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Web Animation / Kaizo Trap

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Title card for the YouTube video

The concept of a game sucking players in is nothing new, but what if that game were a Platform Hell sort, a la Kaizo Mario World? This is the challenge ahead of an unnamed heroine who ventures through (and dies to) numerous obstacles and is bombarded in every way possible with a barrage of threats in order to save her partner, who was sucked into the game itself and is being held captive by the console.

Named after the trope of the same name, Kaizo Trap is a 2015 web animation by Guy Collins, with music by Leslie Wai. It is a loving tribute to platform hell games, of which Collins is an avid player himself. It is also, however, a sort of game in and of itself, as Guy created five endings for it, and it's up to the viewer to find them all. (Sadly the game no longer works; see the Technology Marches On entry below.)


Kaizo Trap provides examples of the following tropes:

  • Action Girl: The main character, going through platform hell to save the love of her life.
  • Adult Fear: Someone you love and deeply care about has been kidnapped from you, and the only way you can rescue them is by traversing a dangerous land. Also, you know that you will die. A lot. All because you wanted them to be happy.
  • All Just a Dream: The first ending has the two partners waking up in front of the TV as though nothing happened. Although the room itself is damaged for reasons unknown, although it's somewhat implied that they wake up years later. It's played more straight in the true ending, where the guy wakes up in front of the TV as if from a nightmare.
  • Art Shift: Inside the game, both human characters have more compact designs, and there is a subtle pixelation that runs throughout the entire world. This is also the style used for the credits in the second alternate ending.
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  • Beam Spam: Both final bosses use this.
  • Bear Trap: One kills the heroine in the first death montage, taking off the top of her head when she lands in it.
  • Cool Code of Source: Entering and exiting the game flies the player past a wall of programming code, and there are other instances where it is visible, most notably in the glitching effects as well as in the alternate endings.
  • Determinator: The main character dies many, many times in order to reach her partner, only to be sent to the Continue screen instantly. The choice to keep pushing forward is a quick and easy one.
  • Everything Is Trying to Kill You: Given the amount of deaths shown in montage, it's safe to say that everything HAS killed her, yet she keeps pushing forward.
  • Evil Is Not Well-Lit: When the game is booted up, all the lights in the house shut off; this leaves only the glow of the television, which sucks both occupants in.
  • Evil Twin: The game creates a shadow version of the heroine's partner, all black with glowing red eyes and the ability to shoot powerful laser beams. She fails once to beat him, but returns and restores him back to normal. In the alternate endings, however, he comes Back from the Dead.
  • Frictionless Reentry: Averted. A ball of flame surrounds the heroine as she falls into the game, but it doesn't hurt her.
  • Freeze-Frame Bonus:
    • When the man boots up the game system, you get a glimpse of the final boss's eyes on the television just before the camera cuts away.
    • The location of the first annotation leading to the hidden endings is given away in the instruction manual.
    • As the heroine is boosted up to face her shadow partner, she passes by two signs that detail speed running rules for this game.
      No Save Scumming
      No Slow Motion
      No Frame Advance
      No Rewind
      No Memory Display
      No Code Injection
      No Pause
      No Hope
      No End
    • After the heroine chooses to continue the game instead of quitting, there is a montage of her running through the game again. At the end of each scene, however, she is depicted in a scenario that will inevitably lead to her death (being surrounded by cats, about to fall into lava, standing underneath falling rocks without enough time to move away).
    • While leaping onto a platform during the final boss fight, the silhouette of the man can be seen executing the same moves as the heroine a fraction of a second before she does.
  • Funny Background Event: The paintings in the living room: on the left, it shows the infamous Kaizo Trap itself, while on the right it shows the two 'Continue' doors.
  • Game Over: Appears at the end of each of the video's endings, with the score reading "0" for the main video and "5" for the final ending.
  • Glowing Eyes of Doom: All of this applies to the shadow counterpart of the love interest.
