"goemon's great adventure" also features a system of day and night. every two to three minutes, a meter in the information bar will slowly turn to evening or morning; the sky in a stage's background will similarly emulate the hues of a sunset or a sunrise. at night, more powerful and swift enemies challenge players. however, they produce two ryō coins rather than one when killed. different non-playable characters can be found at night in towns as well. within these cities, players can purchase armor (represented by three blue bars), sleep in inns and eat in restaurants to recover strength, and perform miniature quests for entry passes. for example, the character sasuke must help a man in spook village set off fireworks for a festival. scripted events relating to the game's storyline also take place in dwellings, and occur elsewhere before characters assault dungeons or after these special stages have been completed. the successful infiltration of a dungeon often leads to a battle between three giant mecha robots. these conflicts pitch the player, controlling the robots impact and lady impact, against a villain and his or her robot of choice. from the perspective of a cockpit behind impact's eyes, players can punch, kick, grab, or fire nasal and beam weaponry at an enemy robot. measures of health, enemy health, and ammunition are displayed in the cockpit. if the player's robot runs out of health, the game restarts at the beginning of the battle. to avoid this scenario, players can throw a baton to the other friendly robot; if it hits its mark, player perspective changes to the new robot who has his or her own health count. in two-player mode, one player waits while the other fights, and comes into play if the baton is passed. the penultimate conflict in the game is an impact battle, and after winning a final fight in the normal side-scrolling mode the player can witness the ending of the game.