Sloth love Konami!
Most arcade veterans are familiar with Nintendo’s PlayChoice-10 machines. Introduced in 1986 and based on modified NES hardware, the PlayChoice-10 was an influential early take on the same modular “multi-cade” concept later adopted by SNK for their iconic Neo-Geo MVS cabinets. Arcade operators were able to install up to ten separate games on a single machine which players could then freely select between on the fly, hence the name. The PlayChoice-10 proved to be an efficient quarter muncher as well as a highly effective advertising vector for Nintendo, since all 52 of the games released for the platform were also available for purchase as NES cartridges. Except for one, that is: Konami’s enigmatic Goonies.
Not that the game itself was at all unusual. It’s a fairly straightforward old school platforming adaptation of the 1985 kids’ adventure film. It focuses on lead Goonie Mikey Walsh dodging traps and enemies as he scours a series of maze-like underground levels in search of pirate treasure and his kidnapped friends. No, what had me stumped was the fact that I’d never in my life laid eyes on the home version. None of my friends had a copy. It was nowhere to be seen in catalogs or on store shelves. There wasn’t even the briefest mention of it in Nintendo Power or any of the other gaming magazines of the time. Copies of Konami’s 1987 follow-up The Goonies II (which I reviewed last fall) were everywhere, but you’d have had better luck getting info on Jimmy Hoffa out of the Loch Ness monster than I did tracking down the original Goonies on the NES.
Of course, it’s common knowledge these days that Goonies did receive a cartridge release…in Japan. As an American kid in the 1980s, however, I didn’t know a Famicom from a rom-com. That’s why even today, with the mundane truth of the matter a search engine click away, holding this little hunk of plastic and silicon in my hands still feels special. It’s not just a game cartridge, it’s the key to a decades-old enigma. Kind of like old One-Eyed Willy’s treasure map, now that I think about it.
Now that I’m able to examine the game at my leisure with more experienced eyes, I think I understand why this one never came home here. Goonies very much looks and sounds like an early Famicom release, similar to the initial run of “black box” NES titles circa 1985. Sprites are small, backgrounds are plain, and the soundtrack is sparse. Considering Nintendo typically limited its licensees to no more than five total NES releases per calendar year, it’s no surprise Konami would choose to put its best foot forward in North America and lead with more viscerally impressive titles like the first Castlevania and ports of cutting edge arcade games like Gradius instead. If I’d been calling the shots at Konami back in 1986, I’d have given poor Goonies the shaft, too.
It’s a shame, because the game is undeniably great fun. There are a total of six stages beneath the Fratelli hideout for Mikey to explore. The first is only a couple screens wide, but subsequent ones are increasingly sprawling affairs with dozens of screens divided up into distinct sub-areas. Scattered throughout each stage are a number of a sealed doors which hold kidnapped Goonies, keys, healing potions, and slingshots that temporarily upgrade Mikey’s default kick attack to a handy projectile. How do you open these doors? With the bombs you get from killing the giant mice, of course. Just like in the movie! In a nice touch, the exact contents of each door are randomized every time you play, so there’s no one ideal route that’s guaranteed to net you the Goonie and all three keys needed to move on to the next stage.
Naturally, you’re not just running around collecting all this stuff unopposed. In addition to the explosives-laden vermin mentioned above, Mikey needs to avoid bats, ghost pirates and a host of stage hazards like flamethrowers, waterfalls, and falling stalactites. Trickiest of all are the two Fratelli brothers, Jake and Francis. These gangsters can’t be permanently defeated, only stunned, and they chase Mikey through the levels tenaciously while attacking with their guns and…music. Yes, Konami actually found a way to turn actor Robert Davi’s penchant for opera singing into an attack in a Famicom game. Amazing.
These traps and enemies are formidable, but Mikey’s health bar leaves you with considerable room for error. What you’ll truly learn to dread is the stage timer. Lacking any way to predict with certainty where all the Goonies and keys are hidden, you’ll need to make sure you have enough time to potentially canvass the entire stage and still reach the exit afterward. If you dawdle, backtrack, or get yourself lost even a little in one of the larger levels, the result is usually a slow death by the clock. This matters because Goonies does not include a continue feature and every one of your starting lives is a therefore a precious resource.
To help even the odds, there are a host of hidden inventory items which will permanently enhance Mikey’s abilities when collected. Among them are a raincoat that negates waterfall damage, a set of headphones that muffle Jake’s singing attack, and many more. In general, each item provides passive immunity to one type of hazard and the more you acquire, the more recklessly you can haul ass through the stages to maximize your available time. The only problem is that these treasures tend to be well-hidden indeed. I didn’t stumble across a single one over the course of my first few playthroughs. You need to stand in very specific, seemingly empty portions of each stage and then input equally specific button combinations which vary for each item in order to make each item appear. For whatever reason, Japanese game designers around this time were quite enamored with this “do precise yet inexplicable things to make invisible loot appear” mechanic. Namco essentially built an entire game around it with their Tower of Druaga. Me, I’m not a fan and as nice as these goodies can be to have, I’m glad they’re not required to beat the game.
That’s really all there is to The Goonies. It’s a short, relatively basic little action title with a presentation that’s clean and appealing, if minimalistic. With only six stages, most players will be able to reach the ending screen for the first time after an hour or two. The game does loop in true arcade style at that point and starts throwing more enemies into the mix, but the core experience remains the same.
Although it doesn’t seem like much on paper, I actually prefer this one over its more complex and famous NES sequel. Famicom Goonies doesn’t waste your time with tedious first-person wall hammering marathons or an unnecessarily confusing level layout. Better still, the limited lives available here mean that precise platforming actually matters, unlike in Goonies II, where Mikey can resurrect himself on the spot indefinitely and it often makes more sense to run right through the tougher enemies instead of standing around trying to kill them. I don’t deny the sequel’s more compelling aesthetics or sense of whimsical mystery. I simply prefer the original’s higher stakes and the constant driving tension the timer imparts.
No matter which of the two you favor, though, I think I speak for us all when I express how grateful I am that Konami was given the Goonies license in the first place. In their capable hands, mild-mannered asthmatic preteen Mikey Walsh got to kick bipedal mice to death, pilot the Vic Viper into outer space, meet King Kong, go to hell, and rescue a mermaid. Let me tell you, people, they do not make movie adaptations like they used to.