Super Ghouls 'n Ghosts is the third game in the Ghosts 'n Goblins series. Released in 1991, this game features the legendary difficulty of series tradition, but adds more upgrades, abilities, and better control to make a very solid platformer. In it, Sir Arthur takes to his armor to rescue Guinevere, who has been captured by the demons once again.
- Best time: 0:36:07 by Patrick 'PJ' DiCesare on 2013-09-13.
- Best time on Professional difficulty: 0:39:41 by Daniel 'Kareshi' Brown on 2010-05-15.
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0:36:07 by Patrick DiCesare.
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Author's comments:
Big thanks to everybody at SDA for keeping things running smoothly!
I need to give a HUGE shoutout to kareshi for being such an inspiration to me and for basically teaching me everything I needed to know to run this game. I learned a good deal of what I know now from his old ustream tutorials. He was constantly supporting me during my attempts, even if he didn't approve of my weapon choice. He definitely made the process much easier on me. Thanks so much, kareshi!
I also have to give a big thanks to Pasky for making a hitbox viewer for this game. I use this thing SO MUCH. It gave me a much better understanding of damage/health values and chest triggers, which were incredibly valuable. Being able to see the hitboxes is really useful for this game.
I have a long history with this game. I played this a lot as a kid, but never made it very far (I think stage 5 stopped me for a long time). Regardless, I loved playing it. When I started getting into "competitive gaming" back in my TG days (I know, I know), I knew I wanted to someday speed run SGnG. Kareshi's run looked completely insurmountable though, so I never really pursued this. When it came time to suggest games for AGDQ 2012, I offered SGnG without having any experience. Having it committed to the schedule would finally force me to learn the game. Kareshi offered to race me, so I really had to grind out this game or else I'd risk getting destroyed.
So we did the race at AGDQ2012 and I had a blast, but I really wanted to improve his run. I kept grinding strats for a few more months and made some solid progress. In the back of my mind, though, I wanted to use the torch because I had a sneaking suspicion that it'd be faster. Exo found a TA on nicovideo that used the torch, and I was amazed that it was so fast. Even though it was clearly segmented, I was motivated to relearn the game with torch. I spent a few more months rerouting the entire game with the torch and resumed attempts. After continuously modifying my route so it'd be safer and have a chance of finishing the game, I decided to just get a strong dagger run and then improve THAT with the torch. That would force me to stick with the dangerous torch strats (or else I'd risk losing time to a dagger run, which is unacceptable), and ultimately produce a better final run. The intermediate dagger run is the run you are seeing now.
This run was done on the Japanese version of the game (thanks for the cart, Jinny!), and on normal mode. There are no differences between the Japanese and US versions except for the end cutscene (which is ~25 seconds faster on Japanese). The RNG and enemies behave identically between the two versions. I only ran this because I didn't like how my other cart was behaving.
The choice to run normal mode is a bit more complicated. Kareshi's run was done on professional mode. On professional mode, all the random enemies tend to move faster or take action sooner (zombies, yellow devils, the falling skulls in stage 1, the swinging axes in stage 2), and the fuzzy bears have longer fire/ice breath. Aside from that, everything is more or less the same. Stage 2 is actually faster on higher difficulties because you don't have to wait for them to swing. You can proceed one axe cycle sooner. Anyways, all of the boss quick kills are the exact same on professional mode. Boss health is higher on higher difficulties, but not by very much; in general, attacks do so much damage that the same exact strats will work regardless of difficulty. For proof, I use the same strats in loop 1 and loop 2 in this run, and the bosses die in the same amount of time.
So if everything is so similar, why run normal mode? Well, it lets me take more risks in the stages. My goal for this game is to have the final run use the torch. Torch can do some silly things that are incredibly fast, but require very good luck from the enemies. These "good patterns" also exist on professional mode, but are more rare. Therefore, I had a few options: 1) run this game on professional difficulty, but take it a bit safer so I have a chance of finishing a run; 2) run it on professional and use the fastest strats, resetting until I get good luck; 3) same as option 2, but on normal. Since the runs produced by options 2 & 3 would be significantly more entertaining and faster than option 1, I wanted to do that. Choosing to run on normal mode just cuts down the number of required attempts by a few thousand. In the end, the run will look the same as if I did it on professional, but this just saves my sanity. Even though I'm not using the torch in this particular run, I still wanted to do it on normal so I can more accurately compare to it when I use the torch.
