"goemon's great adventure" sold over 160,000 copies worldwide and received favorable reviews, earning an 8 out of 10 at ign, an a at 1up.com, a 3.5 out of 5 at gamepro, and a metascore of 80% at gamerankings. critics enjoyed the "simple, yet enjoyable platform gameplay", specifically citing castlevania overtones and fresh, varied level design as strong points. the 2.5d system received much fanfare; gamepro stated that it made the game "more exciting than any old 2d scrollers." nintendo noted that the game looks "more realistic than any 16-bit platformer, but...plays just like one." the presence of a cooperative mode for two players was considered a huge improvement over the game's predecessor, and brought back memories of "classic nintendo and konami sidescrollers." david canter of the san diego union-tribune felt the "ability to control four diverse characters gives the game a nice touch of variety." the camera issues found in "mystical ninja starring goemon" were solved by the switch to the side-scrolling genre. peer schneider of ign celebrated the game's non-linear puzzle elements and quests, which made the game require more than a day to complete. gamepro noted that these quests still took place in completed stages, lending little added appeal. while nintendo power applauded the precise play control, gamepro argued that it could have been slackened somewhat. canter countered, "control is responsive. a good thing, too, as "goemon's great adventure" quickly becomes challenging... the only problem with control occurs when playing as the mermaid...maneuvering a beached whale might be easier." "great adventure"<nowiki>'</nowiki>s graphics impressed critics—schneider wrote that they seemed "right out of a kurosawa movie, complete with both buddhist and shinto architecture, temples, shrines, tombstones, cogs, mills, giant frogs, statues and more," while nintendo lauded the special effects, including "artfully composed cinema sequences...backdrops of glimmering water...and...translucent spirits." canter agreed that while they "don't set a new standard, but there are some nice visual touches." gamepro and ign agreed that enemy design was generally less impressive, excepting the boss characters and impact robots. david canter disagreed, citing "castle bosses, such as the screen-filling skeleton" as "especially eye-pleasing".