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NES box art for Ghosts 'N Goblins, the cover of NEStalgia episode 34

034 · GHOSTS 'N GOBLINS

▶ Game info
VerdictPlay it
GenreAction
SeasonSeason 2
DeveloperMicronics
PublisherCapcom
September 14, 2018 · 56 min · transcript available

This podcast is merely an illusion! You'll have to listen to it twice if you want the real episode! For more NEStalgia as well as show notes and articles head over to www.NEStalgiacast.com

Our verdict: Play it

Ghosts 'n Goblins comes with a reputation as one of the hardest games ever, and it is the first NES title we would call Nintendo hard rather than just badly built. Mike, Sean and Joe took it on, and nobody beat it. We still came away respecting it, and spent a while arguing about why it didn't get the top vote.

What it gets right

  • Mercy where it counts. We expected a game over to throw us back to the start. Instead there is a checkpoint inside each stage and you can resume there, which is more forgiving than Super Mario Bros. We debated how much it really helps if you are stuck on one enemy, but it takes some of the tension out of every new screen.
  • Hard, not cheap. After a few hours stage one stopped being a wall, and we could usually see what we should have done differently. Zombies telegraph, the first boss takes a couple of steps before he charges, and the flying knights follow a pattern tied to where they spawn, with a crouch spot at the edge of the first island that beats them. We compared it to Dark Souls and Shovel Knight: the challenge comes from the enemies, not from the developer padding health.
  • The dagger. It throws fastest and handles the first boss, the dragon and most of the rest. We joked that the winning strategy is "have the dagger."
  • Style and jokes. Arthur starts the game naked, grabs his armor when the princess is taken, and drops to boxers after one hit. Then there are the "big men" goblins (Kung Fu's guy, we decided, mutated and cloned), the clown-looking zombies, a unicorn demon with no unicorn in him, and Princess Prin Prin.

Where it falls apart

  • Two hits and you're done. Armor is almost impossible to find, and pickups mislead you: a zombie drops what looks like a one-up and gives 500 points. Points reset to zero when you continue.
  • The jump. It is stiff, and Capcom's love of knockback sends you into pits. Stage three's cloud platforms lean hard on it, though we were relieved they have no enemies.
  • Weapons that don't earn their slots. The torch is the worst: short range, a cap on how many you can have out, and it spawns on a staircase you cannot avoid. The lance is a slower dagger. The shield looks wide, but its hitbox may not be, and per the wiki it blocks projectiles on the NES.
  • Red devils. They fly, swoop, clip walls and shoot, and in stage one they felt worse than the unicorn demon. Later stages stack several at once.
  • Satan is a fake out. Beat him and the game says the room was an illusion, and you replay the whole thing for the real fight against Astaroth, who was easier than Satan when we loaded him up. Every loop after that gets faster.
  • No saving. You can retry endlessly, but only for as long as the NES stays on.

Beyond the game

The director, Tokuro Fujiwara, also made Commando and Mega Man. Ghouls 'n Ghosts skipped Nintendo for the Genesis, and Gargoyle's Quest II (1992) is the NES game set in the same world.

The bottom line

Play it. Nobody voted it onto the Essential Games List, though more than one vote was a close call. The knocks were the missing save, the pointless pickups, the stiff jump, and a difficulty that is sometimes hard for poor reasons. We still told you to give it a real stretch (not 30 minutes) if this episode sounded interesting, because it was worth our time.

Written from our conversation in this episode.

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