Reviews from

in the past


The Legend of the Mystical Ninja is a charming and wacky SNES classic! Its mix of beat 'em up action, side-scrolling platforming, and absolutely off-the-wall Japanese humor make it stand out. The mini-games are a blast, especially with a friend in co-op mode. It's on the shorter side and some of the platforming can get frustratingly difficult, but if you're into retro games and quirky adventures, this one's a gem.

For a first entry this sure left a sour taste in my mouth, great presentation and very fun style, even better when you play the translation but good god if it isn't a mess of a game, weird hitbox (for both you and the enemies) sessions where you have to grind to progress (within a time limit mind you), at some point i ran out of time cuz i had to grind coin to progress and ended up having to re-do the entire level despite being 1 hit away from killing the boss.
may the blockbuster era of games die and be only remembered for its style and fun moments, because not everything was gold as everyone seems to say the last boss surprisingly is the easiest of all, you can just get in a corner and cheese him to death, so its both unfair and anticlimatically easy at the same time

pretty good start to the SFC goemon games, though I don't like how there's two parts in the game where you have to pay a sizable amount of ryo just to progress to the next area

Also known as Ganbare Goemon: Yukihime Kyūshutsu Emaki, this game is a wonderful delight for the SNES. The visuals, gameplay, and music all make for a fond memory I'll be glad to hold onto for rest of the year. Might have to make it a tradition to beat a Ganbare Goemon game every New Years Day.

I also enjoyed this game enough to replay the Japanese version of this game.

Another genre hybrid very early on in the SNES' lifespan, though a lot more subtle than ActRaiser. Each level consists of a beatemup section and a platforming section, the former also including some adventure game elements such as stores and townsfolk to interact with and sometimes minigames to play with them. It all comes together very nicely, with a lovely little soundtrack as the cherry on top that fits like a glove with the feudal Japan aesthetic going on here.

Very pleasant stuff all around. It does get pretty rough in the endgame as far as difficulty goes, and I had to use a guide somewhere in stage 8's overworld, but those aren't really enough to detract from the overall experience. There are of course bigger highlights in the decade-spanning SNES catalogue, but this one makes for a great playthrough if you're looking for something on the quainter side.


Played the retranslation patch.

This game is a short and solid time that's a bit mean and oddly grindy in two instances which broke the flow for me. Some bosses were also a bit tough mainly due to how precise some maneuvers are to avoid them despite the game not having the movement to back up that precision too much.

It's a solid enough start to Goemon's SNES journey. The music and visuals are nice though, if you ever want to check this out, peep the retranslation patch since it also adds a proper save feature.

When I first started playing the game, I assumed it was an RPG-like experience where you start off in a town, grind for money, purchase equipment, and eventually go out into the wilderness to conquer the rest of the world. What I did not expect, was that the wilderness never came. Instead, you spend the entire game inside these towns, a boss hidden in each one, which defeating immediately brings you to the next town.

The gameplay loop is certainly unique in that sense, but with my expectations set in the wrong place, the game never quite clicked with me, as it always felt like there was a major piece of game missing from it. It would've been interesting to check out for 20 minutes and leave it at that. Each new maze-like stage lost my interest further and further, until there was nothing left. Which is a shame, as stylistically it's certainly an expressive and colorful little game, and it had its moments of charm (being able to play a mini-Gradius was fun). It just wasn't enough to carry the whole thing, and it has mostly left my mind at this point.

A shockingly varied and memorable 3D beat ‘em up/2D platformer hybrid for the SNES, this game is seriously mind-blowing for the early days of the console. Pretty hard towards the end, though.

Goemon is one of the few Konami franchises I don't have much experience with, this and...Quiz Magic Academy? I don't really know why it's taken me this long to really play this game, I've played it a few times at parties or when messing around with rompacks as a kid, but recently I finally sat down and played the first SNES game. I mostly just wanted to get to the later SNES games, because they've all been translated now and look fantastic, but it didn't feel right to skip this one.

Now, I just want to say, this game is great, very charming and polished, great sprites, music, level design, all of it is proper Konami. However, the last stage on a first playthrough is...I don't want to say brutal or difficult, because it's not that, I was annoyed more than frustrated. My problem was that you have to grind for gold in order to dig yourself out of the prison, grinding wasn't so bad in the earlier stages because there were many ways to go about it. But with this stage, you're forced to go through hoards of enemies, really annoying ones with spreadshot rifles and spears. When you don't have a buddy with you and have lost all of your upgrades, this is a slog. I know this isn't the games' fault, it's a short arcadey game that wants you to replay it with your friends and breeze through it after learning it through your first couple of runs, but man I just want to get to the sequels.