This run had the absolute strangest luck I've ever seen in my life. It is seriously a miracle that this run finished. I'm not even joking. There is no way this run should have finished, but I somehow saved it. I lost my shield in stage 5, I lost the rest of my armor in loop 2 stage 1, I had spawns that are normally undodgeable but somehow dodged them, etc etc. This run is really something special. I'm really glad it was this particular run that finished. Haha. This was my 3345th attempt at a run (~1600 were using the torch), and only the 6th run that made it to loop 2. Of the 6 that made it to loop 2, one of those finished (this one!), one made it to stage 3 and got hit by lag, and the other 4 ended in stage 1. Making it this far was truly something special.
I could talk for days about the luck in this run and specific details and room for improvement, but I did that in the audio commentary. I highly recommend listening to that if you want to know more detailed information about the run. Also, I forgot if this game had a "the end" screen at the end, so I accidentally cut the recording early. Oops! I promise I won't do that again. ^_^ I also left in a few frames of the previous aborted attempt, because that's the only way that the bow will ever be seen in a submitted run. Thanks for watching!
Professional: 0:39:41 by Daniel Brown.
My 42:05 speedrun from 2008 was one I was very proud of. I didn't think anyone would bother to compete with it, and it took me 70 hours of attempts to get it done. But it had issues, mostly with the final 3 bosses, so after finishing my NES Ghosts 'N Goblins self-improvement, I got back to this one - strangely, not expecting it to take very long. A full month and 92 hours of attempts later, here it is - 39:41.
Immediately prior to this speedrun, I had done the following for Twingalaxies's online scoreboard - two Highest Score runs for SNES and Wii Virtual Console, and one Normal mode speedrun for Wii VC. The points runs touched-up my mental notes on enemy behavior, and the Normal speedrun got me back into the speedrunning mindset. Starting up the Professional attempts again, I managed in a short time to get a 40:52 - which beat my SDA time by over a minute. It was a nice time on the stopwatch, but the levels weren't nearly as well executed - in fact, every stage but the last one and the final boss were shorter on the SDA run. I played an aggressive Round 2 Level 7 and Final Boss, and those two alone had 90 seconds of improvement. But I decided (with help from loyal Kareshi TV viewers on ustream) to keep going until my levels looked as good as the SDA run. So I got another finished game somewhere in the 41:XX's, and one that was 40:48 that I almost stopped with. That run was good-looking overall, but had a few missed jumps and bad luck on some boss fights. Finally I got a run where the levels went great, the boss fights went great, and the final bosses went great too.
Most of this speedrun is not improvised, but instead tightly scripted based on knowledge of the enemy's behaviors. The enemies can't be counted on to do exactly the same thing each time, but most of them have only certain things they can do, with various timings. So I have to pay attention to when and how they're moving and be sure I can deal with them without running into other enemies or flying projectiles. I'm jumping as often as possible because it's slightly faster than walking.
