Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake [Model SHVC-A4GJ-JPN]

Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake [Model SHVC-A4GJ-JPN] screenshot
31 Years old Nintendo Super Famicom cart. Konami Co., Ltd. [Japan]

がんばれギスヱン ăă‚‰ăă‚‰é“äž­ă€œćƒ•ăŒăƒ€ăƒłă‚”ăƒŒă«ăȘăŁăŸç†ç”±ă€œ © 1995 Konami Company, Limited.
(Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake)

Ganbare Goemon Kirakira Douchuu is the fourth entry in the main Goemon series for the console. In this installment, Goemon and his friends (Ebisumaru, Sasuke, and Yae) embark on a journey across the galaxy—traversing various planets—to solve the mystery of why the inhabitants have suddenly become obsessed with dancing. Combining tight platforming, exploration, and unique minigame segments, it is widely considered one of the technical masterpieces of the Super Famicom era.

TECHNICAL

GAME ID: SHVC-A4GJ-JPN

TRIVIA

Released on December 22, 1995 (Friday) in Japan.

Genre-Blending Mechanics: The game deviates from the traditional linear action of its predecessors by incorporating a wide array of sub-games and diverse playstyles. Players encounter everything from traditional platforming stages to racing, puzzle-solving, and even side-scrolling shooter segments, all unified by the series' signature comedic tone.

Planet-Hopping Adventure: Departing from the feudal Japan setting of previous titles, this entry takes the cast to space. Each planet features a distinct aesthetic and gameplay theme, providing a significant visual and mechanical variety that pushed the Super Famicom’s color palette and sprite-scaling capabilities.

Four-Character Dynamics: Players can switch between Goemon, Ebisumaru, Sasuke, and Yae, each of whom possesses unique movement abilities and combat techniques. Mastering these switches is often required to navigate the game’s more complex, exploration-heavy sections and reach hidden collectibles.

Technical Ambition: This title is noted for its use of advanced parallax scrolling and complex boss sprite animations. It stands as a prime example of Konami’s late-era Super Famicom development expertise, balancing massive, multi-part boss battles with dense, interactive world design.

SERIES
📜
ACTION SERIES
1. Mr. Goemon (1986, AC)
2. Ganbare Goemon! Karakuri Douchuu [Model RC815] (1986, FC)
3. Ganbare Goemon 2 [Model RC833] (1989, FC)
4. Ganbare Goemon - Sarawareta Ebisumaru [Model DMG-GCJ] (1991, GB)
5. Ganbare Goemon - Yuki Hime Kyuushutsu Emaki [Model SHVC-GG] (1991, SFC)
6. Ganbare Goemon 2 - Kiteretsu Shougun Magginesu [Model SHVC-KL] (1993, SFC)
7. Ganbare Goemon 3 - Shishi Juurokubee no Karakuri Manjigatame [Model SHVC-2U] (1994, SFC)
8. Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake [Model SHVC-A4GJ-JPN] (1995, SFC)
9. Ganbare Goemon - Uchuu Kaizoku Akogingu [Model SLPS-00217] (1996, PS1)
10. Ganbare Goemon - Kurofunetou no Nazo [Model DMG-AGDJ-JPN] (1997, GB)
11. Ganbare Goemon - Neo Momoyama Bakufu no Odori [Model NUS-NG5J] (1997, N64)
12. Ganbare Goemon - Dero Dero Douchuu Obake Tenkomori [Model NUS-NG6J] (1998, N64)
13. Ganbare Goemon - Kuru Nara Koi! Ayashi Geikka no Kuroi Kage (1998, PS1)
14. Ganbare Goemon - Hoshizorashi Dynamites Arawaru!! [Model CGB-BEKJ-JPN] (2000, GBC)
15. Ganbare Goemon - Ooedo Daikaiten [Model SLPM-86774] (2001, PS1)
16. Goemon - Shin Sedai Shuumei [Model SLPM-86997] (2001, PS1)
17. Ganbare Goemon - Toukai Douchuu Ooedo Tengurigaeshi no Maki [Model NTR-A5EJ-JPN] (2005, NDS)
RPG SERIES
1. Ganbare Goemon Gaiden - Keita Ougon Kiseru [Model RC840] (1990, FC)
2. Ganbare Goemon Gaiden 2 - Tenka no Zaihou [Model RC857] (1992, FC)
3. Ganbare Goemon - Mononoke Douchuu Tobisuise Nabebugyou! (1999, GBC)
4. Ganbare Goemon - Tengutou no Gyakushuu [Model DMG-AGUJ-JPN] (1999, GBC)
SOURCES
🔗
ROM dump (MAME).