Better known as the first Super Nintendo part of the Ganbare Goemon series, with two parts previous on the NES (and two Gaiden RPGames in the style of Dragon Quest), it sorta didn’t sell enough to get the other parts in the series translated, but since part 2 and 3 were recently fan-translated, I revisited it. I remembered playing it ages ago and liking it.
It’s a really nice game to look at. The pixel graphics are a delight and its really fun to explore the game just to see everything it has to offer. The game consists of 8 worlds, divided into usually a city part, that’s a bit 2.5 dimensional, in that you move left and right, but also up and down a bit. In those city parts you can enter houses, buy stuff from armor to health, play mini-games, get hints and so on. Initially, the enemies here are pretty easy, but as the game progresses you encounter more and more enemies with ranged attacks that can be a bit annoying.
From each of those city stages, you have to find the proper 2d platforming parts, at whose end you will encounter a boss to beat. Usually, this is pretty easy, except maybe the stage where you have to find a secret tunnel and the message about that one is confusing, as you need to destroy statues (but only one takes more than a couple of hits, the one you actually need).
Besides being rather easy on the eyes, the game loves to throw clever ideas at you. You find platforms moving around a rotating pillar almost 3d-like, mode 7-like buttons to rotate the entire level architecture, clever bosses including a fight against a ninja on a big kite. The game is eager to try out new things again and again and it never really gets boring.
My biggest problem with the game is the difficulty. Your hitbox, the technical term for how your character recognizes whether it got hit from enemies upon contact with them or their shots, feels slightly larger than the character sprite you see on the screen. This is probably not true, but since most games are clever about this and have a slightly more forgiving hitbox it often feels like you got hit when you shouldn’t, which adds to the feeling that many enemy hits are unfair and the game very finicky.
Too often it feels like you fight not with the controls, but with standing in the right position in relation to enemies and bosses to get a hit in. Most of the time you’re already too close. Together with an HP gauge that is slightly misleading, as most enemies take off at least two HPs each attack, and you can feel frustration rising. That said, the overall difficulty doesn’t really ramp up until later levels, it’s just annoying in how it behaves.
And lots of the bosses feel a bit gimmicky in the sense that once you figure out where you have to stand to not get hit, it becomes too easy, but before that it’s not, and it makes it look like the game expects you to find out these spots, instead of having actually interesting and compelling attack patterns.
Overall, while I appreciate the game for doing so many things and being so varied (and looking as good as it is), I can’t say I really enjoyed my time with it.