I'll come back to this game later and properly finish it, it was really fun, but there are other Goemon games I'm more interested in.

Our first introduction to the Ganbare Goemon franchise outside of Japan. Though a very good game on its own. I prefer its direct sequel.

This is a game I owned as a kid on Wii Virtual Console, and I never got too far in it. I gave a good ol' try to get through it last year, but I got stuck on the final boss. I beat the 4th SFC Ganbare Goemon game on the actual hardware years ago and loved it, and this is one I've always wanted to see to completion before venturing on to the other two mainline 16-bit titles. After playing through one of the N64 games a week before, I decided to give this one another shot but this time on my SFC Mini instead of on the Wii VC, so I had the power of save states on my side this time XD. I actually managed to fare pretty well, and I even managed to beat the final boss in just two attempts (and I beat the second attempt taking only one hit the whole time, much to my own surprise).It took around three hours to beat the Japanese version of the game with some limited save state uses to save time re-grinding through certain objectives.

Mystical Ninja is the localization of the third mainline game in the Ganbare Goemon series, and the first 16-bit incarnation of the series as well. Goemon and his very effeminate friend Ebisumaru (localized as Kid Ying and Dr. Yang) are a pair of ninja based on the great thief Goemon of Japanese myth, but here he's just a wacky character effectively out of a gag anime. As is the case with the rest of the series, you travel around Japan to save the country (in this case, Princess Yuki and her father, the emperor) in an adventure full of anachronisms, risque humor, and a tone with the aesthetic trappings of feudal Japan but the tone of a gag anime. There isn't a ton of dialogue in this one, as this is much more of an action game than an adventure game (unlike later games in the series), but what is there is silly in an overall inoffensive way (which is more than I can say for later games in the series ^^;).

The gameplay is largely a refinement of the Famicom games, and they're for the most part sorely needed refinements. Both Goemon and Ebisimaru can go on these adventures (continuing a co-op tradition started in the Famicom games), and there are two different kinds of gameplay: town sections and platforming segments. The town sections are a sort of top-down view where you go around usually just looking for the entrance to the platforming segment where the boss awaits you, but sometimes you'll need to get money for a gate pass or some other key item. Only the last stage really has much of a puzzle element to its town segment, and it's mostly there to give you an opportunity to not only earn but spend money on things like armor, health, and extra lives. There is overall a lot less grinding in these sections than the Famicom games, and the villagers within them have responses ranging from just silly to helpful information on where to go next (although in most cases, just wandering around will get you where you need to go eventually). The hit detection on enemies and yourself in these areas is a bit awkward, some stages lack armor/health shops simply for the sake of being mean to you, and they definitely get a bit too punishing later in the game as far as enemy range goes, but they're a net neutral for the game, in my book.

The platforming sections are where the game shines a lot stronger for me. Each of the game's nine stages has one of these with a boss at the end, and it's Konami's 16-bit days at their finest. Jumping and hit detection feel way better than they do in the town sections, and the level design never has any nonsense with leaps of faith. You can use your money as projectiles or use your melee weapon to fight stuff, and you can power up your melee weapon Castlevania-style by finding lucky cats from defeated enemies. Though sadly, unlike most Castlevania games, your weapon power goes down when you get hit (continuing a tradition from the Famicom games).

This isn't the hardest 16-bit Konami game, for sure, but it ain't no slouch. Unless you can find the hidden golden lucky cats to increase your health bar (and those health bonuses go away when you beat a stage), you're generally only 4 or 5 hits away from death. You can mitigate this during the town segments by buying food to revive you upon death or armor to take more hits for you, but those are only gonna be useful for one life. The game has a pretty fair and reasonable difficulty curve until about stage 6 or 7, where it throws the kid-gloves off and starts barely even giving you shops to go to. That said, the bosses are all well designed with most of them having reasonable tells for when they're gonna do their attacks (the kabuki boss is awful and I hate him though XP). I suppose sticking to Goemon's origins as a legendary bandit, it's sometimes better to run by enemies than actually fight them, especially if you wanna conserve your money/ammo (which is often one of the best weapons to use at any point), and I largely chalk up me beating the game this time compared to failing before to my willingness to use money as a weapon (where before I saw it as too wasteful).

