Ganpuru: Gunman’s Proof (Super Famicom)

Some people call me the space cowboy.

Ever wonder what would happen if you mashed The Legend of Zelda: A Link to the Past and Earthbound together and plunked the result down in the Wild West? I’m guessing not. Well, maybe you should have, because you’d end up with Ganpuru: Gunman’s Proof. Despite not quite living up to its inspirations (and really, how could it?), this comical 1997 action-adventure is a one-of-kind experience that deserved a much better reception than it was destined for as a strange no-name release on a 16-bit console the same month as Final Fantasy VII of all things. Gunman’s Proof went so unnoticed, in fact, that it would serve as an ironically jolly epitaph for developer Lenar, who closed up shop for good later that same year. Bit of a buzz kill there, even if you’re still holding a grudge over their Deadly Towers.

This game is also frequently referred to online as Gunple: Gunman’s Proof. I haven’t been able to determine exactly why or which title is the more correct of the two. The katakana characters ガンプル sound out as “ganpuru,” which is not a proper word, but more likely a portmanteau similar to Famicom or Pokémon derived from the game’s subtitle. Due to this, I’m going with Ganpuru. Feel free to reach out and enlighten me if I’m missing something there.

Gunman’s Proof opens in the 1880s on a small island off the coast of the southwestern United States. Two strange “meteorites” crash into the countryside. One contains extraterrestrial arch-criminal Demi, who promptly begins transforming the local human and animal inhabitants of the land into his monsterous servants, called Demiseeds. The other craft is piloted by heroic Space Sheriff Zero and his sidekick Goro, two intergalactic lawmen hot on the fugitive Demi’s trail. Unfortunately, Zero’s ship is disabled and his spaceman physiology won’t allow him to survive for long in Earth’s atmosphere. That’s where the young boy character (that you get to name) comes in. Investigating the crash site of Zero and Goro’s ship, your character stumbles upon the pair and selflessly agrees to allow Zero to commandeer his body and use it to put a stop to Demi’s rampage. That’s right: It’s the classic Western tale of the mysterious gunslinger on a one-man crusade to take down a gang of vicious outlaws…except he’s also an alien who’s body-snatched a small child and he battles robots, ghosts, and ninja while riding around on a talking horse that dresses up like Sailor Moon. Gunman’s Proof is the sort of irrepressibly quirky game that could only have come out of Japan and I wouldn’t have it any other way.

Seeing as this is an unlocalized title with a focus on humorous dialog, most of you reading this would be advised to seek out the excellent English fan translation patch by Aeon Genesis. I played Gunman’s Proof on a reproduction cartridge that I picked up at a local gaming expo last month, but there are other, more cost-conscious options available online. Although I can’t speak to the literal accuracy of this translation (it includes a reference to the Star Wars prequel movies that couldn’t have been present in the 1997 original, for example), it is well-written and very amusing. It’s possible that I could have fumbled through the game without it, but I’d certainly have had much less fun in that case.

Diving into the game proper, you can’t help, but be acutely aware of the huge artistic debt Gunman’s Proof owes to Link to the Past. Now, it’s admittedly a tired review cliché to automatically relate every overhead adventure game ever made to Zelda. I get that. Here, though, the resemblance is so strong that there’s no sense tiptoeing around it. Both the wilderness and indoor areas look so similar to the ones from Nintendo’s game that they may as well have been traced from the originals in many cases. Lenar’s “homaging” even extends to aspects of the play control. The way Zero handles as he climbs staircases, swims in open water, and drops off ledges feels suspiciously similar to a certain green-clad Hyrulean.

Thankfully, the game also incorporates some delightful character designs by manga artist Isami Nakagawa. These lend Gunman’s Proof just enough of a unique visual identity to pass as more than an above-average Zelda ROM hack. The bright colors and vaguely childish flat look of the characters have drawn many comparisons to the Mother (Earthbound) series, particularly 2006’s Mother 3, which also features some Western elements. Though there are some superficial similarities, the sprites here have their own charm and never come off outright imitative like the backgrounds do.

