Reviews from

in the past


Actually made it to the end only to realize the game expects you to do it TWICE.

I did not do it twice.

I used to have some trouble differentiating this and Ghouls n' Ghosts because last year I played them about two months apart, so this time around I decided on playing them back to back.

What I took away from it this time is that Super Ghouls 'n Ghosts is a lot harder, and a lot slower. Not just due to SNES slowdown, the levels are generally just a lot slower paced, especially with the autoscrollers. It's easily noticeable even without playing the two games; if you look around for speedruns you'll notice Super Ghouls 'n Ghosts is twice as long. I personally think the shorter, snappier levels of GnG fit the playstyle of the series a lot better.

Weapons also aren't too great this time around. GnG has a more well-rounded selection that will occasionally have better weapons for better situations, but in Super it's best to just stick to the knife whenever you can. Even with the upgraded armor and the upgraded weapons that come with it, the knife is far more useful than the others. A lot like Goblins in that regard except this game doesn't suck ass lmao.

The fucking princess' three sizes are listed during the curtain call before the credits for some reason. I don't know what that was all about but me and the friends I was calling were joking around about it when we eventually discovered it's the same measurements that Chun Li has. Wacky stuff.

Ghouls 'n Ghosts and Super Ghouls 'n Ghosts are both very solid, but I think the former sets a bar that Super doesn't quite reach when you compare the two. I'd probably recommend both, but if you wanted just one I'd probably never tell you to play Super first.

While it may have a reputation for being one of the hardest games from the 8-bit era, the original Ghosts ‘n Goblins, especially the NES version, wasn’t too good. Yeah, there were some admirable qualities about it, and you felt completely unstoppable for conquering what the game throws at you, but it was a pretty ugly and poorly designed product at the end of the day, and only really serves to kickstart the series and lay the groundwork for what other games would do going further. The sequel Ghouls ‘n Ghosts, on the other hand, is a completely different story. That game was a wonderful way to continue the series, making sure to keep things pretty similar to what came before it, while also improving upon it in every way, such as with better graphics, better controls, more weapons, more powerups, and more options for survival. Of course, it still kept the bullshit difficulty and two-playthrough requirement, but it still managed to provide a very entertaining and incredibly satisfying experience. So, after one miss and one hit, Capcom thought it was time to make another game, one specifically for the new hot sensation sweeping the nation, the Super Nintendo. After a few years of development, they would then bring the torturous terror of GNG to this console with Super Ghouls ‘n Ghosts.

I had wanted to check out this game for a LONG time, not only because I was already a fan of the Ghosts ‘n Goblins series, but because it was the most iconic title in the series, right alongside the original, and from what I have heard, it is considered to be the best in the entire series. I do feel somewhat bad that I put it off for so long, especially after I had covered the first two games, as well as Gargoyle’s Quest, a long time ago, so to make it for it, I finally checked it out. After playing through it, I can definitely see why people would consider this to be the best in the series, but honestly, I may prefer Ghouls ‘n Ghosts just that liiiiiiiitle bit more, as that one just felt more fun and more satisfying for me. Either way, I still though that this was a pretty good way to bring this series to consoles, and while it does have its issues, both familiar and new, it still managed to deliver in all the ways you would expect it to.

The story is the exact same as the previous two games, so there is no need to go into it further then that, the graphics are pretty much the exact same as Ghouls ‘n Ghosts, but of course, it doesn’t look as good since it had to match the SNES’s limitations, but even then, it still looks pretty damn great, the music is that same ol’ menacing, yet delightful goodness you would expect from a game from this series, and the tracks do get you pumped up, while still being nervous enough, to take out any of these ghouls and ghosts that stand in your way, the control is what you would expect from a Ghosts ‘n Goblins game, so if you didn’t like it in the previous two games, you aren’t gonna like them here either, and the gameplay is pretty similar to the original two games, which in this case, I don’t really mind as much, as it still manages to be fun and satisfying.

The game is your typical 2D platformer, where you take control of Sir Arthur, go through plenty of colorful, yet deadly levels that will get in your way as much as the enemies do, defeat plenty of ghoulish creatures of all shapes and sizes that want nothing more then to see you suffer and perish, gather plenty of points, weapons, and suits of armor to help give you that slight edge over the horrors you will face, and take on several large bosses that will… not give you that much trouble in comparison to the main enemies. That seems like a recurring theme with this series as well. But anyway, it is your basic Ghosts ‘n Goblins game, which takes everything from the original game and Ghouls ‘n Ghosts, combines them all, and manages to deliver another brutally challenging package for the SNES. There really aren’t that many new elements to be found here, but honestly, unlike other games like Splatterhouse 2, I actually don’t mind it too much here. No, I swear, it is not because of my undying love for Capcom. Not this time, anyway.

As I have mentioned previously, the brutal challenge these games provide, as well as the immense satisfaction you get from conquering them, is one of the biggest appealing aspects of this game. I hate to make this comparison, but I feel it has the same appeal that a game series like Dark Souls has, except it is more suited for retro gaming fans. There isn’t much versatility or variety to be found here like in Dark Souls, but it does still manage to provide extreme challenge time and time again that you must overcome, and when you do, nothing could ever come close to that feeling of triumph you get afterwards. And even then, the game itself still manages to be fun. Like with Ghouls ‘n Ghosts, it manages to provide a pretty difficult experience, yet also gives you enough help and support to where you can take on everything the game throws at you, such as with all of the powerups you get, as well as the options you get, like difficulty options and the amount of lives you can give yourself.

Of course, there are still those problems that this series carries around with it like badges of honor. Yes, the game is absolutely brutal, so if you aren’t used to hard-as-hell games, then I urge you to stay as far from this as possible, as it will show you almost no mercy. Not to mention, like with the last two games, you have to play through the game twice to get the true ending, and while you still get this new weapon that makes going through it feel like a breeze, it can still be a bit of a slog in that sense. Unrelated to those two issues however, there are several other issues with this game, such as with the continues. In the first two games, you had infinite continues, as long as you had enough credits, so that is all good, but in this game, you only get six continues. That may seem like a lot, but trust me, any fan of this series knows you need TEN TIMES that amount in order to even get close to beating the game. Aside from that though, there is one more major issue I have with the game: the slowdown. Yes, it is to be expected, not just because it’s a Capcom game, but also because it is an early SNES title, but it gets pretty obnoxious as points, and does show up much more often than you think.

Overall, despite the usual GNG problems being present, as well as the continues and slowdown not helping things, this manages to be a pretty good way to bring the series onto home consoles, and it is definitely one of the best entries in the series. I would definitely recommend it for those who are fans of the series, or for those who want another challenge to face, because this game will certainly give you that, but for those who are more casual gamers, then you should probably avoid it like the plague. But anyways, glad I finally got that taken care of. So, when’s the next mainline title gonna come out?.......... 2006? Well great, guess we gotta deal with all the weird stuff before we get there.

Game #353

Holy crap this game is hard. I'm shocked I even beat it. Super Ghouls'n Ghosts is a sidescrolling action game devised by Capcom, like many SNES greats are. You play through 7 levels to save the princess. Super original plot, I know. But, Super Ghouls'n Ghosts really shines with its meticulously tuned levels and difficulty. The theming of each level is pretty cool, The spritework is goregeous for an early snes game, and the music is unique and memorable.

From the very beginning, this game isnt afraid to show how difficult the journey will be. You can take 2 hits before you die, and your weapon can be swapped out for a different one through random drops. You've got a double jump, but it takes some getting used to as you have zero air control. It asks for constant spacial awareness and focus so that you don't get hit after a bad jump, or from a poorly telegraphed enemy attack. But... there is just enough leeway in the control scheme to get good at handling the stiff movement.

Once you've gotten used to the controls, found a decent weapon and have memorized most of the levels, the game tells you that you need to beat it again. As if it wasn't difficult enough to make it to the end once, you also need to find a new weapon exclusive to the second playthrough to beat the final boss. Doing the second runthrough was much more challenging, as the weapon you need drops randomly only when you have gold armor. Yeah, you can't get hit at all, you've gotta get two random drop armor upgrades, and THEN you can get the randomly dropped weapon to beat the game.

Plenty of people havent been able to beat level 1, let alone all 7, and hearing the news of a second playthrough is enough to make anyone stop playing. It cannot be understated how challenging this game is and how much focus it requires. The boss at the end of level 7 is notoriously difficult to beat with the required weapon too, so you might run out of time and die before you can get the boss's health low enough.

I haven't even mentioned that Super Ghouls'n Ghosts doesn't have a save or password system, so you need to do two playthroughs in one sitting to have a chance of beating it. Capcom, would it have killed you to put in a password system like some of your other snes titles!?

So... yeah. It's a great game if you like challenging titles, but it firmly sticks in the "NES hard" category of games. It is unfair at times and can be pretty BS too. I will admit I used NSO's rewind feature sparingly to be able to finally beat it. On original hardware, I only ever made it through the first playthrough.
I'd love to hear what others think of Super Ghouls'n Ghosts in the comments and any tricks you might have to beat the game without rewind!

A lot of my Castlevania review is applicable here. Super Ghouls n' Ghosts is a punishing game with a great loop that never makes death feel discouraging.

Levels have specific rhythms that are a lot of fun to learn, and maybe I'm a sicko (spoilers: I am) but the mandatory second loop is my favorite part of the game because you get to apply all you've learned into a "new" run. I'd liken this not only to repeat playthroughs of Castlevania, but to search-action games, or titles like Resident Evil, where executing more efficient runs just feels good. It helps, of course, the Arthur is a lot of fun to control. Jumps are very tight, impacts on enemies feel great, and powerups have good utility and are fun to use. Getting knocked out of and building up armor is also a really charming way to track health, and is just as iconic to me as Mario shrinking down or Sonic spewing rings.

Super Ghouls n' Ghosts is easily accessible today through Switch Online's SNES library, but it doesn't take much resourcefulness to find it by... other means. Whatever your choice of platform may be, if you're looking for a solid, challenging game, you can't go wrong with this one.


Ghosts and Goblins is one of those series that was made entirely difficult at the time because they started on the Arcade, so making the game incredibly tough would have let people spend more coins on it.
Super ghosts and Goblins wasn't designed for arcade, but consoles, so you can imagine maybe Capcom added an option to change the diffcìiculty-NOPE THEY WENT HARDER.

The brutality of this title is insane and it can turn a normal session into a bad time.

THe issue is not the difficulty itself; tons of titles can result completely enjoyable while also rank up the difficulty: DK Country Returns, some of the classic megaman titles... even other games designs for the arcade, like Metal Slug 3, are able to be difficult while also providing a fun experience.

What makes Ghost and Goblins different is, in my opinion, the unfairness: most of its levels designs are full of surprises, in the forms of traps, bottomless pits, dangerous hazards and enemies with bizzarre patterns are everywhere, and even things like mimics hidden as treasure chests, and some upgrades are literally debuffs for Arthur moveset.

Ironically the levels can become so pranked with things that can oneshot you at any time that some of the bosses can feels easier.
I Played this one thanks to the Nintnendo Switch Online.... I grew irritated by some of these designs even with a option to Rewind, I can't imagine how it would have been for people that played it at the time.

The thing that absolutely kills this title for me.... is the fact that finishing the game.... doesn't finish the game! You beat up Astaroth, you rescue the princess and she goes "Thank you my hero, but I think I forgot my holy bracelet or something, PLEASE REDO THE WHOLE GAME with that one. Miss it or change weapon and you gotta go the whole game all over again".

I honestly gave up on the second run. Even with a rewind option I kinda felt like miserable.
I still have some respect for this title: it got some great spritework and atmosphere, and these types of brutal experiences are hard to find nowadays.... but also I am not really a fan of it. Still, it's worth a shot, even if short

Tie me up in bed and force me to play Ghouls 'n Ghosts babe

All three Ghost and Goblins games I've finished have tightly designed set pieces even though the difficulty is through the roof, which lends it a bit of personality and diversity which wouldn't be found in traditionally segmented levels. However they all suffer the same problem: you have to beat them twice to reach the ending. These old games and their need of unnecesary padding, my god.

Also give me back the multidirectional aiming of the previous entry instead of the double jump feature, thank you very much.

It's kinda crazy what designing a game for home consoles first does for overall game design, because Super Ghouls 'n Ghosts is far and away the most well designed, consistently good game in the franchise thus far. Levels are longer, more varied, and Arthur's moveset's gotten tweaked once again to accomadate. He can't fire weapons vertically anymore, but he can double jump now, and the levels feel designed around that lack of vertical firing. The bow also exists, firing two projectiles diagonally upwards, filling the void somewhat.

