Getsu Fūma Den (Famicom)

Yup. Whatever that says, it sure is satisfying.

Getsu Fūma Den (literally “Legend of the Lunar Wind Demon”) is a very interesting 1987 game by Konami for the Nintendo Famicom. As a side-scrolling action-adventure game with some first-person 3D elements, Getsu Fūma Den shares a lot of the same very ambitious design goals as two other Konami releases for the console that same year: Castlevania II: Simon’s Quest and The Goonies II. Each of these three games are flawed but still quite enjoyable attempts to take the action-platforming gameplay common in Famicom titles up to that time as a basis and then work in elements from the RPG and adventure game genres in the form of permanent character progression and large open worlds filled with mazes, puzzles, and inventory items to gather. Unlike Castlevania II and Goonies II, however, Getsu Fūma Den never saw release outside of Japan, probably due to its heavy use of cultural references that would have been lost on a Western audience.

As its title states, Getsu Fūma Den is the story of Getsu Fūma, a determined young samurai who must recover his clan’s three lost magical wave swords (hadouken), which were captured when his older brothers fell in battle against the forces of the demon lord Ryūkotsuki (“dragon bone demon”), and use them to vanquish the villain once and for all and avenge his fallen kin. Interestingly, Fūma is based (extremely loosely) on Fūma Kotarō, a famous historical ninja clan leader who rose to prominence in 16th century Japan. This makes him a sort of counterpart to another historically inspired Konami hero: Goemon from the Gonbare Goemon series.

I played Getsu Fūma Den using the original Famicom cartridge and a pin adaptor that I ripped out of a copy of Gyromite, so there was a bit of a language barrier to deal with. There is a fan translated version of the game ROM available online if you prefer to play that way but thankfully there’s no need. All you really need to complete the game is an understanding of your overall goal and a good breakdown of what the various items in the game do. Thorough exploration will take care of the rest.

The game starts you out on an overhead view world map very reminiscent of Zelda II: The Adventure of Link’s, although it doesn’t feature the constant random monster encounters that Zelda II does during map exploration. Various icons on the map represent action stages, shops, dungeons, and houses where NPCs will dispense healing and advice. The goal of the game is to locate the three dungeons that house the missing hadouken and pass through them to defeat the bosses therein. Once you have all three swords, a bridge will appear on the main island that you can cross to reach Ryūkotsuki’s castle and finish him off. To enter each dungeon, though, you’ll need to acquire passes in the form of demon masks. These are dispensed by specific skeleton NPCs that you’ll find inside houses. You’ll need to fight the first two in order to get their passes but you can rather amusingly acquire the third one just by repeatedly visiting the skeleton and pestering him for it until he finally relents and hands it over so you’ll leave him be. Also, keep in mind that a few of the items sold in the shops (like the rock sword and candle) are actually required to complete the game, so make sure to check out all the ones you find.

The world map is merely functional but the side-view action stages are where Getsu Fūma Den really shines. These look fantastic and feature a large selection of enemies and background tiles for a 1987 title. Fūma has a very floaty jump and an interesting way of attacking with his sword. He swings it in a sort of wide forward arc that can also hit enemies immediately above and below him. It took me a little while to realize why Fūma’s controls felt so familiar but then it hit me: He handles a lot like Leonardo from Konami’s very first Teenage Mutant Ninja Turtles game for the NES, just with a faster running speed. It wouldn’t surprise me at all if some of Getsu Fūma Den’s staff later worked on TMNT. You have a health meter at the top of the screen and right above it is an experience meter that will slowly fill as you kill enemies. The more experience you accumulate, the more damage you’ll deal with your sword and the less you’ll take from enemies. I was able to max out the experience meter fairly quickly during my playthrough, between the first and second dungeons, and it definitely made the journey much easier. The most fun part of these stages is probably using the various extra weapons that you can pick up and use in place of your sword for a little variety. You can find a magic war drum that shoots the Japanese work for “power” at foes to damage them, shuriken throwing blades, a devil top that gives you an invincible jumping spin attack similar to Metroid’s Samus Aran, and more. The top spin attack in particular is super strong against bosses.

Once you finally reach one of the three dungeons, you’ll enter the final gameplay mode: 3D maze exploration. Unfortunately, this is where Getsu Fūma Den flounders somewhat. Like almost all 3D maze sections in 8-bit console games, these sections are slow, unengaging, and confusing to boot due to every part of the maze looking exactly the same. Prepare to either draw yourself some maps Dungeons & Dragons style or wing it and accept that you’ll be getting turned around and unintentionally backtracking at some points. At least these mazes are better than the positively torturous ones in Vic Tokai’s Golgo 13 games. No multiple floors and trap doors to send you back here. There are non-essential bonus items and money stashes to find as well as enemies to fight but the combat here is pretty lacking. Enemy sprites will bob up and down to simulate being closer or further from Fūma but there’s no sprite scaling like there is in games like Sega’s Space Harrier, so judging depth can be difficult. In general, just try to avoid enemies when they’re at the bottom of the screen and jump up to slash them in the head as many times as possible when they’re at the top. Thankfully, you’ll switch back to the side-view perspective when you reach the end of the maze and it’s finally time to fight the boss. These guys are another highlight. They’re big, freaky looking, and fun to combat. I especially loved the giant cyclops demon head in a samurai helmet that flies around spitting flames at you.

