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

Gameplay Screenshots




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 playStandard 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 endingThe 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