Playing this reminded me a lot of beating Castlevania 1 without savestates for the first time, since the player movement actually feels like a deliberate design decision and not just to make the game harder. It was genuinely fun learning level layouts and just getting better at the game, for once in this franchise. The limited continues scared me initially, but it quickly becomes apparent how quickly continues rack up. You also die a lot, but with enemy positions and spawns being mostly fixed, it serves as a learning experience as opposed to uncontrollable RNG bs.

Also yeah, there's slowdown; admittedly a lot of it, in fact, but I don't think it's enough to really mess with the core experience. If anything, it probably made certain sections a lot easier. Still an extremely solid 16-bit platformer for anyone in search of a challenge.

Platformers with bad platforming shouldn't exist, but unfortunately they do. This game was a relic in 1991 and it's basically rotted at this point. Props to them for letting you have unlimited continues I guess, but that doesn't make it any more fun. I guess I can see some sort of brutal enjoyment one could get from mastering this game's shitty controls and ruthless enemy placement and level design, but I am not one of those people who could find such fun. This is just a lousy game to me. 1/6

Now THIS is the GnG game I've been waiting for. Huge huuuuge improvement from the last 2 games. Every level is tough but fair. You will die a lot but you will never feel like it's the game's fault. An addition of a double jump helps you correct a lot of mistake jumps you would constantly make in the original. Enemies don't take 500 hits to kill. Had a lot of fun here. Honestly this is the only classic GnG worth playing.

No I'm not gonna beat this game twice with an inferior weapon just to get a prettier ending, fuck off

Sadistic fucking game. Someday I'll actually sit down and beat it fully.

This game is bullshit but like... fun bullshit? this is like hollow knight level hard but for the 90s. Still haven't beat the first level cuz I didn't know i could double jump for half an hour.

Um jogo de plataforma EXCELENTE mas com uma dificuldade SUPER DESBALANCEADA.

O jogo é uma aula de como fazer um game de plataforma viciante e bem feito mas POR QUE TÃO DIFICIL?????

A física do jogo em si já é um desafio a parte, já que com exceção do pulo duplo (O único que permite a troca de direção) não é possível mover o personagem no meio do ar. Pode até parecer que esse aspecto da jogabilidade não altere a dificuldade, mas acaba se tornando um dos principais desafios.

Super Ghouls N Ghosts é desafiador, criativo (principalmente na mecânica de upar as armas e armaduras), lindo e com uma ÓTIMA trilha sonora.
As poucas fases do jogo foram MUITO BEM TRABALHADAS pelos criadores, adicionando sempre novos inimigos a tela e alguns modificadores que dificultam mais um pouquinho a experiência (Eu estou falando das paredes móveis no estômago da besta ou da fase na água por exemplo).
A cereja do bolo em questão de "DIFICULDADE" é que o jogador deverá zerar o jogo DUAS VEZES para então atingir o final real da aventura e salvar a donzela (E a dificuldade é bem mais difícil durante a 2° play).

É compreensível entender o motivo de "Super Ghouls ‘n Ghosts" ter sido um clássico de sua época, mas para quem é impaciente talvez seja muito frustrante avançar sem o uso dos Save States (Mesmo assim vale a pena passar raiva pois é um belo jogo).

Vibed with it but not enough to do the 2nd loop, sorry gang

The double-jump is a vehicle to more platformer-focused design and I don't prefer it to the more action-y approach of Ghouls. Dying and retrying is the name of Arthur's game, but what makes retrying addicting in Ghouls is the higher priority on dense enemy waves with fluctuating behavioral patterns. Everything is the same each run but the way some things react becomes variable, making replays still feel fresh. Didn't get that same feeling here.

Super also has a decent lot of auto-ish sections, and while they weren't bad, they don't let you demonstrate what you learned from the 1st loop the same way you could in an action-focused excursion.

On the flipside, the platforming is well-integrated into Capcom's environmental direction. There's a ton of terraforming and shifting biomes that both demonstrate the SNES' background control capabilities and add a breathing pulse to the world. I ascertain Ghosts 'n' Goblins is a comedy of errors where you're a weakling at the wits of a sinister power, and that feeling is doubly reinforced when the environment is equally hostile as the enemies terrorizing you - a sordid stageplay you've been dragged to against your whims. Reminds me of the early Bimbo cartoons like 'Swing You Sinners'.