During this run I was surprised to find so many new timesavers, since I thought I did a pretty good job of seeking those out back in 2008. The new ones this time around include: - Better zombie spawning manipulation - all based on which ones you kill and which ones you keep alive. - Better eyeball clam #1 strategy - Shooting the spiky balloon while jumping the gap - Better Level 1 boss strategies for both neck-version (see Round 1) and egg-version (see Round 2) - A new shooting method using two fingers on B and Y means super-rapid fire if needed (comes up every now and then) - New path through the ghost ship (thanks to a TAS path pointed out to me by any1else) - Shooting more things off-screen while in the raft section reduces slowdown spots - Some fire bear flame manipulation - Shoot while jumping up to floating platforms in Level 2B (see Round 2 - it just may save your life!) - Better location for the Dragon magic on Level 3 boss (hits him going up AND down... ideally. I only got a "down-hits" Dragon in Round 2. - Can manipulate the worst-placed spiky balloon in Level 4B out of spawning. Doesn't save time, and he's not dangerous if I have Dragon magic, but it's a good thing to know for casual play. - Can deal with the Bad Luck Flower (the second one in Level 5, after the spike pit) without getting hit or losing more than a second. Never got that right back in the 2008 attempts. - Better manipulation of the behavior of the Level 5 boss - Running under the bird head in Level 6 instead of killing it - Better Levels 6 and 7 boss fight strategy - four knife shots replace one Dragon attack - Much better Round 2, Level 7 Bracelet strategies vs. the bird heads and the bosses
The most time saved during this run is at the last 3 bosses. The Bracelet does more damage the closer you use it. Of course, this increases your odds of getting hit. If you're armorless but keep your shots close-range, you don't actually lose much time.
The final boss went as well as it could, with lots of point-blank hits. I did get hit, but was knocked ONTO a platform that I wouldn't have been able to reach had I fallen normally. So it actually saved me time. The rest is just up to the timing of the platforms and laser shots matching up.
Arthur dies in the ending credits. It's because he's trying to use B to jump, unaware that I switched that with A in the settings. He Game Overs because I had set the # of lives to 1.
Thank yous to all the ustreamers who supported me in this and watched so many hours of pain before this was finished.
This game was voted Second Hardest Game of All Time for a Twingalaxies article in September 2009, losing the #1 spot to Battletoads by a single vote.
The following list is copied and slightly modified from my 2008 comments.
"During the recording of this speedrun, I failed many times. The following is a list of things that went wrong and ended my attempt at least once - and in some cases many, many times. 1.Got the wrong weapon at the start 2. Hit by zombie 3.Hit by dog 4.Hit by skull fireball 5.Hit by falling skull 6.Hit by an eyeball shot by a clam 7.Hit by the clam 8.Jumped too soon and got swept away by a tidal wave 9.Missed the platform and jumped into the water 10. Jumped into a spiky balloon 11. Hit by Level 1 boss 12.Hit by ghost 13.Hit by axe 14.Hit by mimic 15.Missed a jump to the next raft platform 16.Hit by fish 17.Hit by star 18.Ran into an item drop that was a weapons change 19.Hit by shell shot by Level 2 boss 20.Hit by Level 2 boss 21.Hit by yellow devil 22.Hit by fire breath 23.Hit by falling lava 24.Jumped into lava pit 25.Hit the side of a bone platform 26.Hit by bat 27.Jumped into a gargoyle 28.Missed the jump onto a moving platform and fell 29.Hit by falling goblin 30.Hit by blue demon 31.Didn't make it to the rotating platform in time and hit ground spikes 32.Hit by green fireball 33.Fell off moving platform 34.Hit by gas jet 35. Hit by blue devil 36.Hit by fireball from Level 4 boss 37.Jumped into frozen thorns 38.Hit by projectile from flower 39.Hit by ice breath 40.Walked off the ledge 41.Jumped into roof spikes 42.Knocked into thorns by avalanche 43.Hit by fire breath of Level 6 boss 44.Hit by laser beam from Level 6 boss 45.Hit by bird head 46.Jumped onto fake chest 47.Hit by fire breath of Level 7 boss 48.Hit by laser of Level 7 boss 49.Hit by final boss's lasers 50.And sometimes I'd just quit because I spent too much time missing jumps or shots." All other strategies used in this speedrun are self-apparent, if you'd like any more details on why I'm doing what I do, please ask me on the SDA forums or AIM me at Mozart2507.
Super Ghouls 'n Ghosts
- View history
- 3.1 Game Boy Advance Port
- 4 Main Characters
- 6 Enemy Bosses
- 12 External links
In his dying breath, Lucifer says that he will not be completely gone and swears that he will eventually revive and return to reign the world. Before this would happen, Arthur decides to travel in search of a weapon powerful enough to completely extinguish Lucifer. While seeing Arthur off in his journey, Princess Prin Prin was sure that Arthur would someday return, and the people began the reconstruction of the damaged castle and town.