  • The Goomba: Snail enemies are the most common, though their design is more based off of the turtles in Mario; stomping them results in their retracting back into their shell, which can be picked up, thrown, etc.
  • Goomba Springboard: Used frequently.
  • Gratuitous Japanese: Given the roots of Platform Hell, this is a given. Japanese text appears numerous times throughout the short, including in a portrait in the home.
  • Guide Dang It!: A Nintendo-style instruction manual follows the heroine into the game, but she's baffled by the instructions (which are clearly written for a controller).
  • Hand Blast: The Shadow Partner has this ability.
  • Haunted Technology: The Kaizo Trap system's nature is never explained, but given that it has the ability to suck humans into itself, we can assume that it is equipped with some form of supernatural power.
  • Holding Hands: The heroine leads the way out with her partner as the game world collapses, mostly because he's too weak to fend for himself.
  • Human Resources: The Kaizo Trap system appears to be using the partner for this in some capacity, as the final battle has him submerged in fluid with numerous cables plugged directly into his body.
  • Invisible Block: One appears during the first kill montage.
  • Jump Physics:A number of techniques are outlined in the instruction manual, such as the Wall Jump, Double Jump, and Long Jump. Falling Damage does not occur, however.
  • Kill It with Fire: One of the many obstacles the heroine needs to dodge.
  • Kill Screen: The glitches that occur when the imprisoned love interest is removed from the system strongly resemble that of a kill screen.
  • Lethal Lava Land: One of the worlds.
  • Matrix Raining Code: A bit is visible before the heroine ascends to face the final boss.
  • Meaningful Background Event: The key the main heroine uses to escape the game appears very briefly in the industrial level, just before she meets her partner's evil version.
  • Mecha-Mooks: All the enemies inside the game appear to be robotic.
  • Multiple Endings: There is a hidden annotation in the main video, and one can use it to find five hidden endings.
  • Nintendo Hard: The game itself.
  • No OSHA Compliance: The Factory level.
  • One-Hit Kill: The heroine. From everything.
  • Patchwork Map: The video game world is a bunch of different biomes crowded together on a small planet, with a giant mountain complete with evil headquarters overshadowing the whole thing.
  • Pink Girl, Blue Boy: The heroine and her love interest.
  • Power of the Void: After the Kaizo Trap is defeated, it turns into a singularity which starts to suck in everything in the world.
  • Red Pill, Blue Pill: The continue screen. The "Yes" door is red and leads back into the game, continuing the dangerous journey. The "No" door is blue and leads back home, where the journey ends.
  • Save Scumming: Referenced as not allowed in a hidden disclaimer.
  • Steam Vent Obstacle: Occurs with fire instead of steam.
  • Supervillain Lair: Where the boss fight is held.
  • Take My Hand: A somewhat inverted example; as the two humans are leaving the game, the man's grip starts to weaken just before they make it out together.
  • Technology Marches On: Due to YouTube completely removing their annotation feature, the game portion of Kaizo Trap no longer functions, as it relied on clickable links overlaid on the video. All the secret endings are still out there, if you know where to look, but the game as it was designed can no longer be experienced. You'll have to settle for a wiki explanation of it all.
  • Temporary Platform: Numerous examples.
  • The Walls Are Closing In: ...with saws.
  • Time-Compression Montage: The number of deaths the heroine suffers in order to beat the game composes a large montage, as well as a smaller one just before her final fight against her partner's evil side. The first ending implies that it took her months or even years to beat the game, as the house is ransacked, graffitied, and in a terrible state of disrepair when they come back. The second ending nullifies this, however, by implying Narnia Time.
  • Title Drop: The game system is named the "Kaizo Trap."
  • Trailers Always Lie: The trailer for the animation depicts the man running through the game, and the rest of the footage is edited to make it appear that it's the woman who gets captured.
  • Trial-and-Error Gameplay: The game itself.
  • Video-Game Lives: There are none depicted in the game itself, but it is implied that the heroine runs out of lives after reaching her Shadow Partner for the first time.
  • Win to Exit: The game, but not for the heroine. After losing to her Shadow Partner, she is presented with a "Continue" screen; "Yes" leads to the first level, and "No" leads back to her living room; however, this means she would have to leave her lover behind. She chooses to keep fighting.

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