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Ghosts 'N Goblins

aka: Ghost 'N Goblins, Ghosts 'N Goblins Mobile, Makai-mura
Moby ID: 582

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Critic Reviews add missing review

Average score: 74% (based on 58 ratings)

Player Reviews

Average score: 3.4 out of 5 (based on 194 ratings with 6 reviews)

Rescue your beloved from the legions of hell

The Good
In Ghosts 'n Goblins, you are the legendary King Arthur who is having a picnic with your beloved Princess Prin-Prin. Suddenly, a huge demon emerges from his castle and, for no reason, decides to steal her from you. You put on your shining armor and go after him. This will not be an easy task as Arthur needs to slay zombies and other legions of hell that get in your way using a series of weapons, including the lance, dagger, flaming torch, axe, and shield (or crucifix). Depending on what weapon you use, some of these weapons can take more damage to enemies. You start the game with a crap weapon, but you can get better weapons along the way, if you destroy the sack that some enemies carry.

There is one feature that is missing from other early games. GNG gives you a second chance at trying to complete all six levels without touching any enemy. You normally wear your suit all the time unless you touch an enemy or you are shot at. You don't die, but instead, lose your suit. If you get touched a second time, you turn into a skeleton. This feature means that unless you are bad at playing games, it is likely that you get to the restart point – the point where the game lets you continue from where you died.

The Amiga version looks and plays exactly like the coin-op version. You see, besides the fact that you can use the five weapons available in the original game, you have to go through graveyards, forests, ice palaces, villages, and castles. Get through all these locations and you get to fight the final boss and save the princess. The graphics are about as clear as the original version, although they look a bit brighter. Also, when you die, the game presents you with a map, indicating the distance you must travel in order to complete the game. The bosses that you defeat at the end of the levels are drawn nicely. I especially liked the flying demon at the end of level five.

The music is a real pleasure to listen to, especially in the later levels. I have played the coin-op version two years ago, and I remembered it quite well. It had you playing all six levels twice before you can actually rescue your girlfriend. The Amiga version, though, has you completing all the levels just once before you are declared victorious.

The Bad
For an eighties game, GNG is a bit difficult. Every now and then, you will find yourself falling down into hazards like fire or off the edge of the screen if you mis-time your jumps. In the first level, zombies have the tenancy to rise up from the ground at the spot where you are at, making sure that you lose your suit immediately. The only way not to let this happen is if you keep moving and don't stop.

The Bottom Line
Ghosts 'n Goblins is a classic game where you go through six levels in order to rescue the princess. Zombies and other enemies get in your way, but you can use up to five weapons, although only one can be carried at a time. However, the less effective the weapon, the more damage that enemies can take. As I mentioned above, the Amiga version looks and plays exactly like the coin-op version, including the game's interface, graphics, and sound. Unlike other games, GNG gives you a second chance at completing the level without taking damage. If you are looking for a decent coin-op conversion of GNG, then check out the Amiga version.

Amiga · by Katakis | カタキス (43087) · 2006

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 (31884) · 2022

Certified classic

The Good
Everyone knows arcade Ghosts 'N Goblins. If for nothing else, then the legendary difficulty - despite being a good game, it was deliberately designed to mess with the player!

The port done by Elite in 1986, is a classic on its own right for C64 users. While it is a very cut back version, I'd say it is neatly compact. Still, very fun to play.

What especially deserves highlight is the soundtrack. Mark Cooksey put just one tune in the game, an original composition that wasn't in the arcade, but what a spooky and cool tune it is! Can't get enough of it!

The Bad
The jumping physics is very wonky. Plus the platform ledges are very sharply and suddenly cut off - you don't even step onto the last pixel and you already fall. Lots of cheap deaths because of these.

There is only the first 4 levels in here. The 3rd and 4th levels are mixed up compared to the arcade. At the end of the 4th level, you just find the princess, and that's it, happy ending.

The Bottom Line
This was the C64 game we probably played the most back in the day, despite barely ever getting trough the first half of the first level. It just kept making us try again and again. Since then, I managed to play trough the entirety of this port, without cheating. It was a very good challenge.

It's bit of a shame that this version is so cut back (even if we couldn't know it). Realistically, it's neat what they could cram into just a 64 kilobytes single-load game on cassette tape.

But that is only true to the 1986 classic version. In 2015, a group of C64 enthusiasts did a makeover of this port. It was polished and reworked, and got all the levels from the arcade. That is the version to play nowadays.

Commodore 64 · by 1xWertzui (1135) · 2024

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 (43087) · 2016

The legendary difficulty of this title is balanced by great gameplay

The Good
This game is a classic because its immense difficulty can bring extraordinary payoffs. Arthur, the hero of the game, seems to be designed to give the player an idea of what it is like to be one of the weak, fragile enemies in other platform games. One hit will knock Arthur backwards and strip him of his armor, leaving him in his red skivvies. Another will reduce him to a pathetic-looking pile of bones. The more difficult enemies require from four to a dozen hits to kill, and, while you are facing these, innumerable weaker enemies that die with one hit are flying all around waiting to catch you at an awkward moment. Also, at the same time you must jump from platform to treacherous platform, face boss enemies that have immunity to certain weapons, and oh yes, there is a strict time limit.