Getsu Fūma Den isn’t a particularly difficult game. The trickiest elements are honestly learning your way around the overhead map and navigating the dungeon mazes. Fūma can take a lot of hits before dying and continues are unlimited. Losing all your lives and continuing will cost you half of your accumulated money but this is no real hardship. You’re practically drowning in cash in this game and most items for sale aren’t even that expensive. A couple of the later bosses can put up a decent struggle but once you find the devil top, you can spin them into oblivion easily enough. My first playthrough last night took me about 5-6 hours in total but none of that was spent stuck on difficult action bits. There are passwords available to resume your game if you want to take a break. Just select the second option on the continue screen to receive one. These aren’t too long but they are in Japanese, so I would recommend taking a photo rather than trying to transcribe them by hand unless you’re familiar with the language.

Getsu Fūma Den is yet another awesome 8-bit title from Konami. It has some great side-scrolling action coupled with a very surreal and striking ancient Japanese fantasy-horror aesthetic. There are games for the system that look better but none that could be mistaken for this one. The music is also a treat, particularly the epic overworld theme. It’s a pity that Fūma himself never found the same success that many of their other characters did. This game never received a sequel, even in its native land. Fūma would be playable in both the Konami Wai Wai World games for Famicom (along with numerous other Konami heroes) and he was also a downloadable bonus character in 2010’s Castlevania: Harmony of Despair but he would never again be a headliner.

At least he went out with honor.

The Legend of the Mystical Ninja (Super Nintendo)

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Beats being boiled in oil, I guess!

So ends another awesome playthrough of Konami’s 1991 classic The Legend of the Mystical Ninja, originally known in Japan as Ganbare Goemon: Yukihime Kyūshutsu Emaki, which, very loosely translated, means something like “Hang In There Goemon: The Picture Scroll of Princess Yuki’s Rescue.”

I first played this one back around the time it came out and it made a huge impression on me for several reasons. First, as a teenager in the early 90s, I’d played a ton of games made in Japan but I’d never seen any piece of media that leaned this heavily on references to Japanese history and culture before. Every enemy, item, and location was drawn from medieval and Edo Period Japan. I had no idea what anything I was seeing was supposed to be, but it was all really colorful and cool and interesting. I felt like I was getting a glimpse into a whole other world. Beyond that, this game was really funny! Back then, you’d see absurd things in console video games routinely (a giant, fireball-shooting plumber jumping on turtles, for example) but not a lot of deliberate, sustained attempts at comedy as such. Computers had plenty of humorous games, which is why the NES port of LucasArts’ Maniac Mansion is famous for being perhaps the most comedy-laden title for that system but usually consoles were a different story. Mystical Ninja is packed with genuinely funny slapstick from start to finish. Finally, the game looks and plays like a dream. This is the legendary Konami operating at its prime and the graphics, sound, control, and level design are all of the highest caliber. I was, and still am, blown away.

Mystical Ninja is an action platform game and part of a venerable series (starting in the arcades with 1986’s Mr. Goemon) based on the famous 16th century Japanese outlaw Ishikawa Goemon. He was a celebrated thief famous for two things: Stealing tons of money from the wealthy samurai class of the time and being boiled to death in oil after a failed attempt to assassinate a local ruler. Ick. Despite his bad end, Goemon became a folk hero among the common people due to his Robin Hood-like antics and was further immortalized in numerous Kabuki plays and later on in film, television, and the like.

In Mystical Ninja, you control Goemon and his sidekick Ebisumaru in a rambling quest across Japan, fighting ghosts, ninjas, mythic beasts, and more on your way to rescue Princess Yuki from a gang of criminals. Or I guess I should say: You control Kid Ying and Dr. Yang. Yeah, Konami’s localization team made the unfortunate decision to tinker with the main characters’ names here and it really doesn’t work well. Thankfully, the Yin/Yang aliases were given the boot by the time the second entry in the series to debut outside Japan was released on the N64. Good riddence.

Mystical Ninja is a side-scroling action-platform game with nine levels and two gameplay modes. Each level starts with you in a sort of “town mode” where you explore a village to amass money, shop for useful items, get clues from NPCs, and play over a dozen different mini-games. The second mode is a straightforward, linear action-platforming level with a boss fight at the end. Goemon and Ebisumaru have two main attacks: A short range melee strike that can be upgraded twice via lucky cat pickups but loses a level each time you’re hit and a ranged attack the can travel across the entire screen but costs you money with each shot. You have a health meter that allows you to take multiple hits and this can be extended via pickups and enhanced with items like armor that absorbs damage and pizza that restores lost health. Each level is increasingly tough but you’ll find that the unlimited continues and password system will keep any real frustration to a minimum. Mystical Ninja’s action is challenging and stimulating without being stress-inducing, which compliments its lighthearted tone perfectly.

There are a few things I’d change if I could. Most glaring is the timer: You’re given 999 seconds to complete a level, which seems like a lot, but it encompasses both the town exploration and action portions of the level, and having a cap on the time you can spend wandering around town and playing mini-games is just annoying. There are also a couple levels that cannot be completed until you purchase a specific expensive item from a shop, requiring a short period of money grinding. Thankfully, this only halts your progress for a few minutes at a time, not hours. It’s still pointless, however. Finally, Mystical Ninja uses relatively long (31 character) passwords for saving, which I know some players hate. Personally, I don’t mind it all that much in the era of ubiquitous camera phones that eliminate transcription errors but I suppose you may.

Overall, any flaws in Mystical Ninja are incredibly minor and you shouldn’t let anything dissuade you from trying out this classic. It has more thrills, laughs, and sheer charm and any given dozen common SNES games. And tanooki nuts. Massive, saggy tanooki nuts.

(Originally written 6/28/2017)