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for children older than 12 years
About This Game
- OS: WINDOWS® 10 (64-BIT Required)
- Processor: Intel® Core™ i5-4460 or AMD FX™-6300 equivalent or better
- Memory: 4 GB RAM
- Graphics: NVIDIA® GeForce® GTX 760 or AMD Radeon™ R7 260x with 2GB Video RAM
- DirectX: Version 12
- Storage: 10 GB available space
- Additional Notes: Anticipated performance at these specifications is 720p/60FPS. If you don't have enough graphics memory to run the game at your selected texture quality, you must go to Options > Graphics and lower the texture quality or decrease the resolution. An internet connection is required for product activation. You need a keyboard with N-key rollover for co-op play using keyboards. Monitor refresh rate needs to be set at 50Hz or higher.
- Processor: Intel® Core™ i7-3770 or AMD FX™-9590 equivalent or better
- Memory: 8 GB RAM
- Graphics: NVIDIA® GeForce® GTX 1060 or AMD Radeon™ RX 480 with 8GB VRAM
- Additional Notes: Anticipated performance at these specifications is 1080p/60FPS. An internet connection is required for product activation. You need a keyboard with N-key rollover for co-op play using keyboards. Monitor refresh rate needs to be set at 50Hz or higher. *Xbox 360 Controller for Windows / Xbox One Wireless Controller recommended.
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Ghosts 'n Goblins Resurrection Review
Like a zombie emerging from a graveyard, Capcom’s classic Ghosts ‘n Goblins series has come back to life and shuffled its way onto the Nintendo Switch in the form of Ghosts ‘n Goblins Resurrection. But this storybook-styled semi-sequel is anything but braindead, reimagining and remixing the best elements of the ‘80s Ghosts ‘n Goblins and Ghouls ‘n Ghosts, and offering a raft of flexible difficulty options to make it far and away the most approachable entry in the action platformer series to date. Of course, that doesn’t mean it isn’t still as hard as coffin nails if you want it to be.
Ghosts ‘n Goblins Resurrection has come a long way from the simple sprites of the early games – and from the slightly lumpy 3D look of Ultimate Ghosts ‘n Goblins on the PSP, for that matter. Everything from the armour-clad Sir Arthur to series stalwarts like the pigmen and cyclops have been hand drawn and brought to life with the quirky movements of murderous shadow puppets, and staged inside fantastical reinterpretations of classic series levels like the Graveyard and the Crystal Forest (now the Crystalline City). As a result, Resurrection is the most visually striking and personality-packed Ghosts ‘n Goblins game by quite some margin.
To be honest I still viewed the bulk of its beauty through a red mist because despite its fairy tale appearance, Ghosts ‘n Goblins Resurrection is anything but child’s play. Hordes of demonic enemies continuously respawn in each area to keep you perpetually under attack from all angles, which can be agonising to endure but exhilarating to overcome. It’s also constantly messing with you: you can never be sure if the hidden treasure chest you discovered houses a power-boosting suit of gold plated armour or a magician waiting to transmogrify you into an aggravatingly defenseless frog.
Meanwhile, there’s very little story to dig into during Arthur’s quest to rescue his damsel in distress from a diabolical demon lord, which does seem like a missed opportunity to reboot the lore into something that matches the art style’s charm. Instead, the only words uttered between ‘Once upon a time’ and ‘Happily ever after’ was the roughly five hour-long string of profanities supplied by me as I battled my way to Resurrection’s climax.
Despite its fairy tale appearance, Ghosts ‘n Goblins Resurrection is anything but child’s play.Five hours isn’t exactly an epic length, but each of Resurrection’s seven levels introduces a series of unique gameplay twists that prevents the action from ever becoming stale and kept me from ever relaxing into a rhythm. In one stretch you might ride a series of stone dragons through the air while dodging giant electrified squids, which feels just as bracing and brutal as a rollercoaster ride through a hailstorm. In another, you must simultaneously stave off both hordes of zombies and an intensifying sense of claustrophobia as a gaping maw closes in from all four edges of the screen, threatening you with rows of spindly teeth should you misstime a jump by millimeters.
Its playtime is extended a fair bit by the fact that after you complete Resurrection the first time around you gain access to Shadow versions of each stage, which rearrange enemy types and placements and add environmental effects like fog to make platforming even more fraught with danger. I welcomed the challenge of playing through Resurrection a second time since it reframed each stage as an entirely new obstacle course, although I was slightly disappointed that the end-level boss fights in the regular stages and their corresponding Shadow forms remain the same.
Ghosts 'n Goblins: The Complete Playlist
Passing the Torch
There are eight different weapons for Arthur to get his hands on, the bulk of which have their own clear strengths and weaknesses – from the classic lance that can be lobbed long distances but only deals a medium amount of damage, to the hammer which delivers a more devastating shockwave but requires you to get uncomfortably close to enemies in order to be effective. Some weapons are also better suited to certain environments than others, such as the bladed discus that can be skimmed along undulating terrain towards their target, or the spiked ball that can be hurled like Donkey Kong’s barrels down cascading platform sections in order to skittle enemies below.
Initially, you can only pick up one weapon at a time which means that yes, for significant stretches of Resurrection you’ll likely find yourself saddled with that perennially useless bastard of a flaming torch. However, by collecting ‘umbral bees’ hidden in each stage you can upgrade Arthur with skills and magical abilities, and early on I made an umbral beeline for the Kitted Out enhancement that enabled me to carry two or even three weapons in its fully upgraded form. Carrying a small arsenal made me better equipped to counter the varying attack patterns of each boss fight, which made my eventual victories feel like they were earned through my strategic smarts rather than just blind luck.
Which dormant Capcom series should be resurrected next?
Arthur’s loadout of magic powers can be configured in between levels, and I regularly relied on them to save my bacon by throwing up walls of fire to block swarms of darting death birds or briefly turning Arthur into a stone boulder to crunch through overwhelming zombie hordes. The use of these abilities is unlimited, but there is still plenty of risk involved in performing them since charging them up by holding the attack button leaves Arthur momentarily exposed. So their use needs to be timed smartly rather than merely relied upon as a last-second win button.
Yet given the option I’d probably trade almost all of these special attacks for the ability to double-jump or fire weapons on a diagonal axis, because even with these extra upgrades Arthur is still as stiff as rigor mortis as far as his fixed-arc jumping and four-way shooting is concerned (with the exception of the crossbow, which shoots two bolts diagonally but can’t be fired in a straight line horizontally or vertically). I realise that Arthur's rigid move set is by design and true to the arcade originals, but there were times in the more pressurised later levels where I couldn't be completely sure if Resurrection's unwavering adherence to Arthur’s long established limitations was scratching a nostalgic itch or gleefully picking at old wounds.
