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User:GoldS/Goemon/Rooms
This is a sub-page of User:GoldS/Goemon.
| ...But does it make sense? The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary! |
Contents
- 1 General
- 2 Goemon's House
- 3 General Store
- 4 Diner
- 5 Travel
- 6 Part-time Job
- 7 Maze
- 8 Fortune-Telling
- 9 Gambling
- 10 Guardhouse
- 11 Omi-Chan
- 12 Yanosuke
- 13 Bank / Travel Diary
- 14 Game Center
- 15 Whac-A-Mole
- 16 Horse Racing
- 17 E-Awase
- 18 Puzzle
- 19 Aiming Shot
- 20 Freak Show
- 21 Hamburger
- 22 Inn
- 23 Dojo
- 24 Bathhouse
- 25 Pawnshop
- 26 Barricade
General
| Page 1 | Page 2 | Page 3 | Page 4 | ||||
|---|---|---|---|---|---|---|---|
| ごえもんのいえ よろずや めしや とらべる あるばいと めいろ うらない ばくち |
Goemon's House General Store Diner Travel Part-time Job Maze Fortune-telling Gambling |
ばんや おみっちゃん やのすけ ぎんこう げえむせんたあ もぐらたたき けいば えあわせ |
Guardhouse Omi-chan Yanosuke Bank Game Center Whac-A-Mole Horse Racing E-awase |
なぞなぞ ねらって しょっと みせものごや ハンバーガー やど どうじょう ふろや しちや |
Puzzle Aiming Shot Freak Show Hamburger Inn Dojo Bathhouse Pawnshop |
たからくじ ばりけーど みんか1 みんか2 とらべる2 パーク |
Lottery Barricade Minka 1 Minka 2 Travel 2 Park |
- Bank is たびにっき (Travel Diary) in the final version.
- Park is がいじん (Foreigner) in the final version.
- The ろうや (Jail) room is missing from the menu entirely.
| Prototype | Final |
|---|---|
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- The border for rooms is darker...
- ...and there's a second border that's exclusive to the prototype.
Goemon's House
| Prototype | Final |
|---|---|
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In what will be a theme for these rooms, the floor texture is muddier in the prototype and the wooden beams are more lightly shaded.
General Store
| Prototype | Final |
|---|---|
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- Art-wise, the only difference between versions is the floor graphic.
- At this point, there are only six types of shops, with different inventory and prices in each shop.
- The hourglass doesn't do anything yet.
- There are extra life items in the game's code, but they don't do anything either.
- In both the prototype and the final version, the player can have up to three stacks of sandals at once.
- In the prototype, the player starts out with one pair of sandals, and can then upgrade to two pairs in shop 00 and three pairs in shops 01, 03, and 05. The player can't purchase the two-pair stick in shop 00 to upgrade to three pairs.
- In the final version, the player starts out with no pairs of sandals. Each pair of sandals is sold individually, and the player can stack sandals by buying multiple pairs at once, which makes much more sense than the prototype system.
Diner
| Prototype | Final |
|---|---|
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- The prototype's layout is unique to this room type, while the final version changes it to a variant of the general store layout.
| Prototype | Final |
|---|---|
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- The prototype has a text-based buying interface much like the one in the hamburger restaurant, while in the final game it uses the general store's interface and includes sprites of the diner's offerings.
| Shop 00 | Shop 01 | ||||||
|---|---|---|---|---|---|---|---|
| Proto | Soba 60両 |
Kabayaki 80両 |
Edomae-zushi 100両 |
Proto | Soumen 60両 |
Sanuki udon 80両 |
Tai-meshi 100両 |
| Final | Soba 40/80両 |
Kabayaki 60/120両 |
Edomae-zushi 80/160両 |
Final | Soumen 40/80両 |
Sanuki udon 60/120両 |
Tai-meshi 80/160両 |
| Shop 02 | Shop 03 | ||||||
| Proto | Taiyaki 60両 |
Okonomiyaki 80両 |
Kitsune udon 130両 |
Proto | Hanami danko 60両 |
Sakuramochi 80両 |
Kakinoha-zushi 130両 |
| Final | Okonomiyaki 40/120両 |
Kitsune udon 60/180両 |
Kakinoha-zushi 80/240両 |
Final | Hanami dango 40/160両 |
Sakuramochi 60/240両 |
Nama yatsuhashi 80/320両 |
Travel
| Prototype | Final |
|---|---|
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A near-insignificant change here. Take a look at the tile at the bottom-left next to the potted plant. They flipped it. Wow!