After 4 years and some months, the town was crowded with people who celebrate the complete reconstruction. Arthur, hearing about this in a neighboring country, rushes back to the kingdom. With the town rebuilt and reuniting with Arthur for the first time after years, the princess was full of joy and the two tightly embraced each other.
But at that time... The princess is suddenly taken away to the Demon Realm . Arthur was surprised, as it was too early for Lucifer's revival, but realizes it must not be him, and someone else must be responsible for the Demon Realm's reappearance and the princess' abduction. Taking his Lance , Arthur departs alone to the Demon Realm in order to rescue the princess and stop this new menace.
Gameplay [ ]
In Super Ghouls 'n Ghosts, the player once again assumes the role of the knight Arthur, with new weapons and abilities available. Featuring enhanced graphics and sound over its predecessor, Arthur now has the ability to double jump, adding a whole new level of strategy to the game. However, unlike in Ghouls 'n Ghosts, Arthur no longer has the ability to attack upwards.
After it was released on the SNES, Super Ghouls 'n Ghosts later on had been included in the Capcom Generation Vol. 2 compilation that was released on PlayStation and Sega Saturn. Later on it was also released on the Capcom Classics Collection on the PlayStation 2 and the Xbox. The PlayStation Portable compilation Capcom Classics Collection: Reloaded also included the game.
The SNES version of the game was released on the Wii Virtual Console on March 5, 2007 in North America.
Game Boy Advance Port [ ]
The Game Boy Advance version, known as Chōmakaimura R in Japan, has an "Arrange" Mode. It included remakes of levels from the first two games. For more information about this version of Super Ghouls 'n Ghosts head here .
Main Characters [ ]
- Arthur , the valiant knight.
- Princess Prin Prin , the damsel in distress.
Enemies [ ]
- Skull Flower
- Coral Cannon
- Fire Killer
- Red Arremer Ace
- Petite Goblin
- Skull Flower Multi
- Blue Killer
- Doomblossom
- Flying Knight
- " Cockatrice Head "
Enemy Bosses [ ]
- Cockatrice and its offspring Miniwing .
- Storm Cesaris
- Death Crawler
- Sardius (Samael)
Super Ghouls 'n Ghosts map
- Stage 1 - The Dead Place
- Stage 2 - The Rotting Sea
- Stage 3 - Vermilion Horror
- Stage 4 - The Ghoul's Stomach
- Stage 5 - The Deep Chill
- Stage 6 - The Castle of the Emperor
- Stage 7 - Hallway of Ghouls
- Final Stage (E) - The Throne Room
Weapons [ ]
- Flaming Lance
- Magic Dagger
- Magic Crossbow
- Magic Torch
- Magic Scythe
- Goddess' Bracelet
Underwear : After taking a hit, Arthur's armor will shatter, leaving him in only his boxer shorts. In this state, he is more vulnerable, as one more hit will kill him. If he was wearing the Green Armor or Gold Armor, his weapon goes back to its basic state. Arthur can go back to wearing the Steel Armor if he manages to find it in a treasure chest.
Steel Armor : This is Arthur's standard armor. It is a simple steel armor that protects the knight from one hit from his enemies. He starts the game with this armor. Should the player die, they will also restart with this armor, and it is automatically regained if the boss of the level is defeated while Arthur is in his underwear.
Bronze Armor : Also called the Green Armor, it can be obtained from a treasure chest when Arthur is wearing the Steel Armor. In addition to protecting Arthur from one hit, it also upgrades whatever weapon the knight is currently using.
Golden Armor : This is the best kind of armor that can be found in the game, and it can only be found in a treasure chest while Arthur is wearing the Green Armor. This final upgrade allows the player to use magic by holding the attack button. The magic that Arthur can cast varies depending on the weapon he's using. It usually comes with a Moon Shield, which not only protects Arthur from a single hit from his enemies while he's standing still (It is ineffective when he is moving), but also shortens the time required to charge magic.
