The Great Circus Mystery Starring Mickey & Minnie (SNES and Genesis Reviews)

I’m going to do the SNES game, then the Genesis one. Can you tell I wrote the full SNES review before I touched the Genesis version?

The Great Circus Mystery Starring Mickey & Minnie
aka Disney’s Magical Quest 2 Starring Mickey & Minnie
Platform: Super Nintendo Entertainment System
Released October, 1994
Developed Capcom
Re-Released for the Game Boy Advance July 18, 2003
No Modern Release

Well, it looks good. I guess.

If I didn’t know better, I’d guess that the second game in the Magical Quest trilogy was made up entirely of ideas, levels, and costumes rejected from the first game for being too boring. Mind you, for all the whining I did with my review of the first Magical Quest, I also said in no uncertain terms I thought it was “one of the better SNES mascot platformers.” So, what happened to this piece of crap? How’s this for a bonkers conspiracy theory: I think they dropped the “Magical Quest” name from the US version of the game and changed it to the Great Circus Mystery (despite having only ONE LEVEL related to the circus) because Capcom’s US branch recognized what an absolute failure the sequel is. Folks, this is a TERRIBLE game.

What a strange name. “The Great Circus Mystery” when none of the enemies outside of the first area, none of the costumes, NOTHING is circus themed. It’s not even a well done circus themed level, either. It’s entirely superficial.

The core pick-up-and-throw gameplay returns for the sequel with basically no changes, so the new content is entirely based around the three new costumes. The first one is a vacuum cleaner, which is basically the fireman’s suit from the first game in reverse. It’s easily the most satisfying costume in the game as well, but even it’s boring. Instead of sucking up enemies which can then be shot, it eats the enemies and poops out coins, and it does it in a way where the coins go FLYING behind you so you have to scramble to get them. How stupid. A couple bosses are fought using the vacuum gun, and while I think all the bosses are, simply put, boring, the least boring ones usually involve the vacuum. There’s also some very limited (and entirely optional) platforming bits that require you to use the vacuum to pull a block closer. As in, I did it exactly twice, back-to-back. That tracks with the unimaginative level design in general. The only costume that gets extended use for platforming is the explorer costume, which is basically Mickey with a hook. It’s used for swinging off pegs, scaling walls, and occasionally sliding down vines. That doesn’t sound TOO bad, right?

Behold, the best part of the entire game. This is like a better version of Super Castlevania IV‘s rotating room. It lasts under a minute. So, the sum total of the entire game’s entertainment value is maybe 45 seconds of someone else’s idea made marginally better. Being a Mode 7 segment, this room is not in the Sega Genesis build.

Even the explorer costume is as boring as possible. First off, there’s NO offense with this thing besides enemies who can be jumped on. You can’t even pick up a downed enemy and throw them with this costume, nor can you pick up any blocks at all while wearing it. Because there’s a huge delay when you’re swapping costumes, this costume alone causes a much slower pace than the previous Magical Quest game. The level design that takes advantage of it isn’t much better. In the first stage based around the explorer costume, there’s an extended section where you have to climb up trees. As if to really stress how much contempt the designers of this game had for players, the things you’re waiting on are actual snails that move as fast as you would expect, which is so goddamed slow that I wanted to throw my controller through the screen.

Platforming done at a literal snail’s pace.

The third costume is one of the worst power-ups I’ve ever countered. It’s “Cowboy Mickey” which sees Mickey bouncing up and down on a hobby horse. All movement with this is bounce-based, and it’s SO inelegant. If you want to jump higher, which is the theoretical advantage of this costume, you have to time it based on when the up-and-down hopping is currently down. Since the hopping is so quick, it’s really not easy to actually jump or do anything with this costume. It also shoots, but not straight in front of you. The corks you shoot are a little bit high and then arc slowly. It’s literally custom designed to be hard to shoot anything with, and when games do that, that’s not really a challenge. That’s just being trollish. It also has a dash move, but that seems like a hold-over from the Genesis game, as there’s no place where it was useful in the SNES game. The poor controls with the cowboy suit make it one of the most unresponsive, unintuitive gimmicks in any platforming game. The whole idea should have been killed on the drawing board. It should NEVER have made it to the finished game.