If you’re worried thus far that Gunman’s Proof might not be packing enough in the way of originality to be worth your time, fear not. As it happens, the gameplay itself is where it really breaks away from the crowd. If you’ve ever been frustrated by the cryptic puzzles of other adventure games and just wanted to grab a bazooka and go to town on the opposition, this is the title for you. Gunman’s Proof is almost 100% overhead shooting action. There’s nothing standing between you and the bosses of its eight dungeons except a hoard of Demi’s mutant lackeys practically begging for a heaping helping of frontier justice. No switches to toggle, no blocks to push, no keys to find. Just gun all the bastards down.

This non-stop combat feels great, too. Zero’s trusty six-shooter has unlimited ammo and can also be upgraded several times over the course of the game to deal more damage. Holding down the shoulder buttons allows for strafing (the most vital technique to master by far) and you can also crouch and crawl along the ground to avoid enemy fire. Blasting away at the opposition feels much more satisfying to me than the basic short-range sword combat found in most games of this kind, even before I take into account unlockable special abilities like the charge shot and the abundant special weapons that drop from defeated foes. These consist of just a basic shotgun and machine gun at first, but talking to the weapon master in town after you clear each dungeon will gradually add more (and more powerful) guns to the rotation. I’m a fan of the flamethrower, myself. You can only carry one special weapon at a time and shots are limited, but the pickups drop so frequently that you’ll never really feel the need to hold back.

Another important tool in your arsenal is the bombs you’ll find in certain treasure chests. These don’t blow open new paths like the ones from Zelda. Rather, they function more like the “super bomb” attacks that feature in so many shooters, dealing heavy damage to everything on-screen when triggered. They’re an extremely useful, non-renewable resource, so be sure to save them for boss fights.

Zero also has an upgradable punch attack. Honestly, though, its implementation is pretty underwhelming. The gun combat is so effective and enjoyable that I tended to forget that the punch was even an option outside of the one time I needed to use it to destroy some rocks on the overworld. I suppose it might be have been included to allow for self-imposed “no gun” challenge runs and the like. As fun as it is, Gunman’s Proof is an extremely easy game from start to finish, so it makes sense to include a way to handicap yourself. If you’re not actively taking care to slow down, you’re liable to find yourself staring at the end credits in no time.

This nearly nonexistent challenge may not be a big deal for some. Sometimes a low-pressure game is just what the doctor ordered. Fair enough. A more substantial criticism that I can level at Gunman’s Proof would be that some of its peripheral elements feel poorly implemented or even unfinished. There’s an out-of-place arcade style scoring system, for example, that really adds nothing at all to the overall experience. Most (though not all) of the treasure you find in the dungeons has no practical use and instead merely contributes to a score bonus that’s tallied up after you defeat that dungeon’s boss. I had accumulated nearly 40,000,000 points this way by the time I finished the game. Yet, since there seems to be no in-game rewards of any kind for hitting score milestones, it’s tough to care. Forty million? Four hundred million? A trillion? So what! There’s also a monetary system in place, complete with sizable cash rewards doled out by the town sheriff for taking down each of the Demiseed bosses, despite the fact that there’s very little available to buy other than cheap, rarely needed health refill items. I ended the game with maxed-out cash simply because the designers neglected to include anything to spend it on.

It’s tempting to say that Ganpuru: Gunman’s Proof should have been given just a bit more time in the oven so that the development team could fine-tune the difficulty and flesh-out the ancillary mechanics some. Realistically, however, it was late enough to the party already. While the Super Famicom remained a viable platform for new releases slightly longer than the Super Nintendo did, 1997 was still pushing it. As it is, I’m amply pleased by its crazy cowboys-and-aliens plot and exuberant, trigger-happy twist on a sometimes overly familiar gameplay formula. It’s not really deep or refined enough to rate as a true lost classic for the system like Seiken Densetsu 3 or Terranigma, but players who prefer their adventure games on the wacky side will relish any time spent with this one.

As for me, well, let’s just say that I’m not quite ready to ride off into the sunset just yet. Seems there’s another Old West town in dire need of my services. See you again soon, pardner.

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