Good launch era shit and meaningfully-distinct from Ghouls, even if I didn't like it as much.

you learn the girls measurements when you win

Insane leap in quality over Ghosts 'n Goblins. It's slightly easier, a lot more fair, and most of all actually fun. Not to say it isn't still ruthless though, notoriously so, but you have unlimited continues, difficulty settings, powerups, can set how many lives you have, etc etc. Point is, it's a lot more manageable than it looks at a glance.

There are a couple gripes too, namely having to do it over again, which is a bit of a staple in the series I'm guessing. You do actually have to do it twice to complete it this time, the loops are different bc only the second one lets you reach the final boss. Was not too thrilled about that, but I wasn't particularly upset either because I was mostly enjoying myself. Still, I find it unnecessary. Another more minor thing is the jumping, as funny as it looks, is really awkward sometimes, and there are points with pretty precise jumps you have to make.

Would not recommend Ghosts 'n Goblins probably ever unless jokingly, but if it really does interest you, I'd at least play this instead first. You'll have a notably better time.

game’s too hard to be this cool

I just love the way this game looks and sounds and feels like a Super Nintendo game. The SNES is by far my favorite console, and I love it the way old film nerds like Golden Age Hollywood movies, you know? Those kinds of graphics and that kind of midi score just evokes something in me the same as a grainy black and white image of two beautiful middle-aged people bickering in Mid-Atlantic accents.

It’s common knowledge by now that I almost always play with save states or rewind so I don’t really care about the difficulty, but even with those I’ve played this game enough times where I actually think I got better with practice, something that will never happen with the NES original no matter how often I play that one. And also it’s common knowledge by now that you have to play any GnG game twice. You get to maybe be mad about that for the first one on the NES, but not for this one. Just get the bracelet and go back to the real boss and stop bitching. I mean, you also have to wait a really long time at the DMV, but if you don’t know that by now then what are you going to do, write them an angry yelp review about it?

If we really want white people to stop screaming the N-word, we have to ban them from playing this game.

(This is the 53rd game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

Following 1990's 'Gargoyle's Quest', the next release in the 'Ghosts 'n Goblins' series is Super Ghouls 'n Ghosts, the third main entry after the 1985 and 1988 Arcade games. Super Ghouls 'n Ghosts, developed and published by Capcom, is the first among these three to not be released for the arcade at all, instead focusing all efforts on a SNES release on October 4th, 1991 in Japan initially.

As the challenge started in 1990, I didn't play the other two games in the series, but I didn't have to to have heard of 1985's 'Ghosts 'n Goblins', which is infamous for being one of the hardest games of all time. Just by looking at gameplay for that game, I can tell you that 'Super Ghouls 'n Ghosts' for the SNES is a much easier game, though by no means easy.

Regarding the difficulty, there is a pretty noticeable difference in the NA and Europe versions. The European version is much simpler due to fewer enemies on screen, fewer of the harder enemies and, from what I can tell, less hits needed to take them out. Apart from the lower difficulty, this helps combat the slowdown effect that is more common in the USA version. A slowdown, for those who don't know, is literally that, the game slowing down. This happens when there are many sprites and/or special effects on-screen at the same time as, in this case for the SNES, it pushes the console to its limits. In the European version, I've experienced slowdown only once, and that was very brief. So if you want to play the game and are looking for an easier time, go with the European version.

Accessibility: I might lead off with this one from here on out for all games that have any sort of accessibility options, as those are still not common at all in 1991. For this game, as it is not originally designed for the Arcade I assume, there are some pretty nice options to make the experience even easier / more bearable for yourself. First, there are four difficulty levels, from beginner to professional. Higher difficulties increase enemy amount, boss health, how many money bags you need to collect to gain additional continues and a few other things I haven't noticed. In addition, you can choose the amount of lives you have from 1 to 9. Add to both of these that there is a checkpoint system and all this definitely makes the game much easier than the vanilla experience.

STORYTELLING/CHARACTERS | 2/10

Once again, you are knight Arthur. The setting for this one is described in the manual only. It's titled 'A Knight's Quest'.

"All hail, dauntless knight Arthur! Years ago you quelled the terrifying phantoms of the Ghoul Realm [...] and rescued Princess Guinevere. But now the kingdom is shrouded under an eerie spell. Sardius, the Emperor of Evil, has snatched Princess Guinevere [...]"

It's your typical old-school platformer sequel storyline set-up. Same things happened again, you must save everyone again. It's fine, you didn't play a game like this for the story back then.

