Ganbare Goemon: Kira-kira Douchuu - Boku ga Dancer ni Natta Wake

Ganbare Goemon: Kira-kira Douchuu - Boku ga Dancer ni Natta Wake

released on Dec 22, 1995

Ganbare Goemon: Kira-kira Douchuu - Boku ga Dancer ni Natta Wake

released on Dec 22, 1995

Fourth title in the Ganbare Goemon series of platform/adventure games which cast you as the heroic Goemon and his gang of wacky adventurers as he fights evil all over Japan. This sequel however, takes the action to outer space as the gang attempts to rescue Goemon Impact (Goemon's giant mecha) from a strange planet. The game is based around a stage-select hub from which you select which character you want to play as and then attempt to clear the game's many side scrolling stages in standard action platformer fashion, navigating the obstacles and defeating all enemies you run into with your weapons. Since each one of Goemon's allies got stranded on a different planet, you must take control of each one of them in order to clear the stages and recover the special ability unique to each character that must be later put to use to release Goemon Impact. As in other games of the series there are also loads of mini-games and unique gameplay sequences triggered in boss fights, bonus stages and special situations. These involve shooter sequences, racing & sport games and other assorted diversions.


Also in series

Mystical Ninja Starring Goemon
Mystical Ninja Starring Goemon
Ganbare Goemon: Uchuu Kaizoku Akogingu
Ganbare Goemon: Uchuu Kaizoku Akogingu
Soreyuke Ebisumaru: Karakuri Meiro - Kieta Goemon no Nazo
Soreyuke Ebisumaru: Karakuri Meiro - Kieta Goemon no Nazo
Ganbare Goemon 3: Shishijuurokubee no Karakuri Manjigatame
Ganbare Goemon 3: Shishijuurokubee no Karakuri Manjigatame
Ganbare Goemon 2: Kiteretsu Shogun McGuiness
Ganbare Goemon 2: Kiteretsu Shogun McGuiness

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Played the English Translation patch

The final main entry for Goemon's SNES adventures. It has it's own set of problems, but I enjoyed it alot more than Goemon 3.

Goemon 4 takes alot of pages from Goemon 2, reverting the game back to an action platformer whilst mixing in ideas that I liked from Goemon 3. The game is initially split into 4 worlds per character that can be played in any order, and as you progress, you eventually unlock the ability to swap between characters like Goemon 3, this is where Goemon 4 really cracks open where you can replay levels and access secrets and goodies with the unique abilities each character has. The music and presentation are great, the humor is fun, it felt great playing another action platforming Goemon game again. The levels were also imaginative as well with a surfing level and boxing arena.

Now the flaws, I feel like this game was definitely a bit overtuned with difficulty. Goemon 2, despite the difficulty spike the mecha fights brought, was still a fairly challenging game you can breeze through. Goemon 4 treads those similar beats, but litters itself with some beginner traps that may take you a few tries to eventually overcome the hurdle. It's not as punishing as Goemon 3 since they did bring back Goemon 2's handling of game overs, but it still makes Goemon 4 feel stingy when recovery items and cash are handed out pretty infrequently within the levels.

Bosses were handled in a real odd way. There's only really 2 traditional bosses while the rest opt for being minigames that end up replacing the mecha fights?? One is pretty much guesswork while 2 others are trial and error. They're not really fun, and it unfortunately adds to this game ending off on a bit of a whimper, comical ending aside.

Overall though, despite my issue with the difficulty and minigame emphasis, Goemon 4 was still pretty damn fun. Not as great as Goemon 2, but more enjoyable than 3 & 1.

Pretty fun but surprisingly brutal at some points and not extremely fair. The stages are fun for the most part and the Goemon wackiness and visuals are perhaps their best here than in any other Goemon game, but be prepared to put up with a bit of bullshit.

ミニゲームが非常に面白いのだけれど、本編にゴエモンインパクト戦がないのがちょっと残念。

In a remarkable twist, it turns out that every single non-main-game diversion this game has, every non-platforming segment, the mini-games, mech battles, town fetch quests, etc., is not fun. Literally every single mini-game here just grinds my ass, with nonsense-Tetris being easily the worst of the bunch and the robot rollerskating race a close runner-up, as playing that one actually hurt my hand. Certain in-game areas as well, such as out-swimming a big golf ball and floating down a spiky shaft on top of a soccer ball, can also go fuck themselves.

I’m glad the game at least does answer why someone becomes a dancer, though, and it’s not just a kooky random Japanese-ass title

Towns and overworld segments play less of or no role compared to 3, making the game more straightforward, which I like. Unfortunately, stages are much more generic, short, and there are just not that many. They might have a gimmick like riding a surfboard, a snowmobile, or being chased but those parts don't do much to change up the gameplay or to be interesting. Characters are split for most of the game with their own stages but most do little to work with their abilities, with some of their sections only having 3-4 stages where you will need to acquire their abilities from towns after 1-2 of those stages.

Horrible mech boss fights that are just minigames, including a terrible game of Tetris and one where you mash buttons to get a short peek at an object you have to guess correctly. While you don't spend too much time in towns or doing minigames (outside of boss fights) there are still a few time wasters like needing to deliver newspapers in time to the right people in town to get a weapon upgrade or being sent out to buy a set of ingredients to earn enough money to get past some random gate guard.

Better than the second but the third was probably the best on the SNES.

Screenshots: https://twitter.com/Legolas_Katarn/status/1368719461197357059