Sound
Ambience
The ambience is the foundation of the audio in games, and is important in creating a layered and believable environment within a game.
Travelling
Using MyNoise, I created an example of the kind of ambient noise that the player would hear while on the train:
I think that this version, having more bass, sounds more ominous. This would be good for when Maxi is being chased through a train by the police at the beginning of the game.
Music
Classic circus music, akin to ‘Entry of the Gladiators’ by Julius Fučík. This becomes quite chaotic and overwhelming when trying to concentrate.
Travelling
The music is much calmer and unobtrusive.
Set-Up
The music and sound is an important aspect of this mode of gameplay as the looping circus music will speed up and become more and more urgent as the timer runs out, it is more obstructive and distracting.
Like this video that I filmed of the Zippos Candyland Circus, I think that during the Set-Up and Performance, Mr. Beere would occasionally exclaim funny quips and introductions. Similarly to the video, it would be loud, bellowing and distracting, but he would also have quite a charismatic voice.
In the videos of Zippos Circus that I’ve included, you can also hear the crowd, which is an important aspect to isolate as I think it would be good to link to the applause meter, i.e. loud applause while there is a high score and booing with a low score:

