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| It was a decade and a half ago
that I played Circus Caper for the first
time, with my interest in the game coming from
the flyer Toho packaged with Godzilla:
Monster of Monsters. I eagerly rented
the title at the first opportunity, and warmed
up my NES with high hopes for what Toho's game
might have in store. Four minutes, and countless
deaths, later I popped the game out of the system
and placed it back in the box, although, much
to my dismay, the residual experience would be
forever burned into my psyche.
For the years that followed, whenever
the topic of the worst video game was brought
up I answered, without hesitation, that it was
Circus Caper. Since those years, my feelings
toward the game have hardly changed, although
I never really forgot the game unlike numerous
other titles which I played for the NES. There
is a saying that there are two types of movies
that stay readily in memory: remarkable ones and
awful ones. I believe the same could be said for
video games, and, because Circus Caper
was so awful, I have never been able to forgot
the title, and likely never will at this point.
Of course a common question is
what relation does this game pose to Toho's movie
franchises? The answer is, for the most part,
none. It was one of Toho's few attempts at an
original licensed game, and unlike later attempts
was actually developed in house by Toho's, now
nonexistent, video game-wing. However, the game
does feature a, highly degrading, cameo from the
firm's most popular character: Godzilla. Fans
of the King of the Monsters shouldn't fear though,
as he is located in the game's fifth level, which
very few people will ever actually reach, in one
of the mini-games, which even fewer people will
even bother with past the first level.
If more proof was needed that this
was a new intellectual property, then the story
would seem to be evidence enough to confirm this.
What little "plot" there is, is as follows:
Tim, and his sister Judy, enter a town-wide carnival
and become interested in the event's main attraction,
the circus. However, Tim has no money for admission,
but the clown at the entrance is willing to roll
some dice to see if they can enter for free. With
a flick of his wrist, the dice hit the table and
the clown exclaims that they have won (regardless
of what the dice roll ends up being); unfortunately,
it seems that the clown only has one ticket to
give. So Tim, ever the gentlemen, allows his sister
to attend while he waits outside. Eventually,
the day gives away to night as the young boy is
still waiting outside. Just then the vile Mr.
Magic arrives on the scene to inform the boy that
he has captured his sister. His reasoning for
the nefarious act is that the young girl had stumbled
upon his organization's smuggling ring and must
be silenced, or he learned of a vast fortunate
that Judy's parents are in control of and plans
to extort the money out of them through ransom...
or the game simply gives no justification, nor
does it explain why Mr. Magic felt the need to
give this information to Tim. Regardless, the
young boy leaps into the hero roll effortlessly
with a commanding "Shucks! You can't have
her!", while venturing inside the tent where
he is destined to die numerous times in the next
few minutes...
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| Most players will experience
mostly the same thing while playing through Circus
Caper: they will begin at the start of the
tent and make their way slowly to a large body
of water, all the while an endless number of clowns
with knives will leap around our young hero as
they try to run him through. Out of the depths
of the blue surf, two alligators will appear,
jaws at the ready, as they slowly close their
mouths and then open. The solution is obvious:
leap on the closed mouths across. Of course it
never works out that way, as more then likely
one of the clowns will hit the player, causing
the controls to basically freeze up as Tim lazily
slips into the water, and his death below. Second
attempt: The player rushes to the pool and manages
to reach the second alligator before it quickly
opens its mouth and relieves poor Tim of his legs.
Third attempt: the player, with some luck, manages
to clear both alligators and reaches the safe
ground beyond. At this point the knifed clowns
will be joined by flying, decapitated, clown heads
that hover above (this is the stuff that nightmares
are made of, kids). Little Timmy will eventually
make his way to the second body of water, which
is twice as long, with twice as many gators and
has both clowns with knives and the flying heads
all over the place, as this would simply be hard
without them but their inclusion makes it impossible.
To make matters worse, the game often glitches
so the other alligators don't appear in time,
forcing the boy to either leap into the water
to his death or lose his legs instantly from the
gator he is on.
What happens next varies, although
it can range from a grown man cupping his eyes
as tears readily flow, to finding some blunt object
to end the game's reign of terror and spare future
generations. If by pure chance the player manages
to clear this second body of water, then congratulations,
although it's highly suggested that they end on
this high note. For if they advance and happen
to die in the next stage or during the boss then
it's all the way back to the start of the game
for them, along with a possible call to the suicide
prevention hotline.