Giving Up the Ghost
Arthur’s movements may be as stubborn as ever, but Resurrection’s difficulty options are surprisingly flexible. I opted to play through on the second hardest setting, ‘Knight’, and although I didn’t regret it it did make me sweat. Fortunately, while you can’t permanently reduce the overall difficulty once your quest has begun, Resurrection still offers you a small amount of mercy if and when you need it: Die a few too many times within one checkpointed area, and you’ll be asked if you want to drop the difficulty down for the remainder of that level, thinning the enemy herds and reducing the amount of damage required to take down the boss. If Ghosts 'n Goblins Resurrection can be considered as a form of side-scrolling sadomasochism, then these optional mid-level difficulty drops serve as its safe word. Your overall points bonus for completing the level are penalised, but it’s a small price to pay to prevent your progression from stalling for too long, and I’m not too proud to admit that I gladly took these lifelines on a handful of the more desperate occasions over the course of my two playthroughs.
The two lower difficulty settings are even more accommodating. ‘Squire’ allows Arthur to withstand more hits before he collapses into a pile of bones, and even lets you slow enemy movements to half-speed if you’re still struggling to avoid their attacks. Meanwhile ‘Page’ is effectively god mode, granting you the ability to respawn on the spot with unlimited lives rather than boot your armoured arse back to a checkpoint. I wouldn’t say that this would be the ideal way that someone should experience Resurrection, since a Ghosts ‘n Goblins game that’s completely removed of friction is likely to have a running time as brief as Arthur’s boxer shorts, but there’s certainly no harm in Capcom including it for the younger set. And before you die hard fans protest, there’s still the extremely punishing ‘Legend’ mode if you’d prefer to play Resurrection with your teeth gritted and the well-being of your controller under constant threat.
There’s also the ability to play Resurrection in two-player co-op, which is a first for the series. However, since it’s local multiplayer only I haven’t been able to test it as part of this review process, as the only potential co-op partners I have available to me are my kids and they’re far too young to be exposed to the full extent of their father’s swear word vocabulary. Still, the inclusion of this feature, which allows a second player to act as a guardian angel by shielding the first from attacks or carrying them safely over more perilous stretches of terrain, is at the very least just another example of how inclusive to all players Resurrection aims to be.
Ghosts 'n Goblins Resurrection is an old-school action platformer that’s not too cruel to compromise, allowing you to fine tune its challenge level relative to your individual skill and tolerance for pain. Its seven-level story mode may be slightly short, but it packs in plenty of variety and unique challenges to navigate, and bolsters its replay value with the addition of the alternate Shadow levels that unlock after your first playthrough. If Capcom had added further flexibility to Arthur’s movement and attacks – and maybe had some fun with the story – this would have been a truly sensational second coming, but regardless Ghosts ‘n Goblins Resurrection is still a supremely spirited comeback.
In This Article
Ghosts ‘n Goblins Resurrection Review
More Reviews by Tristan Ogilvie
Ghosts 'n Goblins Resurrection
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GHOSTS 'N GOBLINS IS BACK FROM THE GRAVE!
Watch as this nostalgic yet completely reimagined storybook world unravels before your very eyes. Taking cues from both Ghosts 'n Goblins and Ghouls 'n Ghosts and giving birth to something entirely new, Resurrection is a title worthy of its name. Don't be fooled—this picturesque storybook world, while gorgeous, is a love-letter to the original titles and maintains the same punishing gameplay that fans have come to expect. So go on and test your mettle, for the gauntlet has been thrown! Story A long time ago... In a far off land our tale begins, its beauty matched by none. The knight, Arthur, and the princess there, bathed in midday sun. ...but suddenly something's amiss, the town is up in flames, a cloud of darkness does emerge, the palace it does claim. The shadow then extends its reach, to the Umbral Tree divine. Its color fades, its vigor drained by powers most malign. And with this chaos wrought, the Demon Lord plays his vile hand. While Arthur's back is turned, the princess he kidnaps as planned. In haste does Arthur don his armor, to save his maiden fair. To the Demon Realm he does depart, so demons best beware. Gameplay Just like its predecessors, Ghosts 'n Goblins Resurrection makes use of simple controls that anyone can enjoy. Use them to your advantage as you fight your way through weird and spooky stages filled with unique enemies in this enchanting world brought to life with modern technology and game design philosophy! Ghosts 'n Goblins is, well, hard. Its unyielding difficulty has been a defining characteristic of the series, and Resurrection pays respect to that legacy. You'll die, and you'll die again, but you'll dust yourself off and get better with every attempt as you learn more about your foes and further craft your strategy. You'll struggle, but you'll also bask in glory once you do eventually emerge victorious. That is Ghosts 'n Goblins. In Resurrection, Arthur can obtain 8 types of weapons, each with its own unique characteristics. Fell your foes with old favorites such as the Lance and the Dagger, shoot shockwaves with the Hammer to launch enemies, or send a Spiked Ball crashing along the ground to bowl them over instead! Use these—and more—to your advantage as you form your plan to progress through the Demon Realm! In addition to his large arsenal of weapons, Arthur can also learn a magnitude of magic and skills. Use Thunderstorm to unleash a hailstorm of bolts in four directions, or learn Kitted Out to increase Arthur's inventory space and carry more weapons. With tons more available, be sure to make room for magic and skills in your strategy! Make full use of Arthur's weapons, magic, and skills as you brave the ordeals of the Demon Realm to bring the princess home safely. Muster every ounce of grit you possess; you're going to need it! On top of single player mode, which focuses on the fun of hunkering down and overcoming challenges alone, Arthur can be aided in his quest by support characters, the Three Wise Guys. This gameplay style makes for an intense two player co-op experience—a first for the series. Ghosts 'n Goblins Resurrection can also be played with a single Joy-Con™ held horizontally, so fun couch co-op play is as easy as passing your other Joy-Con™ to a friend! Note: Local co-op only. Online play is not supported. Experience the sweaty palms and white-knuckles that come with single player mode, or share the fun with your friends in a party game-like co-op experience!
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Supported play modes, product information, release date, no. of players, game file size, supported languages.
Play online, access classic NES™ and Super NES™ games, and more with a Nintendo Switch Online membership.
This game supports: Save Data Cloud
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WARNING: If you have epilepsy or have had seizures or other unusual reactions to flashing lights or patterns, consult a doctor before playing video games. All users should read the Health and Safety Information available in the system settings before using this software.