Imagine if you could only jump randomly 1 out of every 3 times you pressed the button. That’s sort of what using the cowboy costume is like.

I wasn’t doing a comedy bit in the first paragraph. I genuinely think Great Circus Mystery is composed entirely of concepts rejected for the original game. There is just no way that everything sucks as much as it does. The first game was too well made. Hell, even the bosses fail. They’re a total slog, all taking too many hits to kill without changing up their attack patterns. “Why be four hits to kill when it can be six? Why six when it can be eight or more?” Well, because if you’re not throwing more twists into the fight, you’re really just making the bosses an endurance test, right? And it’s really not helped by the fact that the collision detection this time around is really bad. There were multiple points in the swimming stage where I used rewind just to search for the thing that damaged me. The closest enemies were so far above my sprite that I couldn’t believe that it was the cause, but it must have been unless you just randomly take damage while swimming. Look at this. The answer seems to be “the jellyfish” but you’ll note that it’s not even a little close to me.

UPDATE: Actually, you have to breathe air underwater via bubbles. They just forgot to have an air meter, which I assume was an oversight since the sequel has such a meter. Every time I took damage, it was close to an enemy, and since the collision is bad outside the water, I just assumed the damage was caused by the enemies since there was no indication on-screen that this was one of those “need to breathe” games.

Non-swimming collision is never THAT bad, but it’s never consistent. Some enemies are 1-to-1, but others aren’t. Most of the boss attacks sure aren’t. With the SNES version of Magical Quest 2, you can’t ever really use the sprites to suss out the safe distance. By this point in the SNES’ lifecycle, anything but 1-to-1 sprite collision is lazy and unacceptable. Every single boss had at least one moment where I had to jump over something and my sprite clearly, unambiguously missed the danger sprite with a full character length between us and I still took damage. NOTHING in gaming breaks immersion quite like bad collision detection, and it was the final straw that ruined Magical Quest 2 for me. Look how much clearance I had over the thing the boss is throwing at me here:

The whole game is like that, but the bosses are where it’s the most damning. Bosses are like double-or-nothing for mediocre platformers. Really good boss fights can absolutely turn a meh game into a decent one, but bad ones can confirm it as an all-time stinker. The Great Circus Mystery’s bosses do the latter. You know, there’s a third Magical Quest game that remained a Super Famicom exclusive until the Game Boy Advance re-releases in the mid 2000s. I’m starting to figure out why that never came out in America. The Great Circus Mystery killed the franchise, dead. I have no idea what the contemporary critical reception was to this, but I genuinely feel this is one of the worst sequels I’ve ever played and I can’t imagine what a let-down this must have been for kids of that era. It’s REALLY bad. The levels are dull and lacking in memorable set-pieces. The combat is dull. That cowboy costume is genuinely embarrassing, and hell, I even think the graphics are pretty lackluster. And now I know what the great mystery REALLY is: why this wasn’t cancelled before release.
Verdict: NO!
No, I didn’t play this co-op. Absolutely nothing I said above would be fixed by having a second player suffer with me.

The Great Circus Mystery
aka Mickey to Minnie: Magical Adventure 2

Platform: Sega Genesis
Released June 2, 1994
Developed by Capcom
NEVER BEEN RE-RELEASED

For Sega Genesis fans, the collision detection in the Genny version of Great Circus Mystery is VASTLY improved. It doesn’t make it a YES! game. The costumes, level design, and spongy bosses are all still so terribly boring. But, my final big complaint was fixed in this version. If you only play one version of Magical Quest 2, fire up the Genny version. It’s MUCH improved and rises to the level of a standard boring platformer.

I wasn’t originally going to do this review, but right before publishing, curiosity got the better of me, and then I saw that the Sega Genesis game released before the Super NES game did. Hmm, I thought. I think I figured out what happened with the SNES game. Funny enough, I think it’s the same thing that happened to another Mickey Mouse game, Mickey Mania. I think the developers built a Sega Genesis game that they then had to port to the SNES. The collision detection for Mickey Mania was historically awful on the SNES. It was almost a non-issue on the Sega CD build that I played. In the case of Mickey Mania, it led to a split-decision, with the Sega CD build coasting to a YES! and the Super NES getting the NO! hammer dropped on it. Well, Great Circus Mystery is now the second Nintendo versus Sega game starring Mickey Mouse where the Sega version is better based on collision detection. Remember this?

