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Ghosts'n Goblins

魔界村

Year
1986
Developer
Capcom
Publisher
Capcom
Platform
FC / NES
Hardware
Family Computer (8-bit)
Genre
Action Platformer
Players
1 player
Controls
D-pad + A (jump) / B (throw lance)
Series
Ghosts'n Goblins series
Ghosts'n Goblins cover
⬇ Coming soon

Gameplay Screenshots

Ghosts'n Goblins gameplay
Ghosts'n Goblins gameplay

About This Game

Ghosts'n Goblins is the NES conversion of Capcom's brutally difficult arcade action game. Sir Arthur sets out to rescue Princess Prin-Prin from the demon realm, and his armour falls off when he is hit - one more touch and he is a skeleton, then dead.

What makes it notorious is the commitment rule: once Arthur leaves the ground his jump cannot be steered or cancelled. Every jump is a decision made in advance, and the game is full of ledges that punish a wrong one. Stages have fixed enemy patterns - the graveyard's zombies rising from the ground, the forest's crows, the fire bridge - so progress is memorisation rather than reaction. Beating the game once is not the end: completing it a second time on a harder loop is required for the true ending, a trick Capcom had already used in the arcade original. Its music and its two-tier armour system are series fixtures.

  • Two-hit armour system - lose the armour, then lose the run
  • Committed jumping with no mid-air control
  • Fixed enemy patterns that reward memorisation over reaction
  • Second, harder loop required for the true ending

Version History

  • Arcade original1985

    Capcom's coin-op, the source of the design.

  • Famicom Japanese version1986-06-13

    Original console release as Makaimura.

  • NES US version1986-11

    The version on this page.

Cheats & Secrets

Press A then B repeatedly during the ending textUnlocks the second, harder loop ending sequence

After beating the game once, entering this on the ending screen is how the arcade original handled the true finale.

Tips & Strategy

Decide before you jump

Arthur cannot change direction in the air. Line the jump up from a standstill rather than running into it.

Kill the ground zombies early

They rise on a fixed cycle. Clearing them before they surface beats fighting them at chest height on a narrow platform.

Keep the lance flying

Throwing weapons disappear into the next one. Firing upward at an angle covers the ledges enemies drop from.

Save the second life for the boss

The second hit only costs the armour. Entering a boss fight already armoured effectively gives you a spare hit.

Download Resources

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

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