VaultGames

Ghosts'n Goblins

魔界村

Year
1985
Developer
Capcom
Publisher
Capcom
Platform
Arcade
Hardware
Capcom arcade hardware
Genre
Run and gun platformer
Players
1-2 players (alternating)
Controls
8-way joystick + 2 buttons
Series
Ghosts'n Goblins series
Ghosts'n Goblins cover
⬇ Coming soon

Gameplay Screenshots

Ghosts'n Goblins gameplay
Ghosts'n Goblins gameplay
Ghosts'n Goblins gameplay
Ghosts'n Goblins gameplay

About This Game

Ghosts'n Goblins is the game that defined the term 'Nintendo hard' before the phrase existed - and it was never a Nintendo game. Capcom's 1985 arcade original strips Arthur of his armour with a single hit and gives him exactly two lives to work with.

The structure is six stages of side-scrolling combat ending with a boss, and the mechanical cruelty is specific rather than random. Arthur can only throw his lance horizontally, so airborne enemies require a jump throw at exactly the right height. Zombies rise out of the ground at fixed spots and kill on contact, which means the safe route through a graveyard is a memorised one. And the whole game has a deliberate second loop: beating Satan once does not finish it, because the true ending requires a second playthrough with a specific weapon - the cross - which you have to find without any hint that this is the case. It was ported to the NES the following year and became the definitive version for a generation, but this arcade original is faster, harder and considerably more detailed.

  • One hit strips Arthur's armour, the second kills him
  • Zombies that rise from fixed spots and kill on contact
  • A hidden second playthrough required for the true ending
  • Horizontal-only lance throws that demand exact jump timing

Version History

  • Arcade original (World set 1)1985-09

    Capcom's original release, the version on this page.

  • NES conversion1986-06

    The home version most players know, with reduced difficulty.

  • Ghouls'n Ghosts1988

    The arcade sequel, running on CPS-1 hardware.

Cheats & Secrets

DIP switches / service menuLives, difficulty and free play

Standard Capcom operator switches; for home play, more lives is the honest way to see the later stages.

Finish the first loop with the crossReaches the true ending

The documented condition for the second loop: carrying the cross weapon into the final boss and beating it again is the real ending route.

Tips & Strategy

Memorise the zombie spawn points

They rise from fixed spots at fixed times. Walking the safe path is faster than reacting.

Jump-throw is the only answer above

The lance travels flat. Enemies above you need a jump throw timed to their height.

Get the cross, not the knife

The cross travels in an arc and comes back. It is the best weapon in the game and the one the true ending wants.

Do not rush the graveyards

The respawn rate is tuned to punish speed. Walking at half pace beats running and dying.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon