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When one thinks of the legendary mangaka Akira Toriyama, the mind immediately jumps to the world-shaking battles of Dragon Ball or the timeless adventures of Dragon Quest. However, nestled within the golden age of the Super Famicom lies a charming, mischievous, and visually striking series that showcases Toriyama’s signature humor and art style: Go Go Ackman. Released in 1995, Go Go Ackman 2 (known in Japan as ゴーゴーアックマン2) is the second installment in the trilogy, developed by Aspect and published by Banpresto.
As a sequel, the game aimed to refine the platforming excellence of its predecessor while maintaining the whimsical, slightly dark-edged tone of the original manga. It stands as a testament to the mid-90s era of licensed Japanese gaming, where high-quality production values met the creative genius of one of the world's most beloved artists. For fans of action-platformers and 16-bit aesthetics, this title remains a vibrant piece of gaming history.
The narrative follows the titular character, Ackman, a 200-year-old demon child who has just woken up from a long nap. In the world of Go Go Ackman, the hierarchy of the afterlife is a bit more bureaucratic and humorous than one might expect. Ackman’s primary goal is to harvest souls for the Great Demon King, but he is constantly thwarted by his arch-rival, Tenshi-kun (an angel who is arguably just as mischievous as the demon he hunts).
In Go Go Ackman 2, the comedic rivalry continues as Ackman traverses various vibrant environments, from urban cityscapes to fantastical landscapes, all rendered in the iconic Toriyama style. The setting is a perfect blend of modern-day Japan and supernatural fantasy, filled with quirky monsters and angelic foes. The story is told through expressive sprite animations and cutscenes that capture the slapstick energy of the V-Jump manga series it was based on.
At its core, Go Go Ackman 2 is a side-scrolling action-platformer that takes many cues from the successful mechanics of the first game. Players control Ackman as he runs, jumps, and attacks his way through stages teeming with enemies. While the base combat involves punches and melee strikes, Ackman has access to a variety of weapons, including swords and boomerangs, which add variety to the encounter design.
The most significant addition to the gameplay in this sequel is the enemy-throwing mechanic. In the previous entry, Ackman was largely limited to direct combat; however, he can now pick up stunned enemies and hurl them at other foes or obstacles. This small but impactful change adds a layer of strategy to the platforming, allowing players to clear screens more efficiently and interact with the environment in new ways.
The level design is tight and challenging, featuring boss battles that require pattern recognition and precise timing. The game also features a "soul" collection system, where defeated enemies drop souls that Ackman must collect to increase his score and progress, staying true to his demonic duties.
This game was released exclusively on the Super Famicom for the Japanese market, making it a sought-after title for import collectors.
Go Go Ackman 2 holds a special place in the hearts of Toriyama enthusiasts. While the series never saw an official Western release during its heyday, it gained a cult following through the import scene and later via fan translations. Its legacy is primarily tied to its visual identity; the game looks like a living Toriyama manga, with character designs that feel like cousins to the cast of Chrono Trigger or the Dragon Ball Red Ribbon Army era.
Historically, it represents the peak of Banpresto’s partnership with Aspect, delivering a polished experience that didn't just rely on the license but provided genuine mechanical depth. It remains a highlight of the Super Famicom’s extensive library of Japanese exclusives, often cited as one of the best examples of how to adapt a manga into a video game format without losing the creator's soul.