PLASMAAA! Playing Through The Ganbare Goemon Series

Galactica Oblivion

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As a kid, one of my favorite games was Mystical Ninja 64. I was always disappointed it was never re-released officially on any of Nintendo's services, so when I got a gaming PC emulating it was a top priority...and in the process seeing a bulk of the franchise has been translated I decided to check out the bulk of the series offerings!

Let's Go! Goemon 2: Very Strange General McGuiness - Complete

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In which you do battle against a weeaboo Hulk Hogan

Of all the Goemon games I've played, this is the straightest "no thrills" platformer I've experienced. There's the usual town areas where you can walk around and buy items, but otherwise it's mostly pure platforming with a pretty linear progression. I recall there's about one level with a "hidden" exit, that I found without issue, and there's some minigames you can play that unlock a hidden bonus level (I didn't do it but I need to go back and try it), but it's mostly pretty easy to figure out how to progress and thus one of the easier titles to complete even before it was translated.

The big addition to this game is the first playable (I believe) appearance of Sasuke, the mechanical ninja and later Yu-Gi-Oh card. No Yae outside cameos. In addition to Goemon and Ebisumaru, you can choose him whenever starting up your file but to switch characters you have to reset the game each time. Each character has a starting amount of money they begin with upon each session, that seems to reset whenever you reset the game, get a Game Over, or clear a boss, or that's what I recall---using ryo to buy items is a big part of the Goemon games but I found myself kind of overlooking. Each character has a few minor differences in movement speed and the way they attack, but I mostly played as Goemon to get the purest experience as he seemed who the levels were probably designed around, just trying out the other two for a bit. Ebisu is slow and can't jump but I think takes slightly less damage, while Sasuke moves very fast and probably makes a lot of the platforming easier. It honestly felt like most jumps as Goemon just barely made it.

Oh there's also little Ride Armor parts like in Mega Man X and little vehicles here and there, but it's sort of a small part of the game not worth really remembering.

I would say the game isn't too hard due to the fact you can grind for additional health items, and the continue system is pretty lenient---you can exit out to buy items, or even get a Game Over, and pick right back up where you left off at checkpoints. Some later areas require you to redo segments before getting a chance to fight a tough boss, but this is a pretty approachable Goemon game outside the final boss which I found to be absolutely infuriating and relying on redirecting their projectiles in a way that felt obtuse and finnicky. The platforming again is kind of tight with Goemon as the standard, and the autoscroller levels can be demanding, but there's not too many extremely difficult parts. The game does seem to like to sort of surprise you with an end level trap to throw you off, though, and also the enemies are pretty unrelenting and spawn quickly when they go offscreen. You gotta really be constantly attacking as you move.

This game also introduces the now iconic Impact boss fights, a visual treat but in most cases kind of frustrating and difficult---I had to retry them multiple times. Before each Impact fight there's a little action stage that allows you to build up ryo, the currency of Goemon which also doubles as energy for projectile attacks for both the characters and Impact, and health energy for the fight. If you lose against the Impact boss, you need to redo the action segment to go into the fight with enough ammo and energy or else you'll be in for a rough time. In this game you lose energy even if you're not being attacked.

Overall I'd say this is a very solid platformer, and one of two styles the bulk of future Goemon games seem to take after. Graphics are extremely bright and colorful.
 

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Glad your also into the Ganbare Goemon series,its one of my Fav Konami IPs next to the Bomberman series,my first introduction to the series was Legend of the Mystical Ninja (Super Nintendo),which was originally released in Japan as Ganbare Goemon 1: Yukihime Kyuushutsu Emaki,than After that,I played Mystical Ninja 64: Starring Goemon (Nintendo 64),which that one was released in japan as Ganbare Goemon: Neo Momoyama Bakufu no Odori (Go for it, Goemon: Dance of the Neo Peach Mountain Shoguns") than after that,I played "Goemon's Great Adventure" and eventually my cousin introduced me to emulation in 1999,and i eventually got a chance to check out the Super Famicom sequels that never left japan,which Ganbare Goemon 2 and Ganbare Goemon 3 being my favs ^^
 

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Let's Go! Goemon 3: Shishi Jūrokubē's Mechanical Manji Hold - Complete
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In which the gang copies Zelda

Probably the most ambitious Goemon titles there is, and arguably one of the most important game in the series---this basically feels like Konami's attempt at creating a Link to the Past and Super Metroid 16-bit masterpiece, though they kind of fall short due to my understanding going over budget and development time.

