

The Mega Drive one, on the other hand, is more satisfying to play, with its swordfighting action, steadily-increasing difficulty level, temptingly-placed bonuses and lack of a crap flying carpet section. It also takes longer to play through and isn't over-easy-fied by a password facility.

So guess which one Virgin have chosen to base the Amiga version on. Capcom's attractive SNES game? Or Virgin's solidly-playable Mega Drive one?

Run straight at baddies waving

Oh. No. Hang on. It's a bit obvious, isn't it? They've converted their own Mega Drive game. (Otherwise they'd have had to pay loads of money to Capcom, and ended up with an inferior game anyway, which would have been plain silly). And John Twiddy, the programmer, has made an incredibly good jb of it, the results being virtually indistinguishable from the original.

The Mega Drive game was designed by Dave Perry, who did Cool Spot. And there are plenty of similarities between the two games, especially in the design of the levels, which keep twisting back on themselves and placing bonuses in hard-to-reach places.

There's a screen at the beginning with all the power-ups and things on it, with arrows pointing to them saying which one does what. But in gameplay terms, Aladdin is streets ahead of Cool Spot (which I must say I didn't like nearly as much as Stuart Campbell did - he gave it 85% in AP34).

The swordfighting is excellent. If you run straight at baddies waving your sword about, you'll kill them but almost certainly lose some energy. If you edge up to them carefully, though, you can stay just out of range of their swords and ill them safely. You've also got the option of standing just out of range and pelting them with apples, although this isn't so much fun and you'll probably want to save the apples till later on when you have to start hitting things that're out of range of your sword.

And there's much more to it than jumping across platforms and shinning up and down ropes. There are springy flagpoles you can bounce on, magic ropes that carry you upwards, washing lines that you can slide down, and platforms that shoot up on jets of water.

Each level has new tasks for you to complete, like smashing statues to reveal platforms, or collecting flutes to release magic ropes. There are bosses, too, which there weren't in Cool Spot, and they're tough enough to stop you in your tracks without spoiling everything by being too hard. It's varied all the way through, while not deviating too dangerously from the platform-hopping it excels at.

Go 'Ooh! Ow! Ooh!' Just

Graphically, Aladdin's superb - the best I think I've seen on the Amiga. The animation of Aladdin is slick and fluid (he's probably traced directly from Disney's original animation cells or something), and the same goes for all the other characters.

Look out for the camels who spit out apples when you jump on their backs, or the baddies whose trousers fall down to reveal spotty underpants, or the bloke who runs across burning coals going 'Ooh! Ow! Ooh!' just like in the film. It is - yes - just like watching a cartoon.

And it's got the sound effects to match (that baddy really does quite literally go 'Ooh! Ow! Ooh!) along with wonderful renditions of all the songs from the film, right down to a version of A Whole New World at the beginning, which starts off on the piano and then all the singers come I halfway through in what will surely become one of history's Great Gaming Moments.

I really like Aladdin (it even spares you Up-to-jump if you've got a two-button joystick), and it's with some regret that I must mention its one drawback. In fact, I was tempted to keep it quiet in the hope that no-one would notice, but it's actually an obvious one.

As those familiar with the console versions may have suspected, Aladdin is A Bit Easy. Even with no passwords, and with continues that you have to buy from shops as you go, and the option of setting it to Difficult, you'll romp through huge swathes of it on your first go, and gobble up another couple of levels on each subsequent turn, and it won't be until much later, on the fiery escape-from-the-cave level, that the first drops of sweat will begin to collect in your eyebrows.

We must assume that it's been designed for the console market under the all-too-common delusion that, because they're generally younger than us, Mega Drive owners aren't as good at playing games. (In fact, of course gameplaying ability is inversely proportional to age, which is the reason we periodically have to pension off AMIGA POWER team members when they otherwise seem to have years left in them).

Even so, it's a game I'd happily play through a few more times to ferret out all the secret bonusy bits, unlike the SNES version which is very much a watch-the-end-sequence-and-toss-it-aside-affair.

If Disney really did make Aladdin with a game in mind (which, okay, is unlikely, but we love a good conspiracy theory here at AMIGA POWER), Virgin have risen to the challenge admirably.

The game's just as nice to look at as the film, just as laugh-packed, and just as entertaining. Let's hope they cope as well with the rather tougher task of turning The Lion King into something presentable.


