It’s well documented by now that I adore Konami’s Ganbare Goemon cycle of adventure-tinged action games. It all started back in 1992 with the previously Japan-exclusive franchise’s international debut as The Legend of the Mystical Ninja for Super Nintendo. I was instantly captivated by Mystical Ninja’s quality gameplay and irreverent take on traditional Japanese folklore. But what about all the other Goemon titles I didn’t even suspect existed back in those hazy pre-Internet days? Talk about a goldmine! Thus, I’ve recently branched out and began exploring the frizzy-haired bandit’s more obscure outings. Well, obscure to us Americans, anyway.
Next up is 1989’s Ganbare Goemon 2, the third entry in the saga and the follow-up to the wildly successful Ganbare Goemon! Karakuri Dōchū from 1986. Note that this game is not to be conflated with its own Super Famicom sequel, 1993’s Ganbare Goemon 2: Kiteretsu Shōgun Magginesu, which I already reviewed a while back. Confusing, I know. Special thanks to Stardust Crusaders for the unofficial English translation. The game would have still been beatable without it, but a good portion of the jokes would have been lost on me.
Ganbare Goemon 2 doesn’t stray far from the template Karakuri Dōchū established. It functions in most respects as a direct extension of its forebear, albeit with fewer rough edges and a handful of non-trivial upgrades. Your general goal is still to guide Goemon on a slapstick odyssey across medieval Japan while fending off its many hostile denizens with swings of his mighty kiseru pipe. The trip is still structured as a succession of massive overhead perspective stages, most of which require you to find three hidden gate passes before a time limit expires in order to move on. You still collect money and patronize various inns, shops, and mini-games along the way.
The most significant new addition by far is Goemon’s literal partner in crime, the chubby weirdo Ebisumaru. Finally! If you ask me, it’s barely a Ganbare Goemon game without Ebi. He’s the yin to Goemon’s yang. The chocolate to his peanut butter. The Luigi to his Mario. His inclusion here allows for the two-player simultaneous play that would be present in almost every future main series installment. He also provides what little Ganbare Goemon 2 has in the way of plot. The opening depicts the two thieves sitting in jail and Ebisumaru mentions to Goemon that there’s supposedly a great treasure hidden inside the remote Karakuri Castle. Determined to claim it, they promptly break out of their cell and the first level begins.
As nice as the two-player support is, I might just appreciate the boss fights more. One of Karakuri Dōchū’s few major letdowns was its total lack of such climactic encounters. It feels wrong somehow for an action game to end with the player simply strolling through a doorway unopposed. There’s no shortage of bosses here. In addition to providing extra challenge and drama, they’re an ideal showcase for the developers’ strange and anachronistic sense of humor. Expect a sumo robot, a giant peach, and more to come between Goemon and his prize.
A third key improvement over Karakuri Dōchū, at least in my eyes, is Ganbare Goemon 2’s markedly less brutal difficulty. You get continues this time! More specifically, you get a rather novel interactive continue screen where you must mash a button in order to prevent Goemon from being lowered into a boiling cauldron. Pretty amusing when you consider that the historical Ishikawa Goemon actually did meet his end this way. I’ve always been of the mind that funny games shouldn’t impose overly strict penalties for failure. If the player is forced to repeat the same sections too frequently, the relaxed anticipation of the next gag or crazy scenario soon gives way to annoyance. That never bodes well for comedy.
What does benefit the mood is all the extra personality on display here. Karakuri Dōchū was surprisingly down-to-earth in light of how madcap these games would become in the 16-bit era and beyond. Ganbare Goemon 2 is where the lunacy starts to ramp up in earnest. For example, the last game’s simple interstitial cut scenes of Goemon distributing his stolen gains to the poor à la Robin Hood are replaced by a sequence of increasingly unhinged comic vignettes. My favorite sees Goemon and Ebisumaru donning frilly dresses and doing their best saucy cabaret dance, complete with gratuitous double pantie flash at the end. Gee, thanks, guys. Keep your eyes peeled for a cheeky spin on Super Mario Bros.’s “your princess is in another castle” schtick, too.
Personally, I wouldn’t rank Ganbare Goemon 2 among its powerhouse publisher’s all-time best. At least not so far as general audiences are concerned. The sound and visuals are merely adequate. The combat and platforming are similarly serviceable at best, with the noteworthy drawbacks of iffy hit detection and some borderline unreactable enemy spawns along the screen edges. Strictly as a standalone game, it’s alright; a pleasant enough diversion, if not an instant classic akin to Castlevania or Contra. It is a nigh indisputable improvement on its immediate predecessor, however, and a must-play for dedicated Ganbare Goemon fans. Two-player mayhem, proper boss fights, an overall less stressful journey, and a greater emphasis on the absurd are nothing to sneeze at. All these enhancements were important building blocks for the ever grander and more manic escapades to come. Though not quite there yet, Konami was very much on the right track with this one.