Shields [ ]
- Moon Shield
External links [ ]
- Chōmakaimura Virtual Console official site
- Chōmakaimura R official site (archive)
- 1 Firebrand
- 2 Super Ghouls 'n Ghosts
- 3 Ghouls 'n Ghosts
Super Ghouls 'N Ghosts Review
Super Ghouls 'N Ghosts looks fine and sounds better, but it's one of the hardest video games you'll ever play.
By Ryan Davis on April 4, 2007 at 6:07PM PDT
Regardless of whether it went under the name Ghouls 'N Ghosts or Ghosts 'N Goblins, one of the defining characteristics of Capcom's playfully macabre 2D side-scroller has been a hair-singeing level of difficulty. Super Ghouls 'N Ghosts for the Super Nintendo Entertainment System is arguably the hardest game in the entire series, a trait that can lead to either demoralizing frustration or a supreme sense of satisfaction, depending on your feelings toward unbridled masochism. There's no denying the constantly inventive gameplay design or the quality production values, but Super Ghouls 'N Ghosts is a seriously tough game that's not for everyone.
Super Ghouls 'N Ghosts for the SNES was essentially a boosted version of Ghouls 'N Ghosts, which itself was a sequel to Ghosts 'N Goblins. But all of these games have the same basic setup: Playing as the knightly Arthur, you must travel through a series of spooky environments brimming with zombies, ghosts, demons, and other paranormal apparitions to save your betrothed from a big, ugly demon. Armed initially with an apparently infinite supply of lances to throw, basic silver armor, and the ability to double-jump, you'll find treasure chests that can contain new weapons, such as scythes, crossbows, daggers, torches, axes, and more, as well as special armor upgrades that can improve your weapon's effectiveness.
While the game draws from familiar horror conventions for its look and feel, what makes Super Ghouls 'N Ghosts so terrifying is its level of difficulty. When wearing his suit of armor, Arthur can only be hit twice; one hit knocks him down to his Skivvies and another hit turns him into a clattering pile of bones. Even on the easiest difficulty level, you are faced with an unrelenting number of enemies that will constantly spawn around you. The upside of this is it keeps you moving because you're more likely to be overcome by monsters if you just stand still. There are also plenty of forced movement areas that require crackerjack timing to make it through the level. The game is stingy with the checkpoints, which just exacerbates the inherent trial-and-error quality of the gameplay.
Super Ghouls 'N Ghosts is an easy game to admire from afar. Though it suffers from some extreme slowdown, the art direction is distinct. The game makes great use of the various parallax scrolling and Mode 7 scaling and rotation effects native to the SNES hardware. The soundtrack is catchy, evocative, and memorable. Whether that's worth 800 Wii points to you will depend on just how much abuse you're willing to take.
- Leave Blank
- Distinct visual style
- inventive gameplay
- catchy music
- It's really, really hard
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Super Ghouls 'N Ghosts
- Super Nintendo Entertainment System
- Game Boy Advance
- New Nintendo 3DS
- PlayStation Portable
- PlayStation
- PlayStation Network (PSP)
- Nintendo Switch
The third game in the classic Ghosts 'n Goblins series sees the valiant knight Arthur once again embarking on a brutally difficult quest to rescue his beloved from demonic forces.
Summary short summary describing this game..
Super Ghouls 'N Ghosts last edited by AlexB4tman on 02/11/22 02:11AM View full history
Super Ghouls 'N Ghosts is the third entry in Capcom's long-running Ghosts 'N Goblins franchise. It is an action- platformer originally released in 1991 exclusively for the Super Nintendo Entertainment System . Like its predecessors, the game is famous for its high level of difficulty and features the heroic knight Sir Arthur on a brand-new quest to save his beloved Princess Guinevere from the clutches of the mighty demon-king Sardius (or Samael in the Japanese version).
