The Mystical Ninja Starring Goemon
Hi Kids! Today we are going to talk about a very serious topic...drugs.
It’s no
secret that drugs are bad for you. They are illegal, unhealthy and
expensive. Of course, that isn’t going to stop people from using them,
but just because someone else does something doesn’t
mean you should too. Even if they can make you see or feel something
completely out of the realm of ordinary, the long and short term effects
can be devastating.
Besides,
there are plenty of ways to experience what its like to be
high/tripping/rolling/etc. without risking your health. One of those is
to play “The Mystical Ninja.” The best way I can imagine this
game’s development is that a team of folks at Konami hacked the source
code of Super Mario 64, ingested one or more types of some unknown
illicit substance, watched a documentary about Japanese culture and made
a video game. And, despite all of its technical
flaws, its an awesome one.
I talk
constantly about how personality can make or break a game. Mystical
Ninja exudes personality from every corner of its world, from its
bizarre storyline to its quirky characters to its good natured
lampooning of Japanese and Western culture. Everything about it is
ridiculous to a spectacular degree. The dialogue is hysterical and even
though the translation is shoddy at times, it almost works to the games
benefit. They even have a studio TV style
laugh track for some of the more irreverent dialogue. There is no
pretentiousness here, just a wonderfully oddball game that owns its
ridiculous premise.
How
ridiculous? The game starts with Goemon getting kicked out of a store
in his hometown of Oedo after his associate Ebisumaru attempted to get a
discount by wearing a “sexy outfit.” As Goemon begins
to explain to his scantily clad friend why that might not have been
such a good idea, a UFO shaped like a giant peach appears over Oedo
castle and blasts it with a beam of light. To the utter shock and sheer
horror of the townspeople, the palace has been
transformed into a (Gasp!) European style castle. We soon learn this
is all the work of the evil Spring Breeze Dancin’ and his associate
Kitty Lilly, who want to turn all of Japan into a giant stage. So yeah,
whoever came up with this had to have been on
something.
The best
way I can describe the gameplay is a combination of Super Mario 64 and
the N64 era Zelda games. The control scheme, combat and platform
jumping echo the former. You make your way through Japan,
fighting enemies, solving puzzles and taking on plenty of jumps along
the way. A attacks, Z ducks, Down C switches characters, Up C your
special ability and Left C switches weapons. Most of the enemies are
fairly easy to defeat, but its always rewarding
to take them out. The platform jumping has its share of negatives,
which we will get to later, but overall its just fine. The biggest
thing is that the game doesn’t punish you harshly for failing, the worst
case scenario is you take a point of damage and
start from the beginning of the room. Overall, control is a little
lose but its very functional and at least responsive.
In terms
of layout, the game plays more like the latter. You will visit towns,
gathering clues in each as to what you need to do next. The towns are
connected by field areas, which have their fair share
of enemies. The meat of the game, though, comes from the five castles,
which serve the same purpose as the temples/palaces/dungeons in Zelda.
They are long, expansive and filled with challenging enemies and
platforming sections. I found all of them to be
very well designed and laid out. They really nail the balance and
difficulty curve, something that a lot of games I have played recently
struggle with. There are also segments where you play as the mechanical
giant Impact (complete with his own theme music
and everything) to take on massive robots. These are fun and add some
variety to the gameplay, although they are a little too easy.
The game
features four playable characters, each with their own unique weapons
and abilities. Goemon and Ebisumaru are joined by the robot ninja
Sauske and the kunoichi Yae, with the player controlling
one character at a time. Switching is done seamlessly with the push of
a button and each character has something to offer. Goemon can hook
onto blocks with his chain pipe and has super strength, Sauske can jump
high and throw bombs, Yae can swim under water
and Ebisumaru can shrink to fit into tight spaces. The game really
makes use of all the character’s abilities and they are all fun to play
as. You do share a life bar and no one does any more or less damage to
enemies, so there is a bit of sameness there.
The only real difference is Yae can slice enemies in half with her
katana, which is cool.
It isn’t
the longest game, but Mystical Ninja does offer a fairly large world
with lots of places to go. This can sometimes lead to getting lost, but
fortunately the NPCs in the game are extremely helpful.
I find NPC dialogue to be a frequent problem in RPGs and adventure
games. There is a delicate balance between telling the player what to
do next without being too blunt or cryptic. This game is great in that
regard, as townspeople give helpful hints without
outright saying “go here next.” If that isn’t enough, you can visit
the in-game fortune teller who will give you a better hint for a small
fee. A lot of games have something like this, but I can honestly say
Mystical Ninja is the only one in which I found
it useful. Also, the fortune teller’s shop is further evidence that
whoever programmed this game was high out of their mind.
There are
definitely flaws here, most of which are technical in nature. It’s
very clear that despite being a Konami game, Mystical Ninja lacks the
polish of its bigger brothers, Super Mario 64 and The
Legend of Zelda: Ocarina of Time. The graphics are generally great,
but there is a lot of clipping and tons of pop up. You find yourself
seeing through walls quite a bit. And that almost works to your
advantage, as the camera is certainly the single biggest
flaw in the game. It gives you some really, really terrible angles
that can make some of the platforming sections brutal. It also makes it
difficult to hit enemies, particularly with ranged weapons. To my
knowledge, you can’t control the camera at all,
which compounds the issue. At least it will eventually reorient
itself, but you have to stand still for that to happen, so even if you
get the camera where you need it to be you have still slowed down the
pace of the game.
There are
other flaws that are far less problematic. There really should have
been more enemy variety. The ones that are there look pretty good and
fit the game’s aesthetic, it just needed more. This
stands out even more because all of the locales are unique and full of
personality. I mean, one of the castles has you making your way through
a submarine filled with random food related things. They thought
enough to have shallots floating in the water
(which is hilarious) but couldn’t program some more enemies. I also
think your health bar is a little too big. You can take a lot of hits
in this game and with the lack of enemies, there aren’t all that many
opportunities to take damage. It takes quite
a bit of the challenge out of the adventure.
That
said, none of those flaws can overshadow what I think is a hidden gem.
The quirky humor and engaging characters, coupled with the outstanding
music and unique graphics make this a truly memorable
experience. There are some technical flaws, but they don’t have too
much of an impact on the experience. It isn’t quite the level of the
top level first party games and the humor certainly isn’t for everyone,
but I liked it a lot. This is the kind of game
you just don’t see anymore. A bizarre cross between an interactive
sitcom and a drugged up fever dream of a bunch of programmers at Konami
shouldn’t work, yet it does. Play this game instead of getting high
because remember:
9.25/10
Play this game if:
You are a huge fan of 3D adventure/platformers
You are a fan of quirky humor
Avoid if:
Comedy in games isn’t your thing
You can’t handle the camera
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