Part-time Job
| Prototype | Final |
|---|---|
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The final game adds a new red object to the shelves in the back.
Maze
| Prototype | Final |
|---|---|
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The prototype seems to be using a version of the Goemon's House layout with an incorrect tileset aside, leading to the broken graphics seen here. The final game uses the standard mini-game entrance.
Fortune-Telling
| Prototype | Final |
|---|---|
- While the room graphic is the same, the final game adds a container to the fortuneteller's sprite.
| Prototype | Final | ||
|---|---|---|---|
| どうじゃ どうじゃ わしのわいりょくで ばけものどもを おいはらったぞ 20両こしてやるが うらないはどうじゃな |
??? I can drive off monsters with my power. Give me 20両 and I'll tell your fortune. |
おお,おめしちょど よいところにきた いまなら20両こ してやるが うらないはどうじゃな |
Oh, you've come to the right place! Right now, I'll tell your fortune for just 20両. |
- The fortuneteller's text is also different between versions. Oh, and he doesn't actually do anything yet in the prototype.
Gambling
| Prototype | Final |
|---|---|
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Standard ground and beam graphics changes, plus the host was moved a bit down and to the left.
Guardhouse
| Prototype | Final |
|---|---|
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Ground graphics? Wooden beams? They're different.
Omi-Chan
| Prototype | Final |
|---|---|
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Alert the media: They changed the ground and wooden beam graphics here too.
Yanosuke
| Prototype | Final |
|---|---|
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More of the same...wait, why'd they remove the shadow on the ground?
Bank / Travel Diary
| Prototype | Final |
|---|---|
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This would presumably let the player deposit and withdraw money, but the interface seems broken in the prototype. The final game replaces this with the Travel Diary service, which provides the player with their current password.
Game Center
| Prototype | Final |
|---|---|
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Konami Lady seems to be in the middle of a laser light show in the prototype, while in the final version she stands in front of a blank TV.
| Prototype | Final | ||
|---|---|---|---|
| ブロックくずし | Block Break | かべくずし | Wall Break |
| ピンポン | Ping Pong | ホッケー | Hockey |
The names for two of the games were changed in an attempt to disguise what inspired them. ブロックくずし (Block kuzushi) is the Japanese term for a Breakout clone.
Whac-A-Mole
| Prototype | Final |
|---|---|
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- This is the first room type (by ID, anyway) in the prototype that uses the standard mini-game room template. The walls are orange instead of a grayish green, there are slanted walls leading to the entrance instead of straight ones, there's only one entrance to the building, and the striping on the bottom-left pole goes right instead of left.
| Prototype | Final |
|---|---|
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- The prototype has two extra holes for the Start and Select buttons. These were removed to allow players to pause the game.
- The single player layout originally had a 1P marker on the upper-left corner of the playing field, even though it's possible for the second player to be playing this game alone. The final layout removes that marker.
| Prototype | Final |
|---|---|
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- The same button-related changes apply to the two-player layout.
Horse Racing
| Prototype | Final |
|---|---|
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- Different feel to the horse racing entrance here. The lighting on the pillars -- which changed from purple to green -- is darker, the ground is brighter, and the shadows the pillars cast go all the way to the bottom.
| Prototype | Final |
|---|---|
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| Prototype | Final |
|---|---|
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| Prototype | Final |
|---|---|
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E-Awase
| Prototype | Final |
|---|---|
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All of the pictures are different between versions: The prototype uses a full 32x32 graphic for each of the 8 pictures, while the final game stores all of the portraits sans Kobanneko as 16x32 graphics and then mirrors them horizontally. The sixth portrait was changed from a blue-haired women (Is that supposed to be Princess Yuki?) to the Lantern Devil, probably to keep the player from confusing her with the eight portrait.
Puzzle
| Prototype | Final |
|---|---|
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- In the prototype, the quiz game has its own unique layout, complete with marked entrances for each of the three contestants. The final game just uses the standard mini-game layout.
| Prototype | Final |
|---|---|
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- The message box window is 3 pixels lower lower than it should be in the prototype.