The gameplay of Super Ghouls 'N Ghosts is similar to that of run-and-gun side-scrolling action titles such as Contra , albeit with a larger focus on platforming . Arthur begins wearing his standard Steel Armor, which shatters after a single hit, leaving Arthur only in his underwear ; a second hit ends his current life. In contrast to the previous game, Ghouls 'N Ghosts , Arthur can no longer fire his equipped weapon vertically up or down.
New to this entry in the Ghosts 'N Goblins series is the ability to double-jump . Although Arthur still jumps in a fixed arc, he can now execute a second jump that allows him to gain extra height or even change his trajectory in mid-air. This gameplay mechanic adds an extra level of challenge to basic platforming beyond that of the series' previous games.
Weapons & Magic
Arthur begins the game with the straightforward Lance projectile weapon; several other weapons can be equipped throughout the game, each with their own unique properties. Acquiring the new Bronze Armor upgrade increases a weapon's damage, while the Golden Armor upgrade also allows Arthur to charge up for a magic attack that affects a larger area of the screen.
- Lance - Fires a single lance straight ahead. Upgrades to the Flaming Lance for additional damage. Thunder Magic fires a vertical magic bolt from the top of the screen towards Arthur's position, which then splits horizontally to the left and right for additional damage.
- Dagger - Fires a single dagger straight ahead. Weaker than the Lance, but can also be fired more quickly. Upgrades to the Magic Dagger that deals increased damage and leaves a damaging trail behind. Fire Dragon Magic creates a flaming dragon that sweeps around the screen in a counter-clockwise pattern.
- Axe - Fires a single Axe that slowly moves straight ahead in a looping pattern. Upgrades to the Hefty Axe which fires slightly upward before moving forward in a wave pattern for greater damage. Lightning Magic fires energy beams outward in eight directions.
- Crossbow - Fires twin bolts in an up-diagonal trajectory. Upgrades to the Magic Crossbow that fires three homing projectiles. Seek Magic reveals any chests hidden nearby.
- Torch - Lobs a single torch in a short forward arc; upon impact with the ground, a line of damaging flames extends across the surface. Upgrades to the Magic Torch that increases the residual flames' size and damage. Fireball Magic creates three magic spheres that orbit around Arthur, causing damage on contact.
- Scythe - Fires a scythe straight ahead which can optionally be fired down-diagonally. Upgrades to the Magic Scythe for increased damage. Tornado Magic creates twin tornadoes that swirl around to Arthur's right and left sides.
- Tri-Blade - Fires a blade that travels in an "L"-shaped pattern before returning to Arthur's position. Upgrades to the Shuriken for additional damage. Nuclear Magic creates an energy sphere that raises up from Arthur's position before splitting into two horizontal bolts travelling left and right.
- Goddess' Bracelet - Only available on the second playthrough, this special weapon can be obtained by opening certain chests while wearing the Golden Armor. It fires a large blast of energy straight ahead for a short distance, and its range increases with the Golden Armor equipped. However, the Bracelet cannot be charged for a magic attack.
Arthur's Golden Armor comes equipped with the Moon Shield , which can deflect a single enemy projectile before shattering. While he has the Moon Shield equipped, Arthur may also discover the upgraded Sun Shield capable of deflecting up to three projectiles. Additionally, these two shields decrease the time required to execute a special charge attack, with the Sun Shield providing the fastest charge.
The game features seven full Stages, each of which is divided into two areas. Reaching a stage's second area will create a checkpoint , retaining Arthur's progress up through the halfway point of the Stage. The final Stage is much smaller and only exists as a single chamber to hold Sardius, the final boss .
Stage 1: The Dead Place
Arthur's adventure begins in The Haunted Graveyard , a zombie -infested cemetery prone to sudden earthquakes that cause the terrain to shift around unexpectedly; this Stage also pays heavy homage to the first level of the original Ghosts 'N Goblins and includes a new arrangement of its background music. Past the graveyard lies a coastal area where gigantic tidal waves carve away at what little land remains. Arthur can traverse these narrow footholds to arrive at the overgrown Forest of Fear , where exploding plant buds and rolling traps must be avoided to reach the Cockatrice boss at the stage's end.
