Goof Troop (SNES): passwords for every stage of Capcom's co-op classic

If you played Goof Troop — the Goofy and Max game — you probably did not know you were playing the first project Shinji Mikami ever designed. The same Mikami who would create Resident Evil three years later and invent survival horror along the way.
That is not a loose piece of trivia. The elements are all there: an inventory limited to one item at a time, key-and-door puzzles, backtracking, resources that run out. Goof Troop is a 1993 Disney game with the skeleton of a survival horror underneath.
And it has passwords. Made of fruit.
How the Goof Troop password works
The password screen uses five objects in sequence, chosen from four items:
- Banana
- Cherry
- Red Diamond
- Blue Diamond
Those four, and no others. If you found a list that mentions an apple, discard the whole list — there is no apple on the Goof Troop password screen. It is the fastest tell that a list was invented.
Stage passwords
| Stage | Sequence (5 objects) |
|---|---|
| 2 | Banana · Red Diamond · Cherry · Banana · Cherry |
| 3 | Cherry · Red Diamond · Blue Diamond · Cherry · Banana |
| 4 | Red Diamond · Cherry · Blue Diamond · Blue Diamond · Red Diamond |
| 5 (final) | Banana · Cherry · Blue Diamond · Red Diamond · Banana |
A note on numbering: some older lists label these same four sequences as “stage 1 to 4”, because they count a password by the stage you just finished rather than the stage it takes you to. The sequences are identical and in the same order — only the label differs. The ones above follow the more useful convention: the stage the code sends you to.
The game also shows a password at the end of each stage, so you can continue where you left off without consulting any list at all.
The five areas of Spoonerville Island
Goof Troop has five areas, and the progression is clearly marked:
- The beach — a disguised tutorial, teaching the hook and barrel throw
- The besieged village — the first serious block puzzle
- The haunted castle — where Mikami’s DNA becomes obvious
- The cavern — the hardest stretch, with timing puzzles
- The pirate ship — rescuing Pete and PJ
The co-op is worth more than the campaign
Playing alone as Goofy is good. Playing with someone else, one on Goofy and one on Max, is a different game.
The difference is not cosmetic: the two characters have different reach and speed, and several puzzles resolve faster with two pairs of hands — one holds the switch, the other crosses. There is no friendly fire and no competition for resources, which makes it one of the gentlest co-ops on the SNES. You can play it with someone who has never held a controller.
It is also a short game — four to five hours the first time, under two once you know the puzzles. Short enough to finish on a Saturday afternoon, which is probably how you played it the first time.
Why it is so well regarded now
Goof Troop landed in that category of Disney licence nobody expected to be good and that was very good — the same one holding Duck Tales and Chip n Dale. Capcom ran a production line of licensed games that, unlike practically everyone else at the time, took design seriously.
The recognition arrived decades later, when the community spotted Mikami’s signature in it. Today it reads less like “the Goofy game” and more like the rough draft of a career.
Sources checked: passwords cross-verified between the World of Nintendo archive and community lists on PixelGuides and GameFAQs; both carry the same four sequences in the same order. Design credit to Shinji Mikami per the game’s staff roll.
Into SNES passwords? See also the Aladdin passwords, which use faces instead of fruit, and the complete Super Bomberman 3 passwords.




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