Here’s the same boss on the Genesis, doing the same attack. Look where I am.

I’m LITERALLY TOUCHING THE SPRITE and I’m not taking damage. While it makes a monumental difference in terms of playability, it was also never Great Circus Mystery’s biggest problem. The levels are largely the same, with the only noticeable difference being the lack of the rotating room. No Mode 7 on the Genny, so they couldn’t do it. That’s where the cowboy dash move comes in. Like with the vacuum’s ability to draw blocks closer to you, they created a couple situations where it’s necessary to use it to justify its existence.

Right here. You have to hold the fire button down, which means shooting a bullet in order to perform this

The Great Circus Mystery on the Sega Genesis at least rises to the level of competently boring. I totally stand by my theory that this game is made entirely out of ideas for the original game that were shot down. The best costume in Magical Quest 2 is worse than the worst costume in Magical Quest 1. The weakest level in that original game is also better than this one’s strongest level. There is NOTHING memorable here. It’s so paint-by-numbers basic and predictable. I assume it was done that way to accommodate co-op gameplay that nobody asked for. Technically, the level design is microscopically worse on the Genesis. At least the SNES game had a forty-five second segment that outclassed one of Super Castlevania IV’s most memorable sequences. The Genesis version doesn’t even have that going for it. Meanwhile, a couple of the bosses on the Genesis game, even with better collision detection, last longer. Like this boss fight on the back of a dinosaur:

On the SNES, I could occasionally hit it twice a pass, which is nice because the bosses are so unbearably spongy that it sucks all the excitement out of the fight. On the Genesis, you’re limited to one shot per pass, which makes the fight drag on so much longer than any sense of fun lasts, then it keeps going until you actually regret turning the game on at all. None of the bosses are memorable in the least bit. The first game had a giant Pete Spider. In the sequel, the final boss is a giant, generic looking Pete Dragon. Not Pete’s Dragon. That would be lame as f*ck too, but not as lame as it turned out. I’m just in a state of shock over here because the original game was such a quality title that absolutely did not get the most out of the costumes it had. They could have done more levels with THOSE and ended up with a better game than this. While I give the nod to the Genesis version, it still really does nothing right. Ease back on the sponginess of the bosses and the levels are still bland. Make better use of the costumes and they would still be uninspired. Magical Quest 2 feels like a sequel they didn’t want to make. Nothing more than an arbitrary +1 for the release schedule. Magical Quest deserved a better sequel.
Verdict: NO!

(SNES Version) This DOES NOT pull off the “use background sprites to create the illusion of the boss being bigger than it actually is” trick. That’s actually laughably pathetic. What a farce of a game.

The Magical Quest Starring Mickey Mouse (SNES Review)

Magical Quest Starring Mickey Mouse
Platform: Super Nintendo Entertainment System
Released November 20, 1992
Directed by Yoshinori Takenaka
Developed by Capcom
Re-Released for the Game Boy Advance in 2002
No Modern Release

If any platformer deserves the title “whimsical” it’s this one. Like, you pick up these cherry tomatoes and you expect them to be throwing weapons. Nope. Helicopters. Cute.

When I started doing Disney reviews last year, one of the games that came up the most was Magical Quest. “You’re gonna do it, right?” The thing is, this is actually one of the few “retro” games I had during my childhood. I had it for the Game Boy Advance. Back then, I liked it fine! It was short and it often lost its boldness, but, you know, it’s fine! Then I played it in 2021, and it was, you know, fine! And then I just played it again before I started typing this and it was, you know, fine! And now I find myself staring at my monitor wondering if I’ve made the right decision on what game to review. I really only chose this because I’m starting yet another Disney marathon and I knew I could run through it really quickly to kick off the marathon. Now that I examine these games in detail, what bothers me about Magical Quest is that it feels like every cool idea is just getting the surface scratched.

Well, this pic turned out good. “No, not the touch of death!” Or maybe Mickey is telling him off. When you tell someone off, you must jab your finger in their face for emphasis. It’s tradition. And he’s calling him “bub” for sure. Again, tradition.

