YMMV / Ghosts 'n Goblins

  • Anti-Climax Boss:
    • Astaroth. Even when you're stuck with the shield, he's still a cakewalk compared to the level you had to go through to reach him.
    • Lucifer is an even worse example of this. He takes only a few hits to beat and he spends the entire fight sitting on his throne without even bothering to dodge. So much for being the Prince of Darkness.
  • Complacent Gaming Syndrome: The throwing knife is pretty much universally seen as the best way to finish the game (well, until you're forced to grab the shield), since it has good range, damage, and fire rate, and travels predictably. Because of this, players have been known to deliberately die if they miss the knife or pick up something else.
  • Demonic Spiders: Pretty much everything in the game, but especially Red Arremer. Those things stay up in the air where you can't hit them until they swoop down at you and are absolute hell to avoid because they are MUCH faster than you are.
    • Ghosts are another big worry, because they respawn in random locations - including right on top of you. Their obnoxious squeal, if nothing else, serves as a good warning to run for it.
  • Most Annoying Sound: The ghost squeals. Dear FUCKING god. Not only are they respawning enemies that appear everywhere in stages 5 and 6; they're doubly making these sounds constantly.
  • Polished Port: The GBA port of Super Ghouls 'N Ghosts, which added more levels.
    • The GBC port of Ghosts 'N Goblins, which has a revised soundtrack, eliminates the slow framerate from the NES version, and has a much better translation. note 
  • Scrappy Mechanic: Needing the shield to enter the boss fight in Level 6, otherwise you have to restart Level 5. The bad part of this is that the shield is a terrible weapon, while it blocks projectiles it hits, it has shorter range than the knife and the lance and a lower fire rate than the knife. If you die and have to restart Level 6 with the shield, you're dead.
    • Compounding this frustration is the pointlessness of it all. As SomecallmeJohnny said in his review, the first boss you fight is the Unicorn monster who is Immune to the shield weapon! So, you have to get booted out of the level, do the one before to get the shield, that you're going to lose anyway to get past the damn thing to begin with. For this reason, the later games have the far more effective Psycho Cannon/Goddess' Bracelet.
    • The game's items avert Everything Fades; once they're on the screen, they're not going away until you pick them up, even if you leave the screen and come back. This sounds like a good thing, and it would be - now check the listings under Scrappy Weapon, and realize that's most of them. Worse, a good number are known to spawn at the top of ladders or otherwise right in your path. The Angry Video Game Nerd suggested he's actively learned routes to avoid them spawning in.
  • Scrappy Weapon: The fire, you'll never hit anything with it and if two fireballs are thrown you have to wait for the fire to die down before you attack again.
    • The hatchet is even worse. It flies in the same arc as the torch, but it also passes through enemies and walls. While this may make it useful in dealing with groups of smaller enemies, it is a death sentence against enemies that take multiple hits to kill (such as the ogres in stage 2), as you'll never be able to fire quickly enough to defeat them before they kill you.
  • Woolseyism: In the NES version; the cross in the Japanese version is changed to a shield in the Western release— though the shield still has an image of a cross on it.
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