In-game, the opening has Arthur and Guinevere in arms in her castle, as someone approaches through the large window behind them. It's Sardius, who kidnaps Princess Guinevere and flies off. Now you must go through 8 levels to defeat Sardius and get the Princess back. But there is a catch. Like is typical for this series, you don't go through the levels just once to win. Once you go through them for the first time, the Princess tells you that she was wearing a powerful bracelet. That bracelet was the reason she was kidnapped and using it is the only way you defeat Sardius. Luckily, she dropped it whilst kidnapped, so you gotta go through all levels and find it. That's the only dialogue in the game, so you're really not playing it for the story, but the game gets a bonus point for having continuity with its main character and, albeit just a tiny bit, for adding to its lore.

GAMEPLAY | 12/20

Let's compare some of this to 1985's 'Ghosts n' Goblins' here to show you where this game changed and, usually, improved.

You control knight Arthur in a 2D platformer where you kill enemies with some sort of a projectile whilst jumping from platform to platform to avoid falling to your demise. There are 8 total levels and a boss at the end of each level. Apart from throwing your projectiles (lance, dagger, crossbow, scythe, torch, axe, tri-blade - yes, these all act as projectiles here), you can double jump and crouch, which I don't think you could do in the NES title.

You have two hit points, which is unchanged from the original, so get hit twice and you die. You either are sent back to the start or, if you've made it far enough, start at a check-point. Each level has a 5 minute time limit, something I never had an issue with. You either die or make it in time.

Many enemies are the same from the NES title, and act the same. Most infamously, there is the "Red Arremer Ace", the red devil-like creature that constantly avoids your hits and swoops down on you out of nowhere. This thing is just as annoying here as in the NES game, because the worst part is, if you don't kill it, it will follow you until you do. Plus, depending on the weapon you got - and plenty of them suck - it will take multiple hits to die, but you're likely going to get hit at least once before you get it down, and often enough twice, which, again, means you die. Horrible little creature.

Gameplay on the easier difficulty levels is mostly controlling well, but there are some issues you will have to live with no matter how many enemies are on screen. For example, jumps can be very hard to control sometimes, a frustration that is exacerbated by the fact that platforms you need to jump on are very small sometimes. Plus, you need to choose the direction you want to jump in while you press jump. No changing direction mid-air, so you can imagine how frustrating that is. On top of that, there are ladders you can climb here. For some reason, you need to hold 'Up' while climbing for much longer than the ladder appears to be long, as your character is stuck in an animation at the top of the ladder for a good second before he stands upright. This second is usually vital as some sort of enemy or obstacle is often placed near the top of ladders. And if you are on top of a ladder and just want to crouch, to for example break open a chest next to it, too bad, your character will start climbing down the ladder instead.

Boss fights in this one, for the most part, are surprisingly easy. Especially if you get the right weapons into the boss fight, you can make a lot of damage quickly.

There are some unique environmental challenges to each level, which I enjoyed. In the first, you need to stand on top of the right platforms while a wave forms, otherwise it will take you out. In another, an avalanche approaches and can throw you to the start of the area, so you need to climb ladders or stand on a platform above that the avalanche can't reach to avoid that. There are some other things like that, which adds to the variety in gameplay, which otherwise isn't all too varied but mostly enjoyable.

The end game condition being that you have to find a bracelet does tank the overall fun factor however, because to get it, you need to open chest after chest without getting hit once until you can upgrade to the golden armor, at which point one of the next chests will reveal the bracelet. Get hit once and you lose your armor and need to keep opening chest after chest once again, because chest #1 gives you iron armor, then a random number of chests later you'll find emerald armor and after another random number of chests later you'll find the gold armor, so this takes a while.

MUSIC/SOUND/VOICE | 7/10

No voice acting. The sound design is fairly average, though with a few sound effects that are odd picks. For example, destroying stone statues gives off the sound of glass breaking. The soundtrack overall is quite fitting with the overall atmosphere that is present here, with some spooky tracks to enhance the immersion. Wouldn't place the OST among the greats, but fits the game well.

GRAPHICS/ART DESIGN | 8/10

Compared to the NES game, this is a great jump in graphical quality in pretty much every aspect. Not a surprise given the jump to the SNES, but this definitely gives off sequel vibes just based on that. The devs did a great job in the enemy design and put plenty of effort in animations to make the game feel much more lively. A nice touch is that your health is indicated by what you're wearing. Wearing armor means you can get hit once without dying.