A Nintendo Switch Online membership (sold separately) is required for Save Data Cloud backup.
©CAPCOM CO., LTD. 2021 ALL RIGHTS RESERVED. Ghosts 'n Goblins Resurrection is a trademark and/or registered trademark of CAPCOM CO., LTD. in the U.S. and/or other countries.
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Summary Ghosts ‘n Goblins Resurrection is a reboot that brings the beloved Capcom franchise back to life and into the 21st century. Paying homage to Ghosts ‘n Goblins and Ghouls ‘n Ghosts, the latest entry combines the franchise’s action platforming gameplay with storybook-like graphics and challenging new obstacles. The game follows the valiant ... Read More
- Nintendo Switch
- PlayStation 4
- 2D Platformer
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Ghosts 'n Goblins Resurrection
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Critic reviews for ghosts 'n goblins resurrection.
Ghosts 'n Goblins Resurrection is a supremely spirited comeback for the old-school action platformer series.
Read full review
Beautiful difficulty options open out a game of beautiful difficulty.
A needlessly stringent remake of the original two arcade classics that is just as frustratingly difficult as ever, although it does have a neat co-op mode.
An incredible continuation that is a showcase of clever stages and pitch-perfect twitch reflexes
Ghosts 'n Goblins Resurrection is an honest, faithful homage to a series known for being so difficult, it's nearly unplayable.
Like its predecessors, Resurrection isn’t for everyone. Different difficulty levels help soften the blow, but if you’re playing on anything tougher than Page mode, you’re going to die. A lot. Still, it’s tremendously satisfying when you finally beat a hard-as-nails boss or a tough stage, even if the sheer number of enemies and obstacles to overcome often feels unfair. This is a good-looking remake with plenty of new sights to take in, even if I’ve got a feeling that most won’t get to see them.
Ghosts 'n Goblins Resurrection isn't firing on all cylinders constantly, but when you're in the groove, on any difficulty, or even with co-op in high gear, it reminds me of why I started to like this series in the first place. Capcom did a pretty good job of preserving it and bringing it to a new generation.
Having Master Fujiwara back, even if it's briefly, is a real treat. And enjoying a new Ghosts' N Goblins, with superfab 2D aesthetics and mechanics, it's simply a miracle. Just hoping it doesn't take another 15 years to see Sir Arthur in action again.
Review in Spanish | Read full review
Ghosts 'n Goblins
- First Released Sep 19, 1985 released
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All 12 ghosts 'n goblins games (& why they disappeared).
The Ghosts 'n Goblins franchise is full of tough platformers, but it has been dormant for years. What happened to this classic Capcom franchise?
Ghosts 'n Goblins is a series known to many classic video game fans. The retro Capcom series first made its debut as an intensely-difficult action platformer in arcades, and was soon ported to home consoles. The first installment in the series is likely the most recognizable one, but unknown by many gamers, the Ghosts 'n Goblins series is made up of 12 games including multiple spin-offs and reimaginings.
How come such a big franchise seemingly faded into obscurity? It was likely due to a drastic change in direction during the later portion of the series' life. Ghosts 'n Goblins started as action platformers, but over time to adapted to evolving interests in the gaming market, the series shifted genres and strayed away from what made the series so iconic.
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There was a late attempt to reboot the Ghosts 'n Goblins franchise by bringing it back to its roots, but those latest installments failed to kickstart a reboot due to their poor reception. Here's a look through of all the games in the series, to help pinpoint what was done right, and where things went wrong.
Ghosts 'n Goblins (1985)
The first installment in the Ghosts 'n Goblins series instantly turned into a classic. In this platformer, players control Sir Arthur while he ventures to save Princess Prin-Prin from Astaroth, the king of demons. Players go through levels fighting various different demon enemies and collecting upgrades. The game's iconic difficulty comes from two major hinderances on the player. Players only have two hit points per life, and after getting hit once Arthur will lose his armor and will comically be left in his boxers. Taking another hit will result in losing a life and restarting some progress. On top of that, each new life has a strict time limit; if time runs out, a life is lost and some progress resets. Once the game is over, it must be played through again to receive the true ending. The second playthrough increases the difficulty further with less upgrade drops and even more difficult enemy spawns! Only the most patient and skilled players are able to endure this game's main quest, but being able to clear Ghosts 'n Goblins authentically is one of the greatest gaming achievements someone could earn.
Ghouls 'n Ghosts (1988)
This direct sequel to the previous game has Arthur saving Princess Prin-Prin from a new, greater threat, Satan and his army. The gameplay is very similar to the first Ghosts 'n Goblins , but with some enhancements. Perhaps most clearly, the graphics see an upgrade due to newer hardware at the time, allowing for a more distinct and cartoon-ish visual style. Unlike the first game, players can now aim their weapon attacks in three directions, including directly upwards. There are new weapons and upgrades, such as gold armor, which adds a charge attack to any equipped weapon. The tough difficulty remains, but with some additions to make things even tougher. One of the more iconic additions to the difficulty is false item chests that contain magicians that can transform the player into an elderly man or helpless duck, which reduces all hit points down to one. The main game must be completed two times to unlock the true final level and ending.
Super Ghouls 'n Ghosts (1991)
Super Ghouls 'n Ghosts was the third entry in the series, and the first to be made exclusively for home consoles. The game first launched for the Super Nintendo and was later ported in many Capcom compilation games, and is even included installed on the Super NES Classic Edition. The story follows a very similar pattern, as Arthur once again rescues the princess, this time from Emperor Sardius. The game receives some graphical upgrades once again, now with more rich-looking background and level art.
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Players now have a double jump for more maneuverability, and more armor upgrades that allows for protection from projectiles and faster attack charge ups. Once again, the game must be played through twice to unlock the true end. In 2002, Super Ghouls 'n Ghosts received an enhanced port for the Game Boy Advanced which featured an "Arrange Mode" with redesigned levels.
Gargoyle's Quest Series (1990, 1992, 1994)
Gargoyle's Quest is one of two Ghosts 'n Goblins spin-offs. In Gargoyle's Quest , players play as a Firebrand goblin and explore the Demon World. This series strays away from the arcade style of the main series and play out more like adventure games, with platforming levels, top-down exploration segments, and RPG-style random encounters. The playable Firebrand has multiple abilities like gliding in the air, firing projectiles, and climbing up walls. Players will gradually upgrade the Gargoyle's abilities throughout the game, allowing for extra traversal and firepower to navigate the platforming levels. For those familiar, the gameplay is comparable to Zelda II: The Adventure of Link . Gargoyle's Quest received three installments, one for Game Boy, one of Nintendo Entertainment System, and one for the Super Nintendo.