The idea is that you gain three costumes along the game’s meager six worlds that give Mickey different abilities. The magician costume is just your traditional projectile, but it also can bring a magic carpet to life. So, that’s something. It’s the other two costumes that I care about. The fireman costume has an entire stage built around it that’s among the most clever fire levels in gaming history. Various platforms are constantly catching fire and you’re forced to douse them with your hose before using them. As short as Magical Quest is, you can tell a big reason for that is they put a lot of fine-tuning into the set-pieces. The timing for all the fire-based stuff is spot-on. But then it’s taken a step further when you have to use the fire hose to shove crushing blocks out of their current position so that you can use them as a platform. That’s neat! That whole fire stage is one of the best platforming levels in gaming history. We’re talking about one of the most common genre clichés in an over thirty year old game somehow still feeling fresh. That’s a big achievement. So, why doesn’t Magical Quest as a whole feel along the same lines?

Excellent boss fight for that level too. Actually, all the bosses are pretty good.

The mountain climbing gear feels almost like it was made for a Bionic Commando game. It’s my favorite costume to use, and also the costume that gets underutilized. The level for it goes really quickly, and then it’s not really useful again. It’s such a let-down because it’s a blast to use. Grappling hooks are rarely as intuitive or enjoyable as they are in Magical Quest. But the consequence of that awesomeness is that there’s absolutely no challenge to the stage. It doesn’t even qualify as “clever” because it feels like you’re largely circumventing much of it. Now granted, I’ve played this game enough to know that I can just bypass most of the enemies, but if I recall, I did that as a kid too. Then the final level really doesn’t do any big set pieces for the climbing outfit. It’s the best part of the game, but it feels like they didn’t know what to do with it, and you don’t expect that from Capcom.

The final level having fake-out doors where you have to replay the mini-bosses is a dumb idea. Either do a boss rush or don’t. If you’re going to do it the way Magical Quest does, where the wrong doors lead to mini-boss fights, at the very least cut their damage by half.

And I really don’t want to use the excuse “well, it’s a children’s game” for why I feel Magical Quest underutilized some of its concepts. I think it’s safe to say the SNES Aladdin is aimed at a younger audience, but it’s still one of the best platformers on a system largely defined by platformers. I think that was on the table for Magical Quest. The engine they built here was so solid that Capcom was able to pull two sequels out of it. As I prepare to kick-off yet another Disney marathon that will include the whole trilogy (it didn’t, but I will get to it in 2025), I wonder if I’m going to ultimately wish that the three Magical Quest games were combined into one. I don’t know what to expect! I’ve not played the other two. All I know is, unlike Aladdin, I don’t feel like they squeezed the maximum potential out of this engine. By time Aladdin’s credits rolled, I really think they had arranged every combination of platforms and acrobatics possible without feeling repetitive. That’s not remotely the case for Magical Quest. When the credits rolled, I just got this weird “were they crunched for time?” vibe.

A lot of would-be set pieces just plain don’t work. Like these things, or rolling down hills on apples, where you don’t really “bind” to the moving objects and they’re often not necessary towards making progress anyway.

Mind you, for all my complaining, I really do think that Magical Quest is one of the better SNES mascot platformers. Memorable set-pieces, excellent play control, and a frisky pace that really never lets up makes this one of the best children’s games on the SNES. While I could do without the mini-bosses, the end of stage bosses are all fun to do battle with. If I have to complain outside of my whining about how subdued all the gimmicks but the fire suit are, I’d say that this is that rare game where it’s the normal baddies that are unmemorable and underwhelming. They often feel like they’re only there because they need to be. None are memorable. None are cleverly used. I get the sense that Magical Quest was rushed through development in order to have a big children’s game the year after the SNES launched in North America. It really speaks to how well-oiled the Capcom machine was that they could come up with a totally solid game like this. I just think it’s a little overrated. Magical Quest is really good. It ain’t great. Fingers crossed for the sequels, but as for the original, hey Mickey, you’re so fine, but you absolutely DO NOT blow my mind.
Verdict: YES!
Hey Mickey! Clap clap clap. Hey Mickey! Clap clap clap.