Krusty’s Super Funhouse
SEND IN THE CLOWNS
Nick revisits The Simpson’s puzzle game that had a very surprising secret
» SNES » ACCLAIM » 1992
it’s no secret that when it came to the console wars of the early Nineties, i was a child firmly in the Sega camp. As a result, my early SNES experiences were largely shaped by the buying choices of those around me – friends, cousins and the like. Krusty’s Fun House was a game I discovered through this limited method, as the Snes-owning friends nearest to my home only had four games. I’d already eliminated Super Mario World (not Sonic) and Super Ghouls ‘N Ghosts (too frustrating), and had The Legend Of Zelda: A Link To The Past eliminated for me (“It’s boring because there’s too much reading,” my woefully misguided friend explained). But everyone likes The Simpsons, and as I count as a subset of everyone, I thought I’d give Krusty a try.
Krusty’s Super Fun House is a weird game without context – I never knew what Krusty was doing catching rats, and I wasn’t aware of the Amiga original Rat Trap. It was an easy game to get into though, as I’ve always loved elaborate devices and this game encourages you to construct them in your pursuit of a rat-free building. Plus, after having my arse kicked up and down the street by Super Ghouls ‘N Ghosts, the more sedate pace of the game suited me quite nicely. I always wanted to get a copy for my own console, but never came across one before I moved on to other things. Maybe now’s the right time to do it.