Makaimura for WonderSawn (1999)
Makaimura for WonderSwan was the Japan-exclusive fourth installment in the series. It was released for the WonderSwan handheld console, which was also a Japan-exclusive product. Once again gameplay remains mainly identical to the previous games, but there are some additions to the formula. Makaimura features branching paths throughout the game, comparable to a game like Star Fox 64 . There are also water levels, and, uniquely, a level that takes advantage of the WonderSawn's design and has players hold the console vertically to properly traverse a vertical-oriented level, similar to changing the orientation of an iPhone. Another difference from past games is that Makaimura does not require multiple playthroughs to receive a true ending, but instead the branching paths encourage the player to replay the experience to see levels they may have missed.
Maximo Series (2001, 2003)
Maximo is the second Ghosts 'n Goblins spin-off series. These games feature a stark change in direction for the series, shifting into a 3D hack and slash platformer. The story follows Maximo, a king on a quest to rescue Queen Sophia from the evil King Achille. Maximo is killed on his first attempt to slay Achille, but is revived by the Grim Reaper and works to save both the Queen, and the Underworld, from King Achille's evil plans.
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These games keep some elements from the Ghosts 'n Goblins series, such as enemy types, music, and even losing armor down to Maximo's boxer shorts. The Maximo series was definitely made as an attempt to cash-in on the success of similar 3D games such as Crash Bandicoot and Ratchet & Clank , using Ghosts 'n Goblins as a base to attract existing fans. The spin-offs two installments, Maximo: Ghosts to Glory and Maximo vs. Army of Zin , received high review scores and acclaim from players. Despite the positive reception, it wasn't long before Capcom returned Ghosts 'n Goblins back to its original style.
Ultimate Ghosts 'n Goblins (2006)
Ultimate Ghosts 'n Goblins was made for the PlayStation Portable, and was the first classic-style entry in the series to use 3D graphics. The base gameplay and story remain similar to past entries, but this game takes on more of an adventure game style. Ultimate Ghosts 'n Goblins adds an equipment and inventory system, so upgrades and weapons can be switched around easily and can be used to find secrets throughout the game. Rather than clearing the adventure twice in a linear fashion, to receive Ultimate Ghosts 'n Goblins ' true ending, players must go through and collect all the hidden Golden Rings in the game.
Many Golden Rings are hidden in locations that required specific upgrades to access, so segments of the game do need to be replayed to find every Golden Ring. There is also the addition of difficulty options , which can make the game more accessible for casual players, or make the gameplay as difficult as the past series entries. Ultimate Ghosts 'n Goblins received a remake exclusively in Japan, and this remake removed the RPG and exploration aspects of the game and made it play like a classic, linear style Ghosts 'n Goblins game.
Ghosts 'n Goblins: Gold Knights I & II (2009, 2010)
Ghosts 'n Goblins: Gold Knights was a return to form for the series. Gold Knights entirely removes the RPG-style mechanics added in Ultimate Ghosts 'n Goblins , and returns to the linear platforming style. Once again, 3D graphics are used instead of sprite-based art. The story follows Arthur, Princess Prin-Prin, and new knight characters named Lancelot and Perceval. Arthur, Lancelot, and Perceval are all playable characters with their own unique styles, making this the first traditional entry with multiple player characters. The story in Gold Knights I ends on a cliffhanger, and Gold Knights II picks up directly after. These games were exclusively released for the iOS App Store, and they were pretty poorly received by consumers and critics. Aesthetically the games did seem like proper revivals of the classic gameplay style, but the games were hindered by unappealing iOS touch screen controls and microtransactions. Players could purchase microtransactions that would unlock unlimited lives, increases item durability, and even remove difficult obstacles from levels. These pay-to-win aspects turned away a lot of classic Ghosts 'n Goblins fans. Ghosts 'n Goblins: Gold Knights I & II were both removed from the iOS App Store on May 10, 2016, meaning there is no longer a legitimate way to play these two games.
It seems the series' final attempt at notoriety, Ghosts 'n Goblins: Gold Knights , was the nail in the coffin for the series. There was definitely a step in the wrong direction; swaying away from hardcore fans, and including pay-to-win aspects to a platformer was unappealing to many players. The complete removal of Gold Knights from the App Store may seem like a bad sign for the series, but there is still hope. It may have been 10 years since the last Ghosts 'n Goblins game, but the timing seems right for a new revival. Just three years ago Capcom saw great success with the return-to-form Mega Man 11 , and it is possible Ghosts 'n Goblins may receive a similar treatment in due time.
Whatever the future may hold, the Ghosts 'n Goblins series currently contains a number of games that can satisfy any platforming fan looking for a classic, fun, and challenging experience.
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10 Things You Didn't Know About The Ghosts 'N Goblins Series
Over the 20+ years since the first Ghosts 'n Goblins game came out, a lot has happened to the franchise. Here are 10 things that you didn't know!
Modern gaming is full of quality-of-life conveniences like fast travel, infinite lives, and much more. Though, these things would not exist today had the frustration due to older games lacking them not been a burden upon the minds of gamers in the '80s and '90s. During this era, some games were not exactly meant to be beaten; at least, not without a great deal of practice. Their replay value depended immensely on both their high degree of challenge and how fun they were to play, despite the difficulty.
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One series that is the best known for these aspects is the Ghosts 'n Goblins franchise. This series originated from a time when lore, world information, as well as production history, was often cryptically revealed (or not at all), therefore even longtime fans of the franchise don't quite know everything about this legendary chain of challenging games.
10 The First Game In The Series Is On 12 Platforms
Since the initial 1985 release date of the first game in the series, Ghosts 'n Goblins , it has appeared on a total of 12 different platforms over the 26 years of its existence. It is still considered one of the best games in the series, and rightly so, as its success was the reason all subsequent games were made.
Ghosts 'n Goblins is available on the following platforms:
- Arcade (cabinet)
- Amstrad CPC
- Commodore 64
- Game Boy Color
- ZX Spectrum
9 There Is Only One Way To Beat Ghouls 'N Ghosts
The second game in the franchise, known as Ghouls 'n Ghosts , is equally as tough as the first, as players need to go through the entire game's world twice to beat it in any given playthrough. The first time one approaches the final boss' lair, the archangel Michael will bar the way and tell the protagonist, a knight named Arthur, that the only way to defeat Lucifer (sometimes called Loki in different versions) is to use a special weapon known as the Psycho Cannon.
