||How well the game mechanics work (player controls, game action, interface, etc.)
||The quality of the art, or the quality/speed of the drawing routines
||How much you personally like the game, regardless of other attributes
|Sound / Music
||The quality of the sound effects and/or music composition
|Overall MobyScore (8 votes)
MobyRanks are listed below. You can read here
for more information about MobyRank.
The Games Machine (UK)
Ghosts 'n' Goblins's taken a long time to reach the Amiga but it's been worth the wait.
Despite its age, Ghosts 'N' Goblins is well presented, highly playable and an enjoyable romp. Techno-snobs shouldn't be put off because the follow-up is available, because the prequel has a feel and charm that Ghouls 'N' Ghosts somehow lacks. Veterans of the coin-op should ge thold of a copy, even if just for nostalgia's sake, and newcomers to the tale of Arthur and his foes could do a lot worse than take a brief visit to this weird and wonderful world.
The bad news is the poor programming: especially the terrible memory efficiency resulting in a 1Mb only game. The collision detection also seems a bit dodgy, though thankfully it’s on the generous side. And for some reason Arthur can’t turn around in mid-jump as he could on both the coin-op and the C64 version - very odd. The good news is that the technical anomalies are made up for by the classic coin-op’s supreme playability.
Ghosts 'n' Goblins seems to have stood the test of time. Although there is very little original about it, the game's playability carries it through. The graphics are spot-on copies of the arcade, as is the playability, but it is a little dated. There are a couple of annoying niggles with Arthur's controls but nothing that ruins an addictive conversion.
Ghouls 'N' Ghosts seems to have stood the test of time. Although there is very little original about it, the game's playability carries it through. The graphics are spot-on copies of the arcade, as is the playability, but it is a little dated. There are a couple of annoying niggles with Arthur's controls, but nothing that ruins an addictive conversion.
is a superior coin-op with updated graphics and ideas, US Gold were able to convert it without great difficulty. So why does Ghosts 'n' Goblins require a meg? Its sales and appeal are restricted, yet there is little in the game which an Amiga couldn't cope with.
This isn't to say that the conversion is poor, simply that in the face of current competition that it looks a bit lacklustre. It follows the arcade's graphics closely but the sound is dire - although it was hardly a sonic wall of noise when it first appeared.
That said, the challenge posed by the game is undiminished and obviously, most would say, that's the main thing. True, but you'd expect that. Recreating the arcade spirit and finish is what separates real quality releases.
Kurzum: Wer (wie ich) den Automaten kenn- und liebengelernt hat, wird von der neuen Amigaversion ein bißchen enttäuscht sein, es fehlt einfach der Flair des wirklich Großen. Alle anderen find in Ghosts ’n’ Goblins ein recht ordentliches Action-Spielchen, das durchaus seine Qualitäten hat. Wer allerdings schon „Ghouls ’n’ Ghosts“ daheim hat, kann sich sein Geld auch sparen – sooo groß ist der Unterschied nun wirklich nicht!
ASM (Aktueller Software Markt)
Bei der denkbar unproblematischen Umsetzung der Spielidee hat Elite jedoch nicht darauf verzichtet, ein paar störende Macken mit einzubauen - um den Spieler bei schlechter Laune zu halten. Die ST-Version ist zu schnell und die Steuerung etwas unpräzise, was zu hektischem und schwer kontrollierbarem Spiel führt. Über das nicht ganz flüssige Scrolling sieht man hinweg, denn beim Amiga wird's noch schlimmer: Springt der Ritter, wird das Scrolling plötzlich schneller. Nach der Landung geht's im alten gemächlichen Tempo weiter. Bei jeder Waffenbenutzung bleibt der Recke stehen, was jeden Spielfluß unterbindet.