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Ghouls'n Ghosts

大魔界村

Year
1988
Developer
Capcom
Publisher
Capcom
Platform
Arcade
Hardware
Capcom CPS-1
Genre
Run and gun platformer
Players
1-2 players (alternating)
Controls
8-way joystick + 2 buttons
Series
Ghosts'n Goblins series
Ghouls'n Ghosts cover
⬇ Coming soon

Gameplay Screenshots

Ghouls'n Ghosts gameplay
Ghouls'n Ghosts gameplay
Ghouls'n Ghosts gameplay
Ghouls'n Ghosts gameplay

About This Game

Ghouls'n Ghosts is the arcade sequel to Ghosts'n Goblins, and it is the one that made the series' cruelty feel deliberate. Running on Capcom's CPS-1 board, it is one of the best-looking games of its year and one of the least forgiving.

You are Arthur again, and the premise is worse: the game opens with the Princess already taken and your armour already gone. The upgrade is a genuine improvement over the original - Arthur can now throw his weapon upward and downward as well as forward, and he can call down a chest from mid-air to reveal a weapon or armour. Two-hit deaths remain: one hit strips the armour, the second turns him into a pile of bones. The level design is built around that fragility, with narrow ledges, respawning enemies placed on the exact spot you need to stand, and bosses that occupy most of the screen. The CPS-1 board gives it large, detailed sprites and a real soundtrack, which is part of why it is remembered as much for how it looks as for how hard it is.

  • Arthur can throw upward and downward, not just forward
  • Summonable chests that drop weapons and armour mid-air
  • Two-hit deaths - one hit strips armour, the second kills
  • CPS-1 sprites and a soundtrack far beyond the 1985 original

Version History

  • Arcade original (World)1988-08

    Capcom's CPS-1 release, the version on this page.

  • Arcade (US / Japan)1988-1989

    Regional boards with minor differences.

  • Super Ghouls'n Ghosts (SNES)1991

    The third game in the series, on 16-bit hardware.

Cheats & Secrets

DIP switches / service menuLives, difficulty and free play

Standard Capcom operator switches; the usual home adjustments.

Summon a chest while mid-jumpReveals weapons without standing still

Chests can be called in the air. Using it as part of a jump arc rather than a separate action is the intended way to play.

Tips & Strategy

Get armour first, then worry about weapons

The difference between one hit and two is the whole game. Armour pickups take priority.

Do not stand still to fight

Enemies respawn at fixed points. Fighting from a moving position is safer than clearing a screen.

Learn where the chests are

They spawn at set spots. Knowing where they are turns a hard section into a short one.

Fight bosses from the ground

Jumping into a boss attack is the most common death. Staying grounded and answering from below is safer.

Download Resources

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

⬇ Coming soon