Apparently, though, at some point
in the game's development it became obvious to
the production crew that there was no hope for
salvaging the main game, so they devised four,
pretty much unrelated, mini-games. The mini-games
can be played by entering a door, and can be played
as many times as the player likes. The first mini-game
has a "Fairy," which is never seen,
suggest that young Tim take a rest and play a
little game of leaping over a moving spire of
flames with a bear (which I suppose could only
be considered "restful" in contrast
to the knife wielding clowns and pools of gators
that await Tim outside). The second mini-game
has Timmy driving down a road, while avoiding
boulders, tell the time runs out (are these rooms
or separate dimensions?). The third mini-game
has Tim chucking baseballs at moving Rodan statues,
which is set up so only golden ones will earn
a point, while the numerous blue ones moving directly
in front of the boy will take away point every
time they are hit. The ending result is that you
will probably get 2-3 points for a minute of play,
which can be earned simply by killing 2-3 guys
in the regular game. The final mini-game features
Godzilla in, arguably, his most embarrassing appearance
to date, as the nuclear menace exercises, trying
to touch his toes is my best guess, while the
player simply presses A as quickly as possible
(talk about fun!). The main problem with these,
beyond the fact that they are mostly a chore to
play through, is that points don't matter in Circus
Caper at all. There is no bonus for having
a huge collection of them, and the player loses
all of their points every time they have to continue,
which happens too often to count.
If by some stroke of luck, and
against the designer's intention, the player manages
to actually reach the end of a level, then they
will be presented with a key to the next. This
process is complete with a solid blue screen,
which then rapidly starts to shift between white
and blue, as the development teams attempts one
last ditch effort to stop the player through seizures,
seeing as how the eye-gouging difficult didn't
deter them. For if there is one thing to take
away from Circus Caper it's that even
when you win, you're still the loser.
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The graphics here are simple, even
by the NES standards. For a lot of the game's
enemies it's hard to tell exactly what they are
(is that really a decapitated clown head with
wings, and a miniature ballerina that just leapt
into the bottomless pit?). The characters clip
whenever they are on top of either Tim or another
enemy too, which is a standard problem in most
of the older Nintendo games. The backgrounds tend
to be very generic too, although the system was
never known for diverse backgrounds anyway.
On the plus side, at least most
of the "out of game" images, such as
the introduction story, are constructed rather
well. Although I suppose the "seizure"
sequences shouldn't go unmentioned here, and it's
bad enough that it's worth deducting the score
in two places.
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The game features a very small,
and highly repetitive, collection of music that
is utilized through out the game. None of the
music here is particularly memorable or good,
even when keeping the limitations of the Nintendo
hardware in mind. As for the sound effects, there
pretty much aren't any except the punches, kicks,
and the soccer ball.
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The game's primary controls, jump
and punch, are easy and can be done without much
trouble. There is a third kick move as well, which
is done while holding down and is the only way
to strike smaller enemies. However, the item system
is far less convenient, as the player scrolls
through the items by pressing select. It seems
easy enough, but the problem is that the endless
amount of enemies make it so there isn't a luxury
moment to do this, and the item is used through
the attack button so the player is a sitting duck
while changing items or they will be forced to
waste them to try and avoid getting hit. Of course
one must consider that a NES controller only has
four buttons, but that still doesn't excuse the
implementation of the item setup. In fact, I can
think of two clear solutions: 1. that "Up"
replace jump, and one of the buttons is used just
for items 2. that they utilize the system set
up in Mega Man, where items are selected
from the pause menu. Unfortunately, I'm probably
giving this aspect more thought than the game's
designers did.
Moving on to more problems addressed
by the controls comes the aspect of hit detection,
which is very poor. In fact, foes will often leap
on top of the player, as Tim's punches will fly
through them with no effect. Being struck by enemies
also cause the controls in general to crap out,
for example if there is a pit nearby and Tim tries
to jump he seems to become a magnet for the unholy
netherworlds below. The game's second stage is
just awful in regards to the controls too, as
poor Timmy dons a rocket pack which grants him
the "ability" to take nearly 5 tries
to simply get over a ledge that would have taken
a single regular jump (I can't help but feel the
game's designer is laughing somewhere).
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| Even though one will likely
grow tired of Circus Caper long before
beating it (or even clearing the second body of
water, for that matter), the nightmares will still
remain...
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| By any standards, Circus
Caper is simply an awful game. I cut the
title some slack in the audio and graphics department,
but honestly it's hard to mess these up in regards
to what the NES was capable of. I would like to
point out, though, that roughly two years ago
I revisited this game, and actually beat it from
start to finish, which had become some masochistic
goal of mine since my troubling introduction to
the game all those years before. Unfortunately,
triumphants didn't sound nor did world peace reside
when this accomplishment was met. In fact, all
that happened was that the lackluster story was
wrapped up, as Judy tells about how she was used
for target practice with knives (I'm not joking).
At least Mr. Magic wasn't anti-climatic, as he
was as challenging as one could hope for, although
I did string together a nice list of profanities
every time he killed poor Tim, as it meant having
to venture through his painfully long maze like
level yet again.
Regardless, it's safe to say that
Circus Caper is one of worst things,
if not the worst, Toho ever put their name on.
It's no wonder that the company never released
the game in their home country, instead opting
to just victimize those in the US.
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