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One specific thing can be said about Mystical Ninja and that is that it is a different type of game. Goemon's adventure blends both rpg and platform elements to create a unique gameplay experience. In addition, the game is set in a Japan of the past. For most North Americans, the humor and themes of this culture may be strange and subsequently, exciting. Konami played their cards right when they left the Japanese theme songs in their origianl language. I believe that the distinct cultural contacts found in Goemon add to the already high quality threshold of this title. If you can't wait for Zelda, or Quest Goemon is more than enough fun to tie you over. visuals So how does Goemon and his buddies stack up next to the greatest plumber of all time? In simple english, very well indeed. Aside from some instances of clipping, invisible walls, pop up and slower framerates Goemon does very well in this department. The characters animate quite fluently. Each of them has their own unique moves, runs and reactions. When you speak with villagefolk they animate in a pretty cool way. Also the worlds of Goemon are made much easier in terms of navigation by the clear and comprehensible graphics. In short, the graphics are a real strength in this game. They emulate the achievements accomplished by the Miyamato strikeforce in Mario 64. The one criticism of this adherence to Mario's formula is that there is little innovation on Super Mario's graphic formula. However, when one considers that Super Mario 64 was light years ahead of the competition I guess that this is forgivable. audio gameplay The interfaces follow the user-friendly control set up. You can check your status, weapon and character very easily at the bottom of the screen during gameplay. When you press start all of your items are itemized and by pressing Z you get a map of Japan that lets you know exactly where you are. The interfaces are nothing special but they aren't confusing and that's what makes them excellent. I prefer interfaces that you don't notice rather than ones that become annoying. Konami did a great job in this department. The one major problem I had with Gameplay is the amount of space between actions or battles. Perhaps it's because I'm not really a veteran of RPG type games. But the opening sections of Goemon are all about collecting maps and inventory. It's pretty boring at first actually and this introduction may scare some of you away at first. But once you warm up to the title and you have all your tools you really start to rock! Later on in the game when you battle bosses and ride dragons things get really interesting and action oriented. Mystical Ninja's adventures really get going after you start collecting your buddies. In conjunction with this idea, the level designs are non-linear. You don't just go through a town and do everything and then that level is over. Sometimes you have to go back into towns and get things. Like the eight fruits in the golden temple to help Ebisumaru shrink so that he can fit into the hot spa's entrance. I really like this idea. It makes the gameplay have a really "full depth" feel to it. The amount of characters you control really adds to the gameplay. Here's a list of them. Goemon I like this dude the best. And it's not because of his hair. He blasts Ryo at enemies as well as using his different pipes on them. Ebisumaru Remember Danny Devito's role in twins, well that's this guy. He's the comic relief in the game and becomes quite useful with a camera and getting into those tight spaces. Yae The Green Haired she devil who later becomes a mermaid. Excellent for calling the dragon with her flute. Sasuke A mechanical ninja that runs on batteries. Another cool charcater. Each of these characters is well thought out in terms of graphics and originality. Most of them are based on cultural myths of Japanese folklore. Ebisamaru is based on a deity and Goemon is founded on a Robin Hood-type character. multiplayer overall
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