So the player gets transported back to the start of the first area and must open a chest while wearing the Golden Armor for the Goddess of Battle to reveal herself and bestow this powerful fireball skill onto him. Then it is just a matter of going through the entire game again before facing down the devil himself in a wickedly dangerous duel .
8 Super Ghouls 'N Ghosts Has A Weird Gameplay Switch
The follow-up game to Ghouls 'n Ghosts , titled Super Ghouls 'n Ghosts , appropriately appeared on the SNES and struck many of the same chords that its two predecessors did, though with improved graphics, more weapons, and enemy types for an increased variety that fans loved .
One of the most groundbreaking changes was that the protagonist, knight Arthur, was now able to double jump. This added an entirely new level of tactics that players could take advantage of, both for the offense by closing distance quicker and for the defense, allowing Arthur to evade incoming damage by a greater margin. However, the hero, for some reason, at the same time lost his ability to attack upwards, making battles with flying foes all the more tricky.
7 The Fourth Game In The Series Was A Japan-Only Release
Despite the previous three games being hugely successful and had very wide releases, the fourth installment, Makaimura for WonderSwan (yes, the title had the console's name in it) was only released in Japan and only on the WonderSwan system.
RELATED: 10 Video Games That Were Only Released In Japan
This seemed like a step backward for the franchise as the WonderSwan is a system only capable of displaying visuals in black and white. In addition, there were fewer weapons than in the previous game for the player to use.
6 The Series Went The Mobile-Only Route
Ghosts 'n Goblins: Gold Knights appeared only on mobile phones in 2009 and was aimed at a completely new audience than previous games in the franchise. Despite not appearing on traditional platforms, gamers were pretty happy with seeing this franchise get some attention on the mobile market.
The gameplay and visuals weren't the most polished but were still well thought out and even gave players a choice of two characters with different stats: Arthur, the more defense-oriented hero from past games, and Lancelot, a new knight who prioritized speed over all else .
5 They Made A Sequel For The Mobile Game
Sticking with the mobile-only route, Capcom made a sequel to Ghosts 'n Goblins: Gold Knights aptly called Ghosts 'n Goblins: Gold Knights II . Taking criticisms that some players had about the first mobile game in the series, the developers came back with new and improved mechanics and features that reduced some less desirable qualities.
However, they kept things like having multiple characters to play as and most of the overlay that sought to emulate the feel of the older games, though with a touch-screen instead of a traditional controller.
4 Puzzle Game Spin-Off
In the most bizarre spin-off from the main series, Capcom released a puzzle game for Ghosts 'n Goblins in 1996 that emulated the basic, yet addictive, puzzle game known as Sid & Al's Incredible Toons.
RELATED: 10 Forgotten Puzzle Games You Need To Play
This spooky reimagining copied the same general vibe and many mechanics from the puzzle game but used Ghosts 'n Goblins characters, items, and other imagery instead. The title of this Japan-only release that appeared on the original PlayStation and the Sega Saturn was titled Arthur to Astaroth no Nazomakaimura: Incredible Toons .
3 Return Of The Main Series & Series Project Head
In 2006, the main series returned after a 7-year drought on the PSP with Ultimate Ghosts 'n Goblins . With this reemergence came the genius who was the major reason for the original game, and its classic-era sequels, Tokuro Fugiwara.
The project head took his role as seriously as before and helped guide his team of developers into creating what is arguably the best game in the franchise. Sir Arthur returns to slay fiends of more numerous varieties than ever before and can now do so with a novel equipment system that allowed for different pieces of armor to be equipped independently as well as multiple weapons to be stored in an inventory.
2 Retelling For A New Era
On February 25, 2021, a brand new game in this series was released, though it is a retelling, or reboot, of the franchise. The progression, enemies, levels, and bosses are very similar to the original game as well as the second one in the chain of spooky titles.
Ghosts 'n Goblins Resurrection is currently only out for the Nintendo Switch and not only allows a new generation to get into the fun of the earliest games but also incorporates a bunch of mechanics that have become popular over the franchise's long history.
1 Sir Arthur Appears In Other Games
In addition to appearing in every Ghosts 'n Goblins title, Sir Arthur has shown up in other games as well, most notably the Marvel vs. Capcom games. Like in his series, Arthur uses a variety of weapons to attack his opponents such as his iconic lance as well as swords, bombs, scythes, and more.
The armored warrior expectedly specializes in physical prowess and higher fighting capabilities than many others. His attacks have great range, as he throws many of his weapons. His shorter stature can also be an advantage, as he doesn't need a large hitbox to get in range to hurt his foes.
NEXT: Top 10 Retro Indie Games That Will Make Players Feel Nostalgic
Ghosts 'n Goblins
A long-running action-platformer franchise by Capcom, notorious for its severe difficulty.
Summary short summary describing this franchise..
Ghosts 'n Goblins Resurrection
Ghosts 'n Goblins Resurrection is a reboot of the classic franchise for Nintendo Switch, Xbox One, PlayStation 4, and PC.
Ghosts 'N Goblins: Gold Knights II
Immediate sequel to Ghosts 'N Goblins: Gold Knights that sees Sir Arthur teaming up with Perceval to rescue Lancelot.
Ghosts 'n Goblins: Gold Knights
A new entry in the Ghosts 'n Goblins/Makaimura series for i-mode phones.
Goku Makaimura Kai
A Japanese-only re-release of Goku Makaimura (Ultimate Ghosts 'N Goblins) that tweaked the difficulty and a made a few other minor changes.
Ultimate Ghosts 'N' Goblins
The fourth entry in Capcom's long-running Ghosts 'N Goblins series.
Maximo vs Army of Zin
Maximo vs Army of Zin is an action-adventure game developed and published by Capcom in 2003 for the PlayStation 2. It is a direct sequel to Maximo: Ghosts to Glory.
Maximo: Ghosts to Glory
A spiritual successor to the Ghosts N' Goblins games, Maximo is an extremely challenging 3-D action platformer.
Makaimura for WonderSwan
An entry in the Ghosts 'n Goblins series which borrows liberally from previous entries to craft a new adventure.
Capcom Generations 2: Chronicles of Arthur
A Japan-only compilation of the first three Ghosts 'n Goblins video games.
Arthur to Astaroth no Nazo Makimura: Incredible Toons
Cartoony puzzle game starring the Ghosts 'N Goblins cast.
Demon's Crest is the third game in the Gargoyle's Quest series, a spin-off of the Ghosts 'n Goblins franchise. The action once again focuses on the demon Firebrand, who must this time collect six magical crests in order to defeat the ambitions of Phalanx.