The presentation is really what you expect from 16-bit Konami: heckin' awesome. The game has a bright, cartoony art style that all sorts of colorful and charming. That's all peppered in with fun character designs and an absolute banger of a soundtrack. Goemon games are just about always good in these departments, and this game is no exception. As far as regional differences go between the SNES and SFC releases of the game go, there are very few. It's largely down to a couple partial-nudity based jokes being removed as well as the revival food being changed from rice balls in the SFC version to pizzas in the SNES version (which still fit the irreverent tone of the game pretty well).

Verdict: Highly Recommended. As is the case with just about everything Konami did on the SNES, this is an excellent action/adventure game. It's got some issues with difficulty curve and signposting here and there in the later game, and it's definitely pushing the bounds of reasonable co-op game design during the platforming segments, but it has nonetheless stood the test of time very well regardless. It's definitely outshined by its Japan-exclusive sequels, but the first game should not be forgotten as a powerful debut into the 16-bit era for the series.

Just exploding with creativity. Huge levels split up into belt scrolling beat em up-esque town sections and 2D platforming areas. Each town has it's own identity and is loaded with things to do and secrets to find. The platforming sections always have some new gimmick to throw at you to keep things fresh. Mystical Ninja also has some really outstanding boss fights. The bosses can be really challenging as your base weapon range is rather pathetic and you rank down your weapon every time you get hit. This is offset by the fact that you can throw money as a projectile. Money however is an incredibly valuable resource as you will need a minimum of 1960 Yen to beat the game. Recourse management is the name of the game, Mystical Ninja is a game where if you put the time in to learn the game you will get much better. From knowing what gear to buy when, picking up tricks to make fast cash, and knowing where to find golden cats the game is quite deep.

Goemon is a bite-sized game bursting at the seams with charm. Like gushers candy. Who doesn't like gushers? Great music, great visuals, and the gameplay?

It's a blend of solid 2D platforming along with sections that I want to liken to the River City games, even though you could probably just call them beat 'em up levels. The River City comparison mostly comes from the quirkiness and the so-bad-they're-kind-of-funny quips. The rest lies in the gameplay loop while you're in towns: beat goons, collect money, and visit shops (food/upgrades/new skills). There are also a bunch of minigames you can hang out with when you're tired of being assaulted by everything.

Strange hitboxes are a problem in a few places and there are maybe two sections of the game where you have to hit something at the right spot the correct number of times. That said, I blasted through this in one good sitting that clocked in at just over 3 hours. Minimal suffering given the amount of enjoyment I got out of that short time.

Also, shoutout to Goemon for non-traditional weapons. His smoking pipe upgrades into a yo-yo for some reason, but yo-yos own. Your gold can also be used as a projectile. Sick stuff.

Started out as something that seemed like it'd be one of my favorites in the system, ended as a fairly irritating game that I couldn't be bothered to finish legit - I abused the hell out of rewinds

Gets very cheap towards the end, the final boss for example has an attack that requires an incredibly tight jump. Also has two instances of paywall that requires grinding money.

If the other games in the series are like this, but better balanced, I'm looking forward to them however.

It's fun but also it sucks.

It's a shame this is the only SNES Goemon that was released in the West because the later ones are great. And you can see hints of that greatness here. The platforming sections are often fun and challenging. But several factors work to make it ultimately not good.

The first is that localisation. I get the reasoning behind it - this game is very Japanese and that was a hard sell at the time, harder even than just a few years later. But it's so Japanese that the localisation changes here feel futile. Changing rice cakes for pizza, for instance just feels utterly incongruous and wrong. This is isn't helped by a really poor script that doesn't seem to properly engage with the original and feels like you're just getting bare scraps of context and information a lot of the time.

But the core systems of the game really don't help. It's so incredibly grindy, which is bizarre for an action platformer. Progress is frequently gated by money, which you have to earn by mainly farming civilians and creatures in the "Warlock Stages". But as you get deeper into the game that becomes more difficult, requiring you to continually buy health boosts, armour and, most annoying, sandals to boost your movement speed, all of which you lose every time you get hit. Yet if you buy too many of these, the price is ratcheted up, leaving you potentially stuck in a position where you can't make any progress because you can't ever comfortably earn more than your living expenses and I thought this was meant to be an escapist action platformer not a cost of living sim.

And then there's the password system. I'm not totally opposed to password systems - they do have some benefits over save files - but this one is incredibly clunky and laborious to use.

Ultimately this feels like a rough, scrappy first draft before the much more refined sequel and so it's a real shame we in the West only got this and not that.

Mostly fun though when the game requires you to grind for money it gets a bit silly. There's a lot of variety and stuff to love here though.

Played the fan translation of the Japanese version.

Pretty challenging and enjoyable game. Grinding money got tedious. Good coop fun though.