Few games have ever asked so much of the player. Few games have unapologetically stacked the odds so much on the side of the enemy hordes. And this difficulty is there from the beginning. About a quarter through the very first level, one of the most devious foes in video game history appears--the red demon. This menace, once roused, will proceed to run back and forth hurling fireballs at the player. If the player shoots, the demon will fly up, again shooting fireballs, and perform a death swoop that is almost impossible to dodge. If you attempt to jump it, the demon will fly upwards into you. If you stand still or duck, the demon will still hit you solidly. The only viable option is to run like hell, jumping backwards and chucking javelins until the monster swoops. Then the player must flee in earnest, cowering in fear at the last moment as the thing rushes by overhead. The red demon takes four hits to kill, and very likely will take your first life if it hasn't been taken already. And this is just the first of his many, many appearances.

There are brown ogres that vomit purplish projectiles at you both horizontally and vertically. These can withstand over twelve hits from any weapon, and will continue to gain ground on you even if you fire your weapon as quickly as you can--if you catch them too late with your first shot and they get to you, it's all over.

Two of the boss opponents have immunities to a different particular weapon, and the last boss has immunity to all weapons but one of limited range. Two of the weapons are worse than useless--the axe is slow-moving and cannot be rapid fired while the fire shoots in an arc, has no range, and if the player misses twice, takes precious time before it can be fired again. The shield blocks projectiles but has limited range and cannot damage the cyclops, while the javelin is moderately fast and long range but cannot damage the dragon. The sword is an excellent weapon because it kills all but the last boss and is very fast-firing. If you lose one of the good weapons and receive a bad one, you will have very few opportunities to correct this mistake. Going through the game with a lousy weapon makes things even more difficult, and in some situations it will make the game impossible. When you finally beat the game the first time, you are greeted to poorly translated text saying everything was an illusion, and now you must beat it from scratch, only with faster moving enemies.

Sound impossible? Sound like it couldn't be any fun? Well, not so fast. The reason this never gets too frustrating lies in how good the play control is. Controlling Arthur is intuitive, simple, and always precise. While Castlevania fans might relive nightmares during this game when Arthur is knocked back in a most inconvenient spot, there usually isn't anyone to blame for a truly impossible situation but the player. When an ogre is hurling purple death at you and simultaneously a blue bird flies across the screen ready to knock you backward to allow the ogre an opening to finish you, Arthur is capable of dealing with the situation so long as you know what to tell him to do.

This is where the payoff comes in. When you waltz into one of the last stages and see the terrifying image of a red demon and an ogre sitting right next to each other, defeating both and surviving through a mixture of skill and luck is one of the great thrills of gaming. For once in a platform game, it isn't the sheer weight of weak enemies that are designed to wear you down, making it impossible to be skilled enough to escape untouched. In this game it is your own skill level that is most responsible for how you survive--it is possible to go through the whole game without getting touched, although it would take an enormous amount of skill and no small degree of luck. In a platformer like Actraiser 2, this would be impossible.

The Bad
The story is very dull, and the translation and ending are lousy, but that's not what this game is about. The story here becomes surmounting the incredible difficulty of the game, being able to survive video game Hell--if you are skilled enough to beat this game, no modern game should give you trouble.

The Bottom Line
Ghosts 'N Goblins is a great platformer with a horror theme. The knight Arthur has stripped to his underwear while he and his gal are having a pleasant cemetary picnic. Suddenly a mammoth devil steals the girl and vanishes. Art throws on his tinfoil-like armor and charges into the armies of the undead to save his girl. From the dimwitted zombies to the utterly devious and unpredictable red demons, this game will give your platforming skills the ultimate test. You will be intimately familiar with a dying Arthur. You will have the sorrowful pile of bones he forms burned into your retina, and the map theme music that heralds his next attempt wormed deep in your ears. The difficulty is extreme, but the payoffs are worth the trouble.

NES · by J. P. Gray (115) · 2004

Contributors to this Entry

Critic reviews added by Scaryfun, Patrick Bregger, Martin Smith, S Olafsson, Hello X), Ritchardo, Big John WV, CalaisianMindthief, Jo ST, Guy Chapman, Tim Janssen, Игги Друге, RetroArchives.fr, Wizo, Alsy, SlyDante, Martin Lindell, yenruoj_tsegnol_eht (!!ihsoy), Alaka, jaXen, Terok Nor, FatherJack, RhYnoECfnW, chirinea, jumpropeman, ZeTomes.