- During the host's introduction, his name, "Shimopii", is in quotes. These were taken out when the quotation marks were removed from the game's font.
Aiming Shot
| Prototype | Final |
|---|---|
The timer is yellow in the prototype and pink in the final game.
Freak Show
- The game immediately jumps to the interior in the prototype, while the final game uses the standard mini-game entrance and charges admission as well.
| Prototype | Final |
|---|---|
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- The checkered sliding doors in the back are laid out strangely in the prototype, with two big ones in the middle, two tiny ones anchoring them, and two big ones on the left and right extremes. The final game makes all of the sliding doors the same size. The room as a whole is brighter in the prototype.
- The freak show itself hasn't been coded yet in the prototype, so there's nothing to do or see here.
Hamburger
| Prototype | Final |
|---|---|
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The design of this room was simplified in the final version. The corner pieces of the counter were removed, as was the lighting at the top, and both sections of the menu now use the same tiles.
| Prototype | Final | ||
|---|---|---|---|
| ありがとうございました また ごりようください |
Thank you very much. Please come again. |
ありがとうございます | Thank you very much. |
The purchase message was also simplified.
Inn
| Prototype | Final |
|---|---|
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- Ye olde floor changes.
- You can't actually sleep here in the prototype.
Dojo
| Prototype | Final |
|---|---|
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- The ancient art of floor changes.
- This doesn't work in the prototype either! What a dojoke.
Bathhouse
| Prototype | Final |
|---|---|
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- These floor and wooden beam graphics seem...different, somehow.
- The bathhouse keeper seems to have aged 50 years between versions.
Pawnshop
- Another cut shop, this would let the player(s) sell items in their inventory. The slot that this shop occupies is blank in the final game.
|
|
| Hey, welcome! I'll buy your unwanted items for a high price. |
Are you selling? Sell Don't sell |
- The pawnshop guy has a unique sprite and intro dialogue, two of the few aspects of this shop that were actually finished.
|
| Are you kidding me? |
- Like most proprietors in this game, he's bad at dealing with rejection.
| In-game | Menus only |
|---|---|
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- In all likelihood, this shop was already on its way out. The currently selected item's price goes outside of the text window. The list of items appears below the window, where the items are listed with garbage text and, due to not appearing in a text window, are very hard to see. Trying to navigate the menu will result in the player leaving the store.
- Sell values are listed below:
100両 |
100両 |
200両 |
300両 |
50両 |
130両 |
120両 |
1100両 |
110両 |
330両 |
850両 |
100両 |
100両 |
100両 |
- The sell prices seems odd, with upgraded versions of items selling for less than their weaker counterparts. It's possible that it's either reading from the wrong location in the ROM or the sell data was overwritten with something else.
|
| Want to sell this? |
- Selecting an item to sell will make a confirmation window pop up, but the player won't be able to select either option.
Barricade
- This standalone mini-game requires two players to even enter. Trying to go in during a 1P game will prompt the following message:
| JP | EN |
|---|---|
| このゲームはふたり せんようです ふたりそろって またきてくださいね |
Two players are needed for this game. Please come back after pairing up. |
|
|
| A nostalgic Barricade game. It's a three-round bout! |
Press the button to begin! |
- A very brief explanation precedes the game.
- In case the screenshots didn't make it clear enough, yes, this is Snake...or, more accurately, it's Blockade. The genre was brought into Japan by Taito as Barricade, which explains the mini-game name.
|
|
|
| Goemon-san won this round. | Goemon - 03 points Ebisumaru - 01 point |
Goemon-san wins. |
- The player who survives the round gets a point; the first player to reach 3 points wins. Like the Game Center, there is nothing to win and nothing at stake other than the agony of defeat. It's just a fun little diversion.
- This mini-game was heavily reworked as the Penkinuri (Painting, as in a house or a fence) mini-game:
- The game is only available through the Part-time Job building.
- The game can be played by either one or two players.
- Players control paintbrushes, and the object is to cover as much of the screen as possible.
- At the end of the game, players earn one ryō per square. In a two player game, the player who lasted the longest gets their earnings doubled.










































