The first 5 levels have a pretty unique design and weather conditions. Stage 6 to 8 all play in Sardius castle and look similar.

ATMOSPHERE | 7/10

A spooky atmosphere is present throughout. Though the fact that you walk around in your underwear when one hit away from death is kind of an odd pick as it works contra to the atmosphere the game is going for otherwise.

CONTENT | 6/10

The game is not overly long, and most of the duration comes from the trial and error due to the difficulty. Apart from that, there is a slightly average amount of content here for a platformer, with more weapons than usual, more enemy variety than usual and different types of environmental challenges.

LEVEL/MISSION DESIGN | 5/10

Of the eight levels in this game, the final level is just the boss fight with Sardius, the two preceding ones are relatively similar (and one is very short) and then you have five that are unique in design. The mission design for these is pretty basic. Go through a level, defeat the boss at the end to move forward. The time limit present is not that relevant and I never had any issues with it. Having to go through the same levels with a slight increase in difficulty again after going through them once already is something I personally didn't necessarily enjoy, but your experience might vary there.

CONCEPT/INNOVATION | 4/10

It's pretty much the same game compared to the other ones. The most innovative part about this game is the fact that it was made much more accessible to players of lower skill.

REPLAYABILITY | 3/5

Apart from trying to beat your high score and trying to win with higher lives selected, you can also try to win the game on higher difficulty levels.

PLAYABILITY | 5/5

The game worked well at all times. You'll experience a bit of slowdown, if you play the US version, so I'd recommend the European one.

OVERALL | 59/100

A very skippable game. It doesn't take advantage of the SNES at all from a graphical and technical standpoint, it's a much worse version than the one for the Arcades, it's in general a rather basic platformer, very repetitive and lacks features. Not the worst game of the year, but a Top 5 contender.

Primeiramente, eu entendo que este jogo foi um clássico em sua época e muito jogado, porém, não muda o fato que a dificuldade desse jogo é feita de forma muito exagerada e até mesmo de forma tendenciosa.
O jogo tem um level design feito exclusivamente para matar o jogador, com inimigos mal posicionados e diversas partes com inimigos quase impossíveis de matar, o jogo não é nenhum pouco compensador, afinal, ao passar pelo inferno que são os níveis, você tem que repetir tudo, ainda na ultima fase onde é preciso terminar com a ultima arma, uma das mais difíceis de usar aliás.
Inimigos mal posicionados, level design ruim de propósito, ter que repetir o jogo todo novamente, ser obrigado á usar uma das piores armas no final, tudo configurado para ser uma dificuldade realmente injusta, se tornando uma péssima experiência.
Não me entendam errado, eu gosto de jogos difíceis, Hollow Knight é um dos meus jogos favoritos de todos, Cuphead é extremamente divertido, sem falar que zerei a maioria dos Castlevania clássicos, e outros que não vale á pena ficar citando.
Esse jogo é dificil apenas para os jogadores não conseguirem chegar ao final tão cedo, da forma mais preguiçosa e injusta possível, por conta dos jogos serem mais curtos no passado.
O problema não é ser desafiador, afinal, amo me desafiar e me sentir bem depois de completar obstáculos que exigem tudo do jogador de forma justa, o problema deste game é a forma que ele faz tudo isso, sendo uma das piores formas que já vi.
Obs: joguei ano passado, porém não pretendo jogar novamente apenas para a comentar o que achei, é uma experiência torturante e pessoalmente.. não vale á pena meu tempo.


This game likes to waste your time but the level design is built around that and the timer is nice enough that it doesnt give you an aneurism. Name scheme sucks tho cause when i was looking for which version of ghouls to play people kept saying snes version and no this is a completely different game stfu

Still brutally difficult, and definitely looks and runs better, but somehow not as memorable as the NES game

Was so weird it removed being able to throw vertically, and nerfed some of the weapons. But it's still an amazing game in my book, and has some additions of it's own. Like the double jump, crossbow and bronze/green armor. Overall I think it's better than it's predecessor, and is so many things to me. It'll always be a top 5 game for me, and my favorite Capcom game.

The only real problem with this game is that the second stage fucking sucks and it's, well, the second stage. Actually a great arcade-style platformer if you're willing to give it a chance and don't just run screaming from how hard stage 1 is.