It's also basically what Mystical Ninja 64 takes after most, as a lot of elements of it originated here. Goemon, Ebisumaru, Sasuke, and now Yae are all playable, and can be switched on the fly at any time. They each have unique weapons and abilities that you'll gain as you progress, such as Goemon's hookshot chain pipe, Ebisumaru's shrinking, and Yae's mermaid skills. There's a lengthy Link to the Past-style overworld you explore between larger side-view dungeon areas reminiscent of Super Metroid, collecting Fortune Dolls to expand your health. This is also where, like Mystical Ninja 64, the in-game laugh track appears punctuating the game's countless "comedic" moments---most of which actually did land for me. All in all, playing this game after growing up with Mystical Ninja 64 you really see where that game got its style from.

One element that doesn't pop up in Mystical Ninja 64 is the sort of "fifth character", a mecha walker that any character can ride in which has a powerful punch, boost, and elemental abilities that can be unlocked via Metroid-style terminals. There's even a few Mode 7 moments where you ride them as you escape an enemy in the background. I personally think the Walker, unfortunately, slows the game down a bit as it's clunkier to move around in than your characters (especially the quick footed Sasuke), but often you'll need to go back and grab it, or call it up at a Travel Agency in town, when you need it. Thankfully the dungeons have a transporter placed whenever you need it, but it still feels to me in the end sort of an element that slows down the game.

Overworld exploration is not as deep as Link to the Past, as everything is approached in a set order mostly, but there's a decent amount of little secrets to be found and optional power ups---I found myself having to consult the in-game fortune teller a few times due to unclear directions, mostly due to some power ups sort of overlapping that it wasn't clear if a new power up solved a pre-existing puzzle. There's a lengthy item trading quest required to beat the game, but that I actually figured out as I played meaning when I got to the end and was asked to complete it I only had a single step left. That's actually a rushed element of the game in a way, as the final three collectibles you had previously obtained in dungeons are given to you via quest---meaning the game sort of just ends if you'd been doing it already with no final dungeon, and just three pretty underwhelming fights.

The dungeons are the meat of the game. They're more Metroid than Zelda, though, lot of verticality, and viewed from a side angle. There's not a lot of actual puzzles, but rather figuring out which rooms to go in which order. Often, I found myself traversing a particularly frustrating room, only to realize I didn't have a key and having to backtrack and do the room again. The bane of my existence in this game was the vertical rooms which required tricky platforming and dodging enemies, where one wrong step can send you plummeting to the bottom. Some of the dungeons really overstay their welcome, and getting a Game Over means restarting them from scratch---which happened to me twice, and would've happened more times but I decided after clearing a dungeon it was ok to use a save state for the boss.

Speaking of bosses, and enemies, you have way more health in this game than 2 and can gain more and more, but the enemies come at you pretty relentlessly---again respawning quickly---which I don't think works that well with a more exploration based game like this. The overworld enemies are similarly frustrating, and I found myself sort of powering through them instead of taking the time to fight them. 2's enemies never dropped health, they do here, but rarely so I died quite a bit in each dungeon leaving me with barely any health by the Boss. I definitely would say invest in healing items and extra lives before each Dungeon. I found the Bosses a little frustrating, taking a lot of hits and also lacking a health bar unlike 2's, which I personally don't like as it makes the fights feel drawn out and takes away the player being able to make informed decisions on what hits to take based on how much health the enemy has.

