What
do DuckTales, Chip 'n Dale: Rescue Rangers, Tailspin,
Darkwing Duck, Bonkers, and Goof Troop all
have in common? Aside from highlighting one of the best cartoon
line-ups in television history, The Disney Afternoon, each received
the video game treatment courtesy of Capcom.
Any classic
gamer worth his salt knows that these games were not quick cash-ins
by Disney to squeeze the allowances from their young viewers, but
excellent action and adventure games in their own right. Although
the Disney/Capcom legacy is most remembered for their NES titles
like DuckTales, the companies' partnership remained just
as strong into the SNES era. Goof Troop was one such game
on Nintendo's 16-bit system in 1993.
I
remember first seeing Goof Troop advertised in an issue of
Disney Adventures, a supermarket magazine in the 90's that
published comics and all the news important to kids at the time
like Jonathan Taylor Thomas's favorite number. The ad showed pirates
and a tropical island setting, all the funky ingredients to make
for a perfect weekend game rental.
I
couldn't tell you how far I got during that rental period, but I
know I never came close to finishing. Unlike Rescue Rangers,
which I would rent constantly from West Coast Video (why didn't
my mother just buy it?), I only recall taking out Goof Troop
one time. Once was enough for me. I'm not saying that it was
a bad game, I'm saying that it was a hard game. Really hard.
Goof Troop certainly stood out from the other Disney/Capcom
games in terms of challenge.
In
another developer's hands, this game could've gone terribly wrong.
The Goof Troop TV show is more grounded in reality when put
up against the international treasure-bound adventures of DuckTales
or the detective, crime busting cases of Rescue Rangers and
Darkwing Duck. More intent with issues of growing
up and the struggles of adolescence and parent-child relationships,
these themes can prove to be big trouble in translating into a riveting
gaming experience (see: every Mary Kate and Ashley game ever made).
The cartoon
takes place in the calm, quiet suburban town of Spoonerville, where
a single (and incredibly eccentric) father, Goofy, raises his cool,
shade-wearing son, Max. Former high school friend, Pete, now a sleazy
used car salesman, lives next door with his son, PJ (Max's best
friend), Peg (his feisty wife with features so curvy that you could
bounce a silver dollar off her badonkadonk), and Pistol (his cute,
little, rambunctious daughter). Seeing the way these wildly different
personalities clashed made up most of the entertainment in each
episode. It's a tween cartoon sitcom, basically. Because of that,
a literal toon-to-game adaptation just would not have worked. ('Cept
maybe for a Peg tiddlywinks mini-game. That would've worked out
nice. Real nice.)
Thankfully
Capcom took plenty of liberty with their game, moving the whole
cast out of boring suburbia and into the exciting tropics of Spoonerville
Island, a getaway chock full of pirates, ghosts, and other things
that kids eat up. The resulting game may not be the most faithful
video game interpretation ever, but it works, and I think most fans
would agree that abandoning Spoonerville's used car lots was the
right move to make. The only thing I can fault Capcom with is not
somehow incorporating the show's incredibly hip theme song ("We're
the Goof Troop, and we always stick together / We're the Goof Troop,
best of friends forever") into the video game.
Not
a standard platformer, not a straight-up puzzler, Goof Troop
took a risk by blending the two together while mixing in some top-down
Zelda-style action for good measure. The result is a game
that pushes your mind with its ingenious puzzles and tests your
coordination during the clever boss fights. The game also supports
simultaneous two-player co-op, with one player being Goofy, and
the other, Max. When playing in this mode, each player carries his
own item, and success rests on working together as a team to get
through levels and accomplish tasks.
Take
this basic puzzle on the right as an example. There are two helpful
items stored in the middle of this room, but the only way for the
spikes to drop down is for that yellow tile switch inside to be
stepped on. But how to reach it from outside the wall?
Equipped
with the bell, just one of the items in the game, Goofy can lure
the pirate inside this closed-off area with his ringing. Moving
up and down the screen, the player can manipulate the goon through
the maze of crates and closer to the tile.
Lead
him directly onto the switch, and the pathway unlocks. Garsh, Goofy,
you solved the puzzle!
The
game mostly operates by throwing these kind of brain teasers at
the player, only they become progressively harder and more complicated
to the point where I can see most younger gamers getting frustrating.
This was the reason why I only rented the game that one weekend
as a kid. It's a game I can appreciate more now than back then.
The
downside is, despite such inspired gameplay, it's over far too quickly
with only five levels: an island beach, a pirate village, a spooky
castle, an ocean cavern, and a pirate ship.

Capcom
uses a sticker over the inside EPROM similar to the ones standard
on their NES prototypes (see: Adventures
in the Magic Kingdom). "O" and "GFT-M"
are printed on the sticker below the company's logo.
Interestingly
enough, there's a battery compartment on the prototype PCB, even
though Goof Troop uses passwords and does not have a save
system.
This
was the first game to have given me any kind of trouble during the
dumping process. My back-up device had a hard time recognizing it,
and I could get nothing but corrupted overdumps that wouldn't play
in an emulator. For at least a half an hour, I kept taking it out,
putting it back in, taking it outthis was more work than sex,
but believe me when I say I gained no pleasure from the thrusting,
not to mention all of the blowing. If this were Atlantic City, I'd
have made enough by the time I quit for both the buffet and
an hour at the five-dollar slots.
After
upgrading the device's hardware, I decided to try dumping this game
again. To my surprise, the damn thing was recognized on the first
attempt.
While
going through the game's code, I saw this message on the right repeated
over and over.
The ego
on this guy! The nerve! We get it, M. Night Shinohara, you worked
on Goof Troop. Now try working on your spelling ("Programed").
I can't
find any other game that Masasugo Shinohara has ever contributed
to before or after Goof Troop, so this is literally the whole
shebang for him. This was his one gift to the world. Shine on, Shinohara-san.
Wherever you are, shine on.
The date
written in the code is April 21, 1993. Goof Troop was released
to North America in July.
Any differences
from retail? None! Zilch! Zip! Nada! The prototype is 100% the same.
Don't
cry, Keelhaul Pete. Don't cry. I know your pain. God knows how I
feel your pain. With a little yo ho ho and a bottle of rum, we'll
persevere.


