Mikey Walsh
The playable hero who explores the hideout and attempts to rescue the captured Goonies.
Documented for this version
Arrow Pad | Move Mikey |
|---|---|
A | Jump |
B | Use the equipped weapon or item |
Start | Pause the game |
Controls are for the NES version.
How it plays
Mikey explores connected areas from a side-view perspective, jumping over hazards, fighting enemies, and opening doors. Entering certain rooms changes the view to first person, where the player searches walls and objects for items, clues, and passages.
The objective is to rescue the imprisoned Goonies and Annie while collecting weapons and tools needed to reach new sections. Progress depends on finding the correct item, returning to earlier rooms, and learning the layout of the maze. Enemies, traps, and limited health make careful exploration important.
Plan your run
Map the rooms and note doors that cannot yet be opened. The game often expects you to revisit earlier areas after finding a new item, so backtracking is part of normal progression.
Use first-person rooms methodically: inspect walls and objects rather than rushing through them, and remember where weapons or tools were found. Preserve health when possible, because unfamiliar rooms and traps can make long expeditions costly.
Meet the cast
The playable hero who explores the hideout and attempts to rescue the captured Goonies.
A captive whom Mikey must find and rescue.
Mikey’s friends, held in different parts of the hideout and rescued during the adventure.
The criminal antagonists associated with the hideout and the kidnappings.
Before you begin
Keep track of item locations and unexplored doors.
Explore first-person rooms carefully; useful objects can be easy to miss.
Expect backtracking when a new weapon or tool changes what is accessible.
The Goonies II is a 1987 NES action-adventure game developed and published by Konami. It follows Mikey as he searches a sprawling hideout for Annie and the other Goonies, who have been captured by criminals. The game combines side-scrolling platforming with first-person rooms that must be searched for tools, keys, weapons, and hidden passages. Its maze-like structure, unusual perspective changes, and emphasis on item use distinguish it from a straightforward licensed platformer. Contemporary and later reception has been mixed, but the game is remembered for its ambitious exploration design and its distinctive interpretation of the film’s world. Focus: exploration, rescue, and environmental puzzles Style: side-view action combined with first-person search screens
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