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thenah's Mystical Ninja: Starring Goemon (N64)
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[March 6, 2008 01:59:09 AM]
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Gameplay: When we left our heroes they had just slain a giant head statue boss, what awaits them? The king with both a 'Pass' to the outside world (apparently the town is a concentration camp where its citizens have no freedom?) and a moon symbol. And although I, as the player, know not what it does I take it gladly. Time to get back on the trail of that dastardly Peach Mountain Gang. No further than a few zones outside of town I reach the Wise Old Man's house which is promptly blown up. Hey, isn't that Impact's Shell in the rubble? (These characters are from a series, I have never been able to beat the SNES version of Mystical Ninja). Then the most amazing thing in video game history happens, a giant robot beams my characters up and I watch a 'Power Rangers' style suit up sequence accompanied by Japanese vocals. I can tell you from experience, this never EVER gets old. Which brings me to something I failed to mention. The music all the while has been a mere 16-bit, but it packs a powerful punch for its time, both setting up the mood and the surreal Japanese world the game takes place in. This music has a major influence on Boss fights and I have rarely seen material to match its caliber since. But on to the boss battle. I am at the 2/3rds view of a continuous road with robot goons and buildings which I can knock down for fuel. The better I do on this warm-up, the more health my robot will have in the oncoming fight. And the boss fights are especially fun due to the arsenal of attacks both the opposing robot and my robot have at their command. I can use a light punch, hard punch, nose missile, chain pipe grab (and reel in), kick, kick combo, punch combo, punch kick finisher, super fist, and the ever popular charged beam. Oh, and block, but it is for wimps. As the sumo robot flies around, I must have a 'rock-paper-scissors'-like battle, if he does such and such, I counter it with such and such. Still, it does simulate a giant robot battle much better than most games. Once he is destroy we all rejoice and continue on our journey. This game rocks!
Design: Unique design elements include but are not limited to...
Ground-breaking 16-bit music
One of the first heavily Japanese influenced style
Giant robot battles and pre-battles add duel fighting system in the game (though the game decides which one you need to be using).
Distinct power-up modes and weapons skills associated with each different character.
Similar design elements found in Platformer/Adventure games...
Heart based health that can be raised with certain items
Simple coin currency system
Hit-based combat
Free flowing staged based layout
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[March 6, 2008 01:13:23 AM]
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Summary: Like the title of this game suggests, it stars a 'mystical ninja' named Goemon. It starts when the Peach Mountain Gang attacks Neo-Japan in order to turn one of its islands into the world's largest stage. Goemon teams up with his pal, Ebisumaru, to foil their plans. Along their way they run into some old friends, Yae and Sazuke, who join forces. In the end they are successful in ending the reign of tyranny brought forth by the 'gang.' But all the women are outraged by killing their sexiest idol. The End. Oh ya, and you have a giant robot that works on Boardway.
Gameplay: First off, I've played this game through multiple times since its release back in 1998 so pardon my bias. This game begins with an Anime style opening with Japanese non-sense singing and English subtitles which is enough to make anyone laugh that understands the subculture (especially me). Then the first cinematic rolls and introduces Goemon and his bone-brained sidekick, Ebisumaru, as they are thrown out of clothing store. People attack, they must defeat them, yadda yadda yadda. Though cinematics were new in games made around this time, Mystical Ninja breaks the common sterile dialogue of its predecessors (but it is still limited). This game follows the common Zelda series make-up.I need things to fight the big baddy, to get those things I need equipment, and this equipment is found throughout the game. For no apparent reason everyone in the town is telling me about the expert pipesmith living at the top of Mt. Fuji, guess I'll venture up there. Oh noes, enemies! Floating dragon heads and dolls with weapons adds to the Japanese theme of the game (don't make me explain why). The first challenge of the mountain got me acquainted with the controls due to the necessity of changing the camera angle to avoid boulders (drat, infinite boulders, my only weakness). After some old school platformer jumping I reach the top of the mountain and the pipesmith quickly crafts me a chain pipe with which I can attack enemies at a range or pass gaps with metal boxes on the other side. After experimenting with the ranged pipe and the funny Japanese sounds the characters make, I jump off the mountain (a simpler time, no fall damage). If you ever miss the dialogue queues put in by the game designers, like myself, you can get explicit tips from the fortune teller for some of the games currency. Actually I lied, I knew what to do but I love this game's Japanese flare. On to Edo Castle where a siege is going on. This game is heavily key oriented. I would go to one room to get a key, then another room to get a key, which in turns brings forth another room to get a key. This game is fun and entertaining enough to get away with something like this. Each room has a distinct feel to it; it breaks continuous theme but it keeps the play spicy (besides, who cared about game theme in the late 90s?). I eventually made it to the face boss where the game requires me to play jump rope while hitting moving targets. I pass with little difficulty. And I only have a few moves thus far. Will this game get any better? YES!
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thenah's Mystical Ninja: Starring Goemon (N64)
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Current Status: Playing
GameLog started on: Saturday 1 March, 2008
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