A simple sprite
swap solved a multitude of problems in the 16 and 8bit eras. Contra became Probotector and in so doing potential censorship and political problems were
side stepped. Super Mario Bros 2 was originally Doki Doki Panic, but remove the
Arabian characters and you have a sequel to a best seller to replace the true
sequel that was deemed too hard for the west. There are many many games where
the central game is identical but the playable character is different, and when
you look at an obscure Amiga game called Rat Trap you realise that Krusty's
Super Funhouse is another example of this.
According to Peter
Calver of Audiogenic (the company that developed both games) the Amiga game
was the original one. Pat Fox and Scott Williams [known by the company
name of Fox Williams] designed the game and brought it to Audiogenic - a
company that previously had focused on cricket and football simulations). It was
this British company that in turn licensed it to the US based publisher Acclaim Entertainment. Having secured the rights to (at the time)
a new but already incredibly popular TV cartoon called 'The Simpsons', Acclaim
were keen to exploit their lucrative licence. They had already published
multiple releases including the most well known 'Bart vs. the Space Mutants' and was in the process of internally
developing 'Bart's Nightmare' ready for an American release on
12th October 1992. Needing to keep a constant flow of Simpsons games (to
maximise returns on their license) taking an old unknown Amiga game and applying a sprite swap must have seemed like an ideal solution.
When you compare
the two games, it’s actually pretty surprising how identical they both are.
Sharing not just the same levels, all backgrounds are identical and despite
being re-drawn all enemies remain the same – regardless of how ill-fitting they
may be in the Simpson’s Universe. Obviously the main character is now Krusty
The Clown (rather than a generic purple haired boy) and The Simpson Family now
feature as trap operators, but that really is the extent of the changes. At the
time Amiga Format may have said that the identically looking Amiga version of
the game “graphically is very, very impressive” but to be honest now it looks
dated. There is not nearly enough frames of animation on the characters and
there really isn’t very much variety between stages. Variety generally is not
something that is on offer in ‘Krusty’s Fun House’ as a whole though and it
could be said that once you have played the first stage you have really seen it
all.
Playing rather like
an inverse version of Lemmings, the goal of each stage is to exterminate a
plague of purple rats (now with a Simpsons-esque overbite following the sprite
swap). This is achieved by directly controlling Krusty and finding objects
(predominantly blocks) that can be placed in the path of the rats and force
them into a cruel trap. It reminds me of an old Amiga game called Troddlers, or
slightly like the Mario Vs Donkey Kong Minis games. Consequently, Krusty’s Super Fun House ends
up feeling like a fusion of the platform and puzzle genres, and truth told it
doesn’t do either very well. As a puzzle game you would prefer to have direct
influence over the flow of the rats, rather than having to use an avatar to
alter their direction. As a platformer, it’s equally flawed since it’s not clear
which platforms you can jump through – horizontal pipes are crossable vertical
pipes are obstructions. Enemies inhabiting levels may be a troupe of the
platform genre but they are undesirable in a puzzle game. Often physically getting in the
way of a solution, the only way to pass most foes is to kill them and the only
way to do this is find a projectile to throw.
It’s often challenging to figure out how to complete a stage, but this sometimes becomes unnecessarily hard due to enemy placement. In some levels the only way
to kill the enemies is to use the bouncy ball, which is also used to solve some
puzzles; since it breaks weak blocks. Astonishingly this means that in some
stages the player has a choice between being unable to finish a stage (caused
by using the puzzle solution to kill a foe) or facing certain death (caused by
saving your defensive weapon to solve the puzzles).
Ironically though,
on some stages death is worth seeking out as there seemingly is no other way to
restart a level. Like sand trickling through an egg timer, from the second the
stage begins the rats start their predetermined march. Far too many times they
will blindly stroll en-mass into a section of the map where it is impossible to
retrieve them using the blocks available at that time. I understand that in theory
this puts a time pressure on a stage, making the pursuit of a solution more
frantic and exciting. But the penalty for not being quick enough is too severe.
Each time you have to purposely kill yourself to restart an un-finishable
level you lose a life of which you have a finite amount. Run out of lives and
you have to return to the beginning of the current world, not the beginning of
the current stage. Essentially this could mean that not realising what you need
to do quickly enough can result in you loosing an hour of game progression.
Finding
this solution is very rarely a simple task as the levels of 'Krusty’s Super Fun
house' actually quickly become pretty sizeable. Pipes lead off in complex and
confusing ways and each of these have to be quite carefully traced out to
understand what is required in each stage. This is made even more complicated
when numerous identical pipes mingle and meander together. I was under the
impression that the challenge of this game is meant to be how best to use the objects
in a level to dispose of the rats. In reality though most puzzling thing is trying
to see exactly what makes up the level in the first place, all the time hoping
that your rats haven’t walked to a point in a stage where they are trapped.
Being penalised for lacking skill is of course
fine. Being penalised for a level being so confusing that the objective (or the
process needed to achieve it) is unclear, feels ridiculous and frustrating.
What’s most annoying is that this central
(almost game breaking) problem could so easily be solved with a level map,
ideally one that showed where each rat currently is. Even one that is revealed
as you explore a level would have made the game a whole lot more fun and less
irritating to play. As a player you would become perplexed by a stage, rather
than irritated by it. This would rid the need to do explore the environment and
gauge the lay of the land and the aforementioned need to restart a level for
not being quick enough would certainly be less frequent.
It’s a slightly
obtuse game, stubbornly sticking with ideas that just make the game less fun.
If the aim of each level is to dispose of rats, why when they are all taken
care of must you hunt down every last bonus before the game considers the stage
complete? Of course dying during this hunt for point adding bonuses will mean
the level resets, even though you have completed what is considered to be the
objective. Even after you have found all these unnecessary bonuses just returning
to the level entrance to escape can prove frustratingly dangerous. No game
should ever punish you for attempting to return to the hub world especially
when the primary and arbitrary goals are met and the stage is technically
already completed.
Annoyingly, you can’t speed up the rats in anyway, so a proportion of
play time is spent just watching them casually stroll. Additionally there is no
way of clustering them, so often many things will have to be repeated as each
rat meets a junction on their long walk to certain death. Though the central premise is a good one, these
niggles that litter the game just lets it all down.
Despite all this
abundant negativity, I did actually enjoy the game, but it became tiresome much
quicker than it should have. With passwords only given at the end of each
world, I found myself playing many stages with gritted teeth; frustrated by the game's flaws but unwilling to
quit as that would mean losing the progress I had made so far in that world.
Playing on an emulator with its “save states” does avoid this problem, and
playing the game in small play sessions certainly makes it more palatable.
In a frustrating game, the most frustrating
thing though is just how close to being great it is. If the original Rat Trap
had been actually played by anyone prior to being re-purposed as a Simpsons
game, perhaps they would have realised the need for a map is much greater than
a need for it to carry the faces of Homer and his family. A sprite swap may
make a game more marketable, but it does not make a game intrinsically any
better.
Where did I get this game from?
I thought the time
of getting Snes games for Christmas were behind me, but December 25th
2013 proved me wrong. I have a family who are supportive of so much I do, and
this little blog is no exception. I was given this game in great condition by
my brother as a gift. He smiled as gave it, “I think we always wanted this but
never got the chance to play it”.
I just wish I enjoyed it more, but there are
many more Christmases coming for him to surprise me! It’s weird that even a
mediocre game like this one suddenly becomes so much more significant to you
when the process of its acquisition has such nice memories attached. It may not be my favourite game, but for this
reason there’s no way I would be parted from it!
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