Ganbare Goemon Kirakira Dōchū: Boku ga Dancer ni Natta Wake

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Ganbare Goemon Kirakira Dōchū: Boku ga Dancer ni Natta Wake
Developer(s)Konami
Publisher(s)Konami
SeriesGanbare Goemon
Platform(s)Super Famicom
Release
  • JP: December 22, 1995
Genre(s)Action-adventure
Mode(s)Single-player, multiplayer

Ganbare Goemon Kirakira Dōchū: Boku ga Dancer ni Natta Wake ('The Glittering Journey: The Reason I Became a Dancer') is an action-adventure game by Konami, which was released for the Super Famicom in 1995.[1]

It is the fourth and final game in the Japanese video game series Ganbare Goemon to be released on the Super Famicom and the sequel to Ganbare Goemon 3: Shishi Jūrokubē no Karakuri Manjigatame.

Gameplay[edit]

Like its predecessor Goemon 2, it also has a stage select screen. Each character starts off marooned on their own planet, which they must conquer individually before being able to reunite as a team. There are not as many levels as Goemon 2, but there are also town areas with mini puzzles to solve.[2] Unlike the prequels, there are no longer any first person Impact fights, however, each boss has a mini game (which can be played with up to 4 players), including Konami's puzzle game Taisen Puzzle-Dama.[2] Another mini game is the bungee jump game where Impact has to catch the sword of an enemy mecha bungee jumper. A remake of Time Pilot is also playable in the game after all other secrets have been unlocked.[2]

Plot[edit]

Goemon Impact arrives on a planet where its inhabitants look the same as him. They mistake him for their leader and start worshipping him. The planet is then attacked by Harakiri Seppukumaru. Goemon Impact then flies his friends to the planet in order to save his newfound followers.[2]

Reception[edit]

Kurt Kalata of Hardcore Gaming 101 described the game as "the best of all of the Mystical Ninja games" with excellent graphics and sound quality.[2]

Panda of Consoles + described it as a fun game with all the ingredients from the previous games of the series that made it successful, with the addition of a fun 2 player mode. However, a second opinion given by Niico in the same review said that the game was not of the quality of Donkey Kong Country 2 or Mario, and that it lacked inspiration and was hurt by platforming sections that required millimeter precision. He also said that fans of the series would like the game, but he personally had threw in the towel and was not impressed.[3]

References[edit]

  1. ^ Pinsoff, Alistair (2011-11-24). "It Came from Japan! Ganbare Goemon 4!". Destructoid. Retrieved 2024-04-20.
  2. ^ a b c d e Kalata, Kurt (2 May 2017). "Ganbare Goemon Kirakira Douchuu: Boku ga Dancer ni Natta Wake". Hardcore Gaming 101. Retrieved 9 May 2024.
  3. ^ a b "Goemon Fight 4". Consoles +. No. 53. France. pp. 118–119.
  4. ^ "がんばれゴエモン きらきら道中 〜僕がダンサーになった理由〜 まとめ [スーパーファミコン]". Famitsu. Japan.
  5. ^ "Super Console 23: Febbraio 1996". Super Console. No. 100. Editoriale Futura. February 2003. p. 22.
  6. ^ 「超絶 大技林 '98年春版」, 増刊4月15日号、徳間書店/インターメディア・カンパニー、1998年4月15日、193頁、ASIN B00J16900U。Family Computer Magazine. Japan.