Another sign of the game's rushed development is a few Dungeons give you a map as you enter, but then immediately go to a Boss---I admit after some of the frustration with the Dungeons I didn't mind this, but it is weird. There's no final dungeon either.

Oh, Impact fights return. They mostly play the same, but the action stage before each fight is now a slower paced "beat-em-up" over the second game's quicker sort of shoot-em-up. I don't really know how to describe them. The action stage is kind of tedious, but the actual fights---except for the final one---are far easier. I cleared all of them except the final one with ease. This game also kind of uses the Impact fights as the final challenge, with one underwhelming regular boss fight between, which kind of feels makes the Fortune Dolls pointless if there's no big final battle to use the extra health with. This game does have a secret boss, but it's locked behind collecting all the (missable) Fortune Dolls.

This game clearly could've been a 10\10 classic, but is held back by frustrating dungeons and rushed development, but I do think this and 2 are "must plays" for those wishing to get into the Goemon series. It looks nice, is very ambitious, and overall has a great sense of humor and makes you love the Goemon gang by the end. They don't really have an official name, but I call them the G-Force after a later game uses that term for a similar group.
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Glad your also into the Ganbare Goemon series,its one of my Fav Konami IPs next to the Bomberman series,my first introduction to the series was Legend of the Mystical Ninja (Super Nintendo),which was originally released in Japan as Ganbare Goemon 1: Yukihime Kyuushutsu Emaki,than After that,I played Mystical Ninja 64: Starring Goemon (Nintendo 64),which that one was released in japan as Ganbare Goemon: Neo Momoyama Bakufu no Odori (Go for it, Goemon: Dance of the Neo Peach Mountain Shoguns") than after that,I played "Goemon's Great Adventure" and eventually my cousin introduced me to emulation in 1999,and i eventually got a chance to check out the Super Famicom sequels that never left japan,which Ganbare Goemon 2 and Ganbare Goemon 3 being my favs ^^

Though with Bomberman he's retroactively owned by Konami due to them buying out Hudson, but that's another series I'd like to check out more of---my only real exposure, much like Goemon, being the 64 titles.

I actually need to go back and play the first Super Famicom Goemon, since I believe there's a patch that restores the original character names and dialog. It feels vaguely racist the names they have them in the SNES release Kid Yin and Master Yang?

On that note is Goemon ever referred to as a ninja outside the localized titles? I guess he's a thief that's close enough, and there's plenty of ninja elements I think it works as a decent localization title, but I'm curious has a game ever called Goemon a ninja?
 
I don't think the Games ever Actually called Goemon a Ninja,as that must have been a localized choice only.lol

Similiar to how in Culture Brain's Super Chinese Series (Little Ninja Brothers and its SNES FOllow-up Sequel Super Ninja Boy) which Jack and Ryu were only refered to as "Ninjas" in the localized versions of the games,but in the japanese versions "Super Chinese" they were originally Chinese/KUng Fu Fighters,hench why they're homeland is called "China Land"



so I think Goemon was always refered to as a Nobel theif in the japanese versions "Ganbare Goemon" since he's based off the japanese folklore Goemon.

and yes,there is actually a Fan English Translation Patch on this site for the First Super Famicom Ganbare Goemon game which Retranslates the entire game with a much more faithful English Translation following much closer to the japanese version,restoring alot of the missing content like the Riceballs and Restoring the characters names back to Goemon and Ebisumaru instead of those terrible generic named "Kid Ying and Dr Yang" lol


and yep,I was also introduced to the Bomberman games from the N64 TItles like Bomberman 64 and Bomberman Hero and Bomberman 64's direct sequel "Bomberman 64: The 2nd attack"
 
I remember my experience with the first SNES Mystical Ninja when I played it on the Wii VC was overwhelming difficulty that kind of made me anxious to go back
 
Ganbare Goemon/Legend of the Mystical Ninja is one of my favorite SNES games. I rented it a lot and played it with my friends and yet I've never beat it. I must rectify that one day. I also like the SNES sequels.
 

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