Gargoyle's Quest II: The Demon Darkness
The Ghoul realm is under attack and the warrior Firebrand sets out to save it.
Super Ghouls 'N Ghosts
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.
A 1990 action RPG developed by Capcom for the Nintendo Game Boy and a spin-off of their Ghosts N' Goblins series. It was notable for its well-developed real-time platformer combat, and for being one of the more technically accomplished Game Boy titles of its time.
Ghouls 'N Ghosts
A difficult action-platformer starring the brave knight Arthur on a quest to rescue captured souls from the evil hordes of the Demon Realm. Ghouls 'N Ghosts is the sequel to the original arcade hit Ghosts 'N Goblins.
Ghosts 'N Goblins
Ghosts 'N Goblins is the first game in the Ghosts 'N Goblins series. It is widely recognized as being one of the hardest games of all time.
A side-scrolling MMO based on the long-running franchise. Currently in open beta in Korea.
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- Ghosts 'n Goblins
Table of Contents
- Secrets and codes
- Stage 4 (Commodore 64)
This is the first game in the Ghosts 'n Goblins series. For other games in the series see the Ghosts 'n Goblins category .
Ghost 'n Goblins is a platform arcade game by Capcom in 1985 . Known in Japan as Makai-Mura (lit. "Demon World Village"), it is commonly regarded as one of the most difficult video games to complete that has ever been made. Those who are skillful enough to reach and defeat the final boss the first time through are not treated to the ending of the game. Instead, they are sent back to the beginning of the game where they must fight through every stage all over again at a higher level of difficulty. Only upon beating the game for the second time does the player get to see a (short) happy ending.
In the game, the player controls a knight named Arthur, who must defeat zombies, demons and other undead creatures in order to rescue a princess. Along the way the player can pick up new weapons, bonuses and extra suits of armor that can help in this task. Incredibly strong and persistent enemies make it nearly impossible to make it through a level unscathed, although one can do so with enough practice. When Arthur is first struck, his armor falls to pieces, leaving him far more vulnerable and exposed in nothing more than his boxers. The game does have a two-player feature, but in this mode play simply alternates between the two players.
Ghost 'n Goblins is one of the few games in which one of the enemies, the Red Arremer, has spun-off and become nearly as popular as the protagonist of the original series. The original game was ported to numerous home computer platforms, as well as a particular popular conversion for the NES . It is followed by three official sequels: Ghouls 'n Ghosts , Super Ghouls 'n Ghosts , Ultimate Ghosts 'n Goblins and several spinoffs including Gargoyle's Quest , Maximo and Makaimura for WonderSwan .
It was remade in 1998 for the PlayStation and Sega Saturn as part of Capcom Generation 2 . It was later repackaged in 2005 for the PlayStation 2 and Xbox as part of the Capcom Classics Collection . The NES version was remade and released outside of Japan for the Game Boy Color in 2000. The NES version was also remade and release for the Game Boy Advance as part of the Famicom Mini collection. And the NES version was released as part of the Wii Virtual Console in 2007.
American title screen
Japanese title screen
Story [ edit ]
One storm filled evening, Arthur and his love, Princess Prin Prin were enjoying a quiet night in the cemetery together, when they were beset upon by a winged Satan. The Satan dove and captured the princess, and disappeared with her before Arthur's eyes. Without a moment's hesitation, Arthur donned his knight armor and picked up his lance, and set forth to Astaroth's castle where he knew he would find his abducted love.
- Ghouls 'n Ghosts
- Super Ghouls 'n Ghosts
- Makaimura for WonderSwan
- GOLD KNIGHTS
- Maximo: Ghosts to Glory
- Maximo vs. Army of Zin
- Arthur to Astaroth no Nazomakaimura: Incredible Toons
- Gargoyle's Quest
- Amstrad CPC
- Commodore 64/128
- Game Boy Advance
- Game Boy Color
- Commodore Amiga
- Sinclair ZX Spectrum
- Nintendo 3DS
- Nintendo Switch
- Guides at completion stage 4
- Single player
Ghosts 'N Goblins
- 1985 ( Arcade )
- 1986 ( DOS )
- 1986 ( Commodore 64 )
- 1986 ( ZX Spectrum )
- 1986 ( Amstrad CPC )
- 1986 ( Commodore 16, Plus/4 )
- 1986 ( NES )
- 1987 ( PC-88 )
- 1987 ( FM-7 )
- 1990 ( Amiga )
- 1990 ( Atari ST )
- 1999 ( Game Boy Color )
- 2002 ( DoJa )
- 2002 ( Windows Mobile )
- 2004 ( Game Boy Advance )
- 2006 ( BREW )
- 2007 ( Wii )
- 2012 ( Nintendo 3DS )
- 2013 ( Xbox 360 )
- 2013 ( PlayStation 3 )
- 2013 ( Wii U )
- 2017 ( Android )
- 2017 ( iPad )
- 2017 ( iPhone )
- 2018 ( Nintendo Switch )
- 2023 ( Browser )
- Capcom Co., Ltd.
- Taito America Corporation
- Elite Systems Ltd.
- ASCII Corporation
- Nintendo Co., Ltd.
- #48 on Commodore 64
- #67 on Game Boy Color
- #110 on Arcade
- #122 on Amstrad CPC
- #158 on ZX Spectrum
- #260 on NES
- #334 on Wii
- #409 on Atari ST
- #933 on Amiga
- #1,603 on DOS
Description official descriptions
Ghosts 'N Goblins is a sideways scrolling action platformer spread over six levels, each of which must be completed within three minutes (or a life is lost), taking in forest, village, mountain and cavern settings with increasing difficulty.
Arthur the brave knight must rescue his beloved Princess from the Demon King Astaroth and his forces - amongst them are the various undead (ghosts, zombies), bats, ogres and goblins. Other challenges include moving platforms, ladders and water/fire hazards.
The player can walk left and right, jump, and is also equipped with a lance to use as a weapon. Getting hit by enemies causes Arthur to lose his armor and run around in his underpants, getting hit again will cause the player to lose a life. As in most games in this genre, the player can pick up power-ups such as daggers and bombs during the course of the game, giving the player greater firepower.
