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Retro Game Database · SNES

GS Mikami: Joreishi wa Nice Body

Retro Game Database · SNES

GS Mikami: Joreishi wa Nice Body

GS Mikami: Joreishi wa Nice Body gets moving quickly: Reiko heads out to recover seven gems for a magic statue, and you spend each case batting ghosts and monsters through compact side-scrolling stages before meeting a boss. Its strongest hook is the enchanted baton. Building it into angled lightning or icicle shots gives routine enemy encounters a welcome bit of bite.

The catch is that one hit strips away that charge, which can make the game feel sharp rather than forgiving. Limited special items—enemy-sucking scrolls and time-freezing gems—add useful emergency options, but you can carry only three. This is a solid fit if you want a brisk, old-school action platformer and enjoy making the most of a small combat toolkit.

Platform:

Retro Replay Review

Gameplay

The first hour has a clean, immediate rhythm. You take control of Reiko, push through a side-scrolling level full of supernatural trouble, then square up to a boss at the end of a case. There is little mystery about what the game wants from you, and that directness suits a licensed action platformer built around getting in, fighting, and moving on.

Reiko’s enchanted baton is where the combat gets more interesting. At its basic level, it is a close-range answer to ghosts and monsters. Power it up, though, and it can fire lightning or icicles diagonally, giving you a more flexible way to handle enemies that are not standing directly in front of you. That upgrade makes positioning matter, and it gives the action a satisfying sense of momentum when you can keep it active.

That same system is also the source of the game’s sting: getting hit costs Reiko her baton power. You can feel frustration creep in when a mistake erases the stronger attack you had earned, especially before a difficult encounter. The special weapons help—scrolls can suck enemies in, while gems freeze time—but the three-item limit means you cannot simply stockpile a solution for every problem.

Cases lasting one or two levels before a boss fight keep the structure brisk. This is not a game about wandering or long-form planning; it is about handling the next stretch cleanly enough to arrive prepared for the boss. If you enjoy platformers where protecting your current power level is as important as landing attacks, that tension will click. If losing upgrades after a hit tends to sour you, it may wear thin.

GS Mikami: Joreishi wa Nice Body — screenshot 1
GS Mikami: Joreishi wa Nice Body — screenshot 1

Graphics

The game uses side-view platform stages with Reiko facing off against ghosts and monsters, matching its manga and anime roots. The action is built around easily recognizable supernatural enemies and Reiko’s baton attacks, including the angled lightning and icicle shots that give combat a little extra flash.

GS Mikami: Joreishi wa Nice Body — screenshot 2
GS Mikami: Joreishi wa Nice Body — screenshot 2

Story

The setup is pleasantly straightforward: a quiet day at the Mikami Ghost Sweeping Company is interrupted when Yakuchin sends over a magic statue. Reiko soon learns that it needs seven gems, and that simple treasure hunt gives her a reason to head into one supernatural case after another.

There is a light, mischievous streak in the premise. Yakuchin’s decision to hand off a magical discovery and Reiko’s interest in the wealth surrounding it keep the plot from sounding overly solemn. It is a fitting frame for a game where ghost sweeping means punching through platforming levels and boss fights.

Do not come in expecting the gem hunt to eclipse the action. The story functions best as a compact excuse to send Reiko after monsters, magic, and the next boss. Fans of Ghost Sweeper Mikami have the clearest reason to care about the cast and setup, while everyone else can treat it as a serviceable supernatural adventure hook.

Overall Experience

GS Mikami: Joreishi wa Nice Body is at its best when you are protecting a powered-up baton and using its diagonal shots to stay ahead of a crowded fight. The game understands the value of a simple loop: clear a short case, manage a few precious special weapons, and take on the boss. It does not need much more to establish its pace.

Its harsher edge comes from the punishment for taking damage. Losing the baton power turns a hit into more than a momentary setback, so success can depend on staying composed rather than merely forcing your way forward. That makes the game more rewarding for someone who likes crisp, repeatable action-platforming challenges than for someone looking for a relaxed tour through an anime license.

Give it a chance if the Ghost Sweeper Mikami world already appeals to you, or if you want a concise SNES-era platformer with a combat system that asks you to preserve momentum. The payoff is a focused supernatural action game with enough tactical pressure in its upgrades and limited items to keep its otherwise familiar stage-and-boss structure engaging.

Retro Replay Score

7.2/10

Additional information

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Retro Replay Score

7.2

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