Stage 2: The Rotting Sea
Arthur heads out to sea and enters The Graveyard of Ships , a fleet of sunken sailing vessels patrolled by ghosts . Crossing the rapidly-deteriorating structures leads to The Sea of Despair , where turbulent waters, jagged coral and a host of aquatic demons threaten to sink Arthur and his tiny raft. At the end of the area, the Giant Barnacle must be defeated in a sea battle to reach the next stage.
Stage 3: Vermilion Horror
The heat turns up in the Crucible of Flame , a demonic refinery filled with lava and guarded by fearsome fire-breathing enemies. Descending through the slag pits and across a molten lake, Arthur reaches the Towers of Molten Steel , where Arthur's longtime nemesis Firebrand is encountered for the first time in the game. Past the dizzying towers, the Death Crawler boss waiting here spins and attacks with a hail of stones, but it is defeated relatively easily.
Stage 4: The Ghoul's Stomach
Somehow, Arthur ends up inside of an enormous living creature in this Stage. The first Stomach area makes use of the SNES' sprite rotation capabilities to rotate the entire screen several times, opening new paths as the level shifts. The second area inside the Intestine consists of a few moving platforms that sway side-to-side as they drift through intermittent plumes of toxic gas. The exit is guarded by a three-headed Hydra boss.
Stage 5: The Deep Chill
Fell winds howl through the Ice Forest , a gnarled mass of frozen vines patrolled by frost-breathing monsters. Scaling the icy growth, Arthur discovers a cave that leads through the gigantic Ice Wall surrounding Sardius' domain. Footing here is treacherous, with sudden avalanches and packs of ferocious wolves slowing progress to a crawl. After a long upward climb, Arthur battles a being of pure ice known as Freon before finally entering the castle.
Stage 6: The Castle of the Emperor
A trio of Firebrands greet Arthur just inside the Castle's entrance; players must defeat all three in rapid succession before reaching Astaroth , the final boss of the original Ghosts N' Goblins .
Stage 7: Hallway of Ghouls
The penultimate Stage features a harrowing gauntlet of Cockatrice heads, tiny imps and ghosts. Astaroth appears once again for a rematch at the end, but after his second defeat he transforms into the powered-up Nebiroth for one last showdown. In classic Ghosts 'n Goblins fashion, players that manage to complete the game's seventh stage are told by Guinevere that they cannot defeat the final boss without obtaining a new hidden weapon, the Goddess' Bracelet. The player is sent back to the first stage where they must complete the game a second time; players are also required to equip the Goddess' Bracelet before reaching Sardius, the game's final boss.
Final Stage (E): The Throne Room
The final battle against Sardius takes place in this large chamber. The demon king towers above Arthur like a colossus, forcing players to hitch a ride on a floating platform while dodging Sardius' lasers in order to strike at the weak point on his head.
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Super Ghouls 'N Ghosts
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View Super Ghouls 'n Ghosts speedruns, leaderboards, forums and more on Speedrun.com. Super Ghouls 'n Ghosts (1991) Ghosts 'n Goblins Series. SNES WiiVC Saturn +8. Discord. Boost. ... Castlevania / NES / Super Metroid Tas thinking for SGnG. AranJaeger. 1 reply. Posted 1 year ago. Retroarch with a Snes9x core?
UPDATE! This run has been beaten by Japan! The current record is held by Malcome:https://www.youtube.com/watch?v=HXPmbZ4i9aUHanage Belmondo had beaten this...
Live marathon run of Super Ghouls 'N Ghosts for Super NES. This run is hilarious don't miss it! Classic PJ right here. http://www.twitch.tv/pjdicesare - You...
This is a speedrun of Super Ghouls 'N Ghosts by PJ from Summer Games Done Quick 2014. Run starts at 3:42.SGDQ2014 raised over $710,000 for Doctors Without Bo...