- Ghosts & Goblins - Alternate spelling
- 魔界村 - Japanese spelling
- Classic NES / Famicom Mini / NES Classics releases
- Game Center CX challenge games
- Gameplay feature: New Game+
- Ghost 'N Goblins series
- Video games turned into board / card games
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Credits (Arcade version)
Average score: 74% (based on 58 ratings)
Average score: 3.4 out of 5 (based on 192 ratings with 5 reviews)
An excellent Capcom platform game with a few cool features
The Good Tokuro Fujiwara only developed two games for Konami before moving over to Capcom where he created Ghosts 'n Goblins (魔界村 Makaimura ), which received top marks from various computer magazines at the time. It was certainly a refreshing change from the vertical shoot 'em ups – such as Galaxian – that invaded the arcades back then.
King Arthur is having a quiet picnic with his girlfriend, Princess Prin-Prin, when a demon kidnaps her and takes her back with him. Vowing to go rescue her, Arthur navigates the six areas full of zombies and demons with a variety of weapons. Access to the next area is blocked by a gate guarded by a boss, who must be defeated to get a key.
Graphically, Ghosts 'n Goblins looks quite nice for its time, and there are plenty of smooth animations everywhere you look. The overhead map looks excellent, and it is nice the game lets you know how long you have to walk until you get to the castle. The map is useful for checking whether you made it to one of the checkpoints. For the sound department, the background music changes every two levels, and so does the boss music. It is the type of music that you can always remember.
Normally, when you are hit by an enemy, you would lose a life. However, this is not the case in the game. When you are hit by an enemy, you are stripped down to your underpants make up for its difficulty. Get hit by an enemy one more time, and you are reduced to a pile of bones. There are only two checkpoints in each area; and if you don't cover a certain distance, you are sent back to the start of the area. This high difficulty is common in other games Fujiwara has developed, not just Ghosts 'n Goblins .
To make matters much worse, you are sent back all the way to the first area again, once you defeated the final boss the first time, and the difficulty gets ramped up. Imagine how many people were furious that they inserted a lot of coins into the machine for nothing. When you defeat the final boss for the second time in a row, the game awards you with no ending and you are sent back to the first area once again. Then, it's just a matter of seeing how far you get without losing all your lives. The Bad Apart from the difficulty, I found nothing bad about Ghosts 'n Goblins . The Bottom Line Ghosts 'n Goblins is an excellent game, released around the time when Capcom was beginning to make more high-profile games. The graphics and sound is very good, and there are a few features that make up for the difficulty. Its success in the arcades warranted a release on the popular eight-/sixteen-bit systems of the time, with the Amiga and NES versions being more faithful to the original game than any other version out there.
Arcade · by Katakis | カタキス (43102) · 2016
Quite O.K. port for the Amstrad CPC. Kinda too hard and cut off though..
The Good I really adore the graphics, the music and the atmosphere they create. And this one is a bit a different than the original game the port is based in.
What I like the most is the music. Instead of the classic arcade tunes, a different soundtrack was written especially for the CPC that is maybe one of the most amazing themes I have ever heard on the CPC. Actually the sounds/instruments that were used have a very unique sounding, one I cannot describe, a heavy bass sound, some sounding like cymbal some like deep underground drums, I really cannot describe but it's quite different and more reach in sounds and atmosphere than any other CPC tune you might have heard. It has remained in my mind since the first day I have played this game in 1989.
I also find the graphics quite appealing for it's time and not only. And the dark gothic themes are very well presented here despite the low resolution of the CPC. The sprites are smooth enough and there is even hardware scrolling used but only when the player reaches an edge of the screen (and the action freezes). Proper scrolling is not very easy to do on the CPC and this one was maybe one of the first games to do it for it's time. I think that technically both in music and graphics the game is really well done. The Bad There are a lot of cutoff's from the original. And some even make the game even harder than it is. Ok, there are no weapon bonuses and neither can the player shoot up or down but it's not very important as the fact that when the knight is hit he instantly turns into bones instead of losing his armor and getting another chance.
Also there are only 3 levels instead of the 5-6 (or more?) of the arcade. Still, it's not that bad since the controls/movement are nicely done and it gets quite playable in the easy levels. Learning it, despite it's difficulty, one case sometimes reach the beginning of the 3rd level but then the hell begins. It's doable though since I have seen people bringing the game to it's knees. The Bottom Line I was expecting quite a worse port for the poor Amstrad but I was positively surprised. This is one of the few good classics on the CPC, I believe you will adore the music and you will like the mood that the minimal graphics create. And quite the reductions in gameplay from the original and it's difficulty, I think it is quite fun to play for a while and the frustration in the later levels might fade out as someone learns how to play in specific levels. Check it out if you are into CPC games or if you ask for a challenge!
Amstrad CPC · by Optimus (75) · 2008
Maybe a Ghost or a Goblin
The Good This port of the game has almost everything the Arcade game had to offer. The sounds are spot on. The graphics are not too bad. There's less colour variety but better use of colour and smoother textures. And there's no censorship, seeing as the developers chose to keep the Crucifix from the Japanese version. The instrumentation of the music is pretty different yet very eerie sounding to add to that hellish atmosphere Arthur goes through.
Gameplay carries a similar yet slightly less difficulty than the arcade version does. It is reassuring that you can get the Crucifix halfway through the game. If you don't have it, you automatically get it upon reaching the final stage. The biggest advantage is that you only need to beat the six stages once. Better yet, there is a proper ending to the game and no infinite looping. Huzzah! The Bad This game does carry the same clunky jumping as the arcade game, but that is to be expected. The only problem with the music is that it is lacking the boss themes. Also for some weird reason, the music track from the 3rd and 4th stage is also in the 5th one. Lastly despite the game having a proper ending, we never actually see Princess Guinevere reunited with Arthur, so it is a little anticlimactic. At least the text has correct spelling. The Bottom Line This conversion almost captures the look and features of the original arcade, so you can almost think of it as your own home-from-arcade game. I'd like to think that some of the proper ending and easiness of the game was made to compensate for the unfair difficulty of the arcade version, but it's more likely that those adjustments were due to software limitations. Anyhow, great port, great game and one of the very few fantastic Capcom Amiga games available.
Amiga · by Kayburt (28259) · 2022
[ View all 5 player reviews ]
8-bit computer ports
The 8-bit computer ports made by Elite Systems and released in 1986 are all shorter than the original arcade game. The game is only 4 levels long (instead of 6) on Amstrad CPC and Commodore 64, only 3 levels long on ZX Spectrum, and only 2 levels long on Commodore 16. Interesting fact of all these ports is that they are rather average titles but each of them stands out for different reasons: The gameplay in the Spectrum version, the Amstrad version's graphics and the music from the Commodore 64 version.
If you check the arcade ROMs you will find the following hidden message. Left there by the programmer, Toshio Arima:
“THIS PROGRAME IS PROGRAMED BY TOSHIO ARIMA , IF YOU NEED SAME INFORMETION THEN FONE 0726-74-0943 , OR 2-14, YAWATAMACHI, TAKATSUKI, 569 OSAKA JAPAN”
The famous Red Arremer mini-boss was actually based on Capcom programmer Toshio Arima .
1001 Video Games
The Arcade version of Ghosts 'n Goblins appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
Atari ST MIDI music
The Atari ST version has a special trick. The developers programmed the MIDI interface to play the game music. If you hook a MIDI synthesizer to the ST, the game music will play over your MIDI device.
Commodore 16 version
The C16 port is even shorter than the C64 version, as it features only the two first levels, with simplified gameplay (one weapon, less enemy types). There's no music and no title screen picture.
Japanese title Makaimura translates into "the deceptively cute Demon World Village".
According to publisher Capcom , Ghosts 'N Goblins has sold 1.64 million copies worldwide since its initial release (as of June 30, 2016).
The Spectrum version does not load on Spanish +2A or +3 models, as their ROM mapping is slightly different from the UK models. An unofficial patch is available however.
- December 1993 (Issue 13) – #68 “Readers' Top 100”
- March 1991 (Issue 6) - listed in the A to Z of Classic Games article (Great)
- 1986 - Runner-up as Action Game of the Year
- Issue 04/1987 - #5 Best Game in 1986 (Readers' Vote)
- October 2004 (Issue #9) – #39 Best Game Of All Time (Readers' Vote)
- January 1990 (Issue 57) – 'The Best Games of the 80's Decade' (Phil King)
Upgrade to MobyPro Research to view popularity data for this game.
Related Sites +
- The Ghoul Realm Fansite dedicated to the history of and information about Ghosts 'N' Goblins.
- MobyGames ID: 582
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Contributors to this Entry
Game added by faceless .
Commodore 64 added by Quapil . Commodore 16, Plus/4 added by Rola . Wii U added by Michael Cassidy . Nintendo 3DS added by CrankyStorming . Arcade added by 666gonzo666 . iPad, Nintendo Switch, Android, iPhone added by Kam1Kaz3NL77 . FM-7 added by Infernos . NES added by Kartanym . Xbox 360, PlayStation 3 added by Sciere . BREW, DoJa, Windows Mobile added by Kabushi . Atari ST, ZX Spectrum added by Martin Smith . Game Boy Advance added by Freeman . Wii added by gamewarrior . Game Boy Color added by Satoshi Kunsai . Amiga, Amstrad CPC added by Katakis | カタキス . PC-88 added by j.raido 【雷堂嬢太朗】 . Browser added by glik .
Additional contributors: Satoshi Kunsai , Guy Chapman , Scott Monster , Martin Smith , Freeman , monkeyislandgirl , Atom Ant , formercontrib , Rola , CalaisianMindthief , Patrick Bregger , mailmanppa , Kam1Kaz3NL77 , FatherJack , RetroArchives.fr , Cogweasel .
Game added December 16th, 1999. Last modified January 17th, 2024.
Download Ghosts 'n Goblins
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Ghosts 'n Goblins
Also available on: Amiga - Amstrad CPC - Atari ST - Commodore 64
Description of Ghosts 'n Goblins
Ghosts 'n Goblins is a competent PC port of one of the best side-scrollers ever made. You play Arthur, noble knight (apparently before he was crowned King of Camelot) on a trek through haunted lands to rescue his fair maiden Guinevere, who was kidnapped by the demon of Hades.
The game is one of CAPCOM's most famous sidescrollers on the arcade, so this PC version is also very straightforward in gameplay: wander from left to right, lobbing spears at wave after wave of zombies, ghosts, goblins, demons and other supernatural beings. You wear a suit of armor that protects you from a single hit, so you will die after two consecutive hits if you can't manage to find a new armor.
Ghosts 'n Goblins has always been known as one of the hardest games around, and this PC port is no exception. You'll be attacked from every side, and you can't throw weapons upward. The challenge gets even worse at the end of the game, when you have to return to the very beginning to start over, at a harder level. Yup, you have to beat the game twice to actually complete it. Talk about a challenge.
Overall, Ghosts 'n Goblins is a faithful PC port of classic game that fans of the arcade should take a look. Obviously it's not an ideal version, due to limitation of EGA palette and cranky PC speaker sounds, but the fluid animations and frustrating but fun gameplay are left intact. Recommended!
Review By HOTUD
Captures and snapshots.
- Amstrad CPC
- Commodore 64
Comments and reviews
matt991233 2023-10-28 0 point Commodore 64 version
The only game I ever beat in the 80's... took many hours.
The Boz 2022-09-05 0 point Commodore 64 version
Played both this and Ghouls n Ghosts, and all I can remember is how hard these 2 games were. Thank God I asked for an Action Replay cart for one birthday.
Untitled.jpg 2019-06-21 4 points DOS version
DOS game "Buy Game" option *links to NES Mini*
Mr Vampire 2019-02-07 2 points Commodore 64 version
An excellent game which I played for many hours on the C64.
Divotom 2016-10-28 1 point DOS version
mt obrigado , por disponibilizar esses grandes jogos, que matam a saudade.
Recay 2016-03-27 0 point
If you use Vjoy and UJR you can play the game without a joystick :)
keenius 2015-12-13 0 point
u can skip board using arrow key (wish it does work without joystick) did before u can set somehow on dosbox
AveSatanas 2015-07-06 -1 point DOS version
I cant get it to run wit dosbox, it always does a reboot and kills it.
john 2015-01-14 1 point DOS version
Does not work without a joystick, worth playing but no point in downloading without the joystick.
what the heck 2013-07-25 -1 point DOS version
markegiani 2013-04-05 0 point DOS version
Great game, but very tough. One of the first games I played on ZX Spectrum+ ...
Gold Wolf 2012-11-12 0 point DOS version
KRYPTO 2012-08-25 0 point DOS version
I LOVED THIS GAME... SO SAD THE NEED OF JOYSTICK
jomama! 2011-08-28 0 point DOS version
Gus 2010-06-06 1 point DOS version
Not sure that this will work w/o joystick.
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- Publisher: Capcom Co., Ltd. , Elite Systems Ltd.
- Developer: Capcom Co., Ltd.
Amstrad CPC Version
- Publisher: Elite Systems Ltd.
Atari ST ROM
Commodore 64 version.
- Publisher: Capcom Co., Ltd. , Elite Systems Ltd. , Encore
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