Being a major film, The Goonies
had a licensed video game to go with it. Konami
made a platformer game, with some adventure elements for the Famicom
. Although the actual connection to the movie was rather light. Mikey's fellow goonies are captured instead of traveling with him, and the Fratellis are basically individual Mooks
instead of the family chasing the heroes. Then you have rats, bombs, and Mickey using a kick attack. It was still fun for a lot of people, and considered largely an aversion to The Problem with Licensed Games
Then there was a sequel (The Goonies II: The Fratellis' Last Stand
), which takes the platforming elements, but, like Castlevania II Simons Quest
, changes the levels to free roaming exploration (not to mention has elements not seen in the movie at all, like a mermaid to rescue). It's also considered a good game, but like that other game, suffers from some design flaws for being one of the first of the Metroidvania
there's a completely unrelated single-screen platformer called The Goonies on the Commodore 64
. This one follows the plot of the film reasonably well; each screen depicts a scene from the movie has two characters present that have to solve its puzzles with teamwork. The game actually ends on the famous ship from the movie, as it sails away on its own.
The games provide examples of:
- Barbie Doll Anatomy: Annie has a blank chest.◊
- "Blind Idiot" Translation: "OUCH! WHAT DO YOU DO?" Several other cases in II, as well.
- Canon Foreigner: Annie the mermaid, most prominently. Also "Pipsqueak" Fratelli in the second game, the one Fratelli that Mikey apparently can kill.
- Cartoon Bomb: Mikey can use these as weapons, as well as to reveal hidden doorways. Ma Fratelli also throws them as her attack.
- Covers Always Lie: Goonies II never has a group of characters swinging from a rope (or anyone, for that matter), Annie isn't trapped in some kind of orb, and Chunk never uses a slingshot (Mikey can, though).
- Damsel in Distress/Distressed Dude: Annie the mermaid and all the Goonies except Mikey.
- Empty Room Psych: A lot of rooms with safes and people giving useless advice; there's even one completely empty room (dubbed the Amazing Nothing Room in one walkthrough). "I'M ESKIMO. THERE'S NOTHING HERE."
- And there's a fairly long path in one underwater stage, but there's nothing useful in that path.
- Everything Trying to Kill You: Notable in that even the waterfalls are deadly (although that's a bit more realistic than video games usually get) in the second game. The sole subversion are the iron masks on the bridge - they'll steal your boomerang, but do no damage (even if your boomerang is already gone).
- Fan Remake: The MSX version has one.
- Guide Dang It: Most of the major goals in II.
- Heart Container: Rescuing a fellow Goonie in the second game grants extra life.
- Hearts Are Health: Hearts dropped from enemies will restore health.
- Interchangeable Antimatter Keys: In the second.
- A Kind of One: You'd assume that there'd only be one Jake Fratelli and one Francis Fratelli, being that the film showed Mama didn't reuse any names. However, in the game, they're technically enemy types, and multiple Jakes and Francises can spawn at the same time (though this only happens when you start getting close to Annie). Multiple "Pipsqueak" Fratellis are also possible, but as they're exclusive to the games, they could just be an entire subbranch of the family with growth hormone deficiencies.
- Killer Yoyo: In II.
- Medium Awareness: "IT'S FUN TO PLAY THE GOONIES II!"
- Metroidvania: The original Famicom game featured explorable levels, but otherwise had a stage-based structure. Goonies II on the other hand had free-roaming stages.
- Molotov Cocktail: The subweapon you get from the yellow "Fire" boxes in the second game. Useful for doing continuous damage to Fratellis, but of limited use beyond that.
- Mooks Ate My Equipment: Floating skulls on the bridge in II eat your boomerang. Now the weapon isn't vital to winning, but it is an annoyance.
- No Export for You: The first Goonies NES game was only released for home markets in Japan. In America it was available on Playchoice-10 arcade machines, but never as a cartridge.
- Non-Lethal K.O.: Unfortunately for Mikey, he doesn't have the raw strength to actually kill Jake, Francis, or Mama Fratelli. He can only temporarily knock them out. This gets a bit ridiculous when you start hurling Molotov cocktails at them and all it does is knock them on their butts for a few seconds.
- Offscreen Teleportation: Related to A Kind of One above, Mama Fratelli can suddenly pop all over the map if you scroll her off-screen. She can't spawn multiple times, but if she's moved off and despawned, any area is fair game for a respawn.
- Our Mermaids Are Different: Annie.
- Password Save: The second game.
- Pink Means Feminine: Annie's tail and hair are pink on her in-game sprite. On the box art she has blonde hair and a green tail (both the US and Japan boxes).
- Pixel Hunt: An odd case. In each stage of the first NES game, you need different combinations of buttons to find hidden items thoughout the stages (example: Kick in certain spots to find gems in the first stage. The second stage wants you to hold up as you're walking etc). Most of them are not necessary in completing the stages, but they'll make your life much easier.
- Precision-Guided Boomerang: One of the weapons in the sequel.
- Random Drop: Enemies can drop hearts, keys, bombs, and other items.
- Real Song Theme Tune: The main theme that plays throughout much of the games are 8-bit renditions of "The Goonies R Good Enough" by Cyndi Lauper.
- Furthermore, this particular rendition was given a remix and used in one of the Pop N Music games.
- Save the Princess: Annie.
- Secret Path: Several varieties. Many of the required paths in the first-person areas require using an item (the hammer or the glasses) to reveal them. There are also a couple of hidden doors in the side-scrolling areas - some only revealed by bombs (including an important one to the left of the bridge), though there are a couple that just require knowing where to press up at.
- See-Thru Specs: The glasses in the second game - not only useful for revealing certain plot-important items, but frequently a source for finding increases to your maximum-held keys, bombs, and Molotov cocktails.
- Slippy-Slidey Ice World
- Sprint Shoes: An item in the second game. Not required, of course, but it makes certain obstacles easier.
- Stuff Blowing Up: Both games give you bombs, and the second game gives you Molotov cocktails.
- Under the Sea
- Unusually Uninteresting Sight / Worst News Judgment Ever: The reporter at the end of II seems to find the capture of the Fratellis more interesting than the fact that Annie's a freaking mermaid!
- Unwinnable: Mistaken for this. If you reach the door to Annie in the second game without A) all six kidnapped Goonies or B) one of the Interchangeable Antimatter Keys, you seem to be trapped in the room, because many forget you can just equip the diving suit to leave.
- Video Game Cruelty Potential: You can hit anyone found in the rooms in the second game with your fist - or a hammer later on. In fact, you have to punch one old woman five times to get the candle needed to light up dark rooms.
- Video Game Cruelty Punishment: That said, if you smack around Konami Man, he'll refuse for the rest of the game to restore your health. This is even saved in your password. The only way to get Konami Man to restore your health again is to reset and start a new game.