View Super Ghouls 'n Ghosts speedruns, leaderboards, forums and more on Speedrun.com. Super Ghouls 'n Ghosts (1991) Ghosts 'n Goblins Series. SNES WiiVC Saturn +8. Discord. Boost. ... Castlevania / NES / Super Metroid Tas thinking for SGnG. AranJaeger. 1 reply. Posted 1 year ago. Retroarch with a Snes9x core?
Super Ghouls 'n Ghosts is the third game in the Ghosts 'n Goblins series. Released in 1991, this game features the legendary difficulty of series tradition, but adds more upgrades, abilities, and better control to make a very solid platformer. In it, Sir Arthur takes to his armor to rescue Guinevere, who has been captured by the demons once again.
Speedrunning is a play-through of a video game performed with the intent of completing a goal as fast as possible. 215K Members. 258 Online. Top 1% Rank by size. r/gaming.
'Like' the video to show us which runs you enjoy most. Includes commentary by PJ! (http://www.youtube.com/user/TheSuperSNES?feature=watch) Current best time ...
View Super Ghouls 'n Ghosts speedruns, leaderboards, forums and more on Speedrun.com
Super Ghouls 'n Ghosts, known as Chōmakaimura (超魔界村, lit. "Ultra Demon World Village") in Japan, was released in 1991 for the SNES and was the follow up to the arcade hit, Ghouls 'n Ghosts. In his dying breath, Lucifer says that he will not be completely gone and swears that he will eventually revive and return to reign the world. Before this would happen, Arthur decides to travel in ...
Super Ghouls 'N Ghosts is an easy game to admire from afar. Though it suffers from some extreme slowdown, the art direction is distinct. The game makes great use of the various parallax scrolling ...
Conclusion. Super Ghouls 'N Ghosts is a great example of what the SNES was capable of. Almost 15 years later it is still every bit as enjoyable as it ever was. Not many games stand up to the ...
View Super Ghouls 'n Ghosts speedruns, leaderboards, forums and more on Speedrun. Super Ghouls 'n Ghosts (1991) Ghosts 'n Goblins Series. SNES WiiVC Saturn +8. Discord. Boost. Leaderboards. News. ... Castlevania / NES / Super Metroid Tas thinking for SGnG. AranJaeger. 1 reply. Posted 1 year ago. Retroarch with a Snes9x core?
Overview. Super Ghouls 'N Ghosts is the third entry in Capcom's long-running Ghosts 'N Goblins franchise. It is an action-platformer originally released in 1991 exclusively for the Super Nintendo Entertainment System.Like its predecessors, the game is famous for its high level of difficulty and features the heroic knight Sir Arthur on a brand-new quest to save his beloved Princess Guinevere ...
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IGN Staff. Super Ghouls 'n Ghosts. Jun 7, 2002 - Tons of video and screenshots from the US version...a full hands-on inside. Super Ghouls 'N Ghosts Craig Harris. Release Date, Trailers, News ...
Finally got my first good time for Super Ghouls 'n Ghosts after learning and practicing how to speedrun it for months on console!This speedrun is ranked 5th ...
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Watch live at https://www.twitch.tv/themexicanrunnerGetting Hyped for the Ghost N' Goblins Resurrection, while this PB can be improved I am quite happy with ...
Explore the Ghosts 'n Goblins speedrunning series on Speedrun, including leaderboards, categories, and community resources. Games Forums Support More... Search for anything... / Ghosts 'n Goblins. ... Super Ghouls 'n Ghosts (GBA) 0 active players. GBA WiiUVC. 2005. Ultimate Ghosts 'n Goblins. 0 active players. PSP PSTV. 1998. Makaimura for ...
Episode 4 - Super Ghouls 'n GhostsTwitch.https://www.twitch.tv/liamblolOriginal idea from:https://www.youtube.com/@WolfenPlayz/videos
久しぶりすぎてどのくらいかかるかはわからない。プレイ環境:sfc実機連射機:なしバグ技:なしタイマー計測区間は 2のタイトルから → ...