Special bonus games pop up at the end of each level. You've got to stop the symbols that flash past in the middle, hoping to get an extra life rather than a 'lose'. You get one go for each gem you've collected, and you can also win more gems for extra goes. (Sorry, this is a bit tedious, isn't it?}

And! Some levels have Abu bonus games at the end, which you can play if you've managed to collect the picture of Abu. They involve our simian chum hopping about collecting things and avoiding rocks and stuff. They seem rather tricky, and we haven't got to the end of one yet, but you seem to get an extra life or something. And that's enough of that.

Aladdin logo AGA CU Amiga Superstar

Price: £29.99 Publisher: Virgin 0181 960 2255

Lisa is our little princess in CU AMIGA towers so who better to review Virgin's mystical, magical game Aladdin.

Do you remember the Disney film Aladdin? All those rich plush golden and purple colours, and a storyline that had you leaving the cinema with a warm glowing, tingling feeling all over. Well, it had me tingling all over, or maybe that was the popcorn? Anyway, imagine a nice warm glow and multiple it by a hundred and that is what you get when you play Aladdin - Virgin's latest platformer.

Why am I talking in colours? Well, the graphics in Aladdin are totally fantastic and mirror the film in nearly every area. Each level of the game is beautifully detailed, and even Aladdin himself cuts a dashing figure in his billowy pantaloons which spread out as he gracefully leaps from platform to platform.

And just to make the experience totally cinematic 'A whole new world' plays softly in the background as the game begins. Aaaah.

Jumping has bean
The storyline tries to stick to the film plot as much as possible, within the restraints of a 13-level platform game, taking you through various locations such as the market place, the desert, the dungeon and the famous cave. Each location comes with its own unique perils. In the market place you spend your time leaping over hot coals, and trying to dodge large earthenware pots that are chucked out of windows at you.

Throughout the levels there are some Arab types who either try to run you through with a sword or chuck knives at you.

These blokes are annoying, they're always there goading you on, shouting things like "come on!" every five minutes. However, lapsing into cliché mode for a moment, their bark is worse than their bite, so to speak. They can be quite easily nobbled with a quick swish of the sword or a hail of apples. Other slimeys to watch out for are strange men who loiter about inside laundry baskets.

Onto the desert level and the burning coals are replaced by sharp pointy sticks which pop up unexpectedly out of the sand, sneaky snakes replace the stall women with a penchant for throwing kitchen utensils about and the sword maniacs are always there ready to spear you if the chance arises.

But the real difficulty in Aladdin is not trying to get past the plethora of attacking characters, but trying to get from one section of the game to the other. This can be annoying. In the dungeon level, for example, the only way up is by carefully timing when to leap onto each stone in turn before they disappear. This can be tricky and irritating especially if you've just reached the top, only to fall right back to where you started from.

But don't worry, it's not all jumping about for little or no reward. There are lots of pick-ups that you can collect, to either boost up your health level, or get an extra life. And there are bonus games where you can earn extra points or collect some more of those valuable gems. Gems are very handy as you can use them to barter with the wish teller.

These pickups are clearly marked out before you start the game so you know what to look for: an extra life (head icon), a health booster (heart icon), genie bonus (genie icon). You can collect these and many other pick ups, such as apples, which you can use as a backup weapon.

In all, Aladdin is an excellent game. OK it may be a little on the easy side, but that doesn't deter from the playability. It's an excellent conversion of the Mega Drive version, that's fast and fun. Some say that the scrolling is a bit dodgy but I say to them - damn perfectionists. Nobody can say a bad about the game to me; I love it and so will you.

Transportation problems?

Being a platform game, Aladdin obviously involves leaping from one object to another, but there are loads of other ways to get around. Here are some examples.

The snake lift
In the market rooftops level, hang around long enough next to one of the snake charmer's pots and a slithery piece of rope makes a good snake impression. Jump on it and you're up and away.

Aladdin Aladdin

The palm tree shuffle
In the desert level you can throw away all your cotton buds. You can reach those far away by leaping from one palm tree to the next. Be careful mind, those leaves are slippy, so you've got to be a bit of a twinkle toes to make it up to the...

Aladdin Aladdin

Did the earth move for you?
In Aladdin just like life nothing is ever certain, platforms crumble beneath your feet, stones start moving and chuck you off. However, sometimes you can use this to your advantage, as in the case of the movable rock below you can quickly gloss over anything that might do you any damage.


Just hanging around
There are tons of lines that you can grab on to and slide along to reach anywhere. From clothes lines to stringy lines made out of vines (below). To get on board all you have to do is jump up and grab on. Wheeee, chocks away.