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Video Game / Ghosts 'n Goblins

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The text that appears when you beat the game the first time

Ghosts 'n Goblins (known in Japan as Makaimura, "Demon World Village") is Capcom's infamously Nintendo Hard action platformer from the 8-bit era. It pits intrepid Knight in (and occasionally out of) Shining Armor Arthur against endless hordes of undead, demons, Goddamned Bats, and the titular ghosts and goblins in a quest to save his sweetie, Princess Prin-Prin, with only two Hit Points to his name. As with many great games of its time, its first appearance was in arcades, followed by ports to home platforms, including the ZX Spectrum, Commodore 64, Amiga, and NES. Later on, it appeared in updated form on the Game Boy Color, Game Boy Advance, and PlayStation, and in 2007 was released on the Wii Virtual Console.

The game received sequels in Ghouls 'n Ghosts (Daimakaimura, "Great Demon World Village" in Japan) for arcades and the Sega Genesis, Super Ghouls 'n Ghosts (Choumakaimura, "Super Demon World Village") for the SNES, Makaimura for WonderSwan (yes that's really its title), Ultimate Ghosts 'n Goblins (Gokumakaimura, "Extreme Demon World Village") for the PSP, and Ghosts'n Goblins: Gold Knights (Makaimura: Kishi Retsuden, Demon World Village: Knight Chronicles) for iOS. Also inspired a spin-off series starring a Red Arremer, comprised of Gargoyle's Quest (Red Arremer: Makaimura Gaiden) for the Game Boy, Gargoyle's Quest II (Red Arremer II) for the NES, and Demon's Crest (Demon's Blazon: Makaimura Monshou-hen, "Demon World Village Crest Chapter") for the SNES.


Compare the Maximo duology (Ghosts to Glory and Army of Zin), which is a spiritual successor/spin-off.

Arthur himself has made an out-series appearances in Namco × Capcom and its sequel, Project X Zone, (playable in the former, Assist Character in the latter) as well as the Marvel vs. Capcom series (Assist Character in the first game, then full-blown playable in the third and fourth). Arthur is also a playable character in Cannon Spike. The Red Arremer is also a Bonus Boss (AND HOW!) in SNK vs. Capcom: SVC Chaos. Red Arremer (Specifically Firebrand from Gargoyle's Quest) appears in Ultimate Marvel vs. Capcom 3 and Marvel vs. Capcom Infinite, where he has special dialogue with Arthur.



  • Advancing Wall of Doom: In Stage 3 of Ghouls and Ghosts, the screen scrolls hazards downward, eventually coming to a ceiling that crushes everything (unless you escape to the right.)
  • After Boss Recovery: Defeat the boss in underwear to get back your armor.
  • Ambidextrous Sprite: The protagonist.
  • Badass Cape: The Golden Armor in Ghouls 'n Ghosts. Super replaced the cape with a feathery helmet accoutrement.
  • Baleful Polymorph: A magician who likes to hide in treasure chests does this if you don't kill him fast enough. Being hit by his magic turns you into MANY different things depending on game/armor status, including a girl, duck and seal that all can't attack, and an old man that can... but slowly. Another transformation is a bee whose "flying" hitbox can actually be beneficial and allow you to walk across lava. In the first game the magician hides in grave stones and turns Arthur into a frog.
  • Bladder of Steel: Simply putting a Save option on the SNES version would have made it a lot less frustrating. Fortunately the digital download ports on the later Nintendo systems have save states in the form of the home functions.
  • Blade on a Stick: Arthur's default weapon is a Lance, which the Japanese version originally called a "yari" (spear).
  • "Blind Idiot" Translation: The NES version is full of this, as evidenced by the quote at the top of the page. The arcade version isn't quite as bad; it still has the same mangled grammar and syntax, but at least everything is spelled correctly.
  • Blocking Stops All Damage: Ultimate Ghosts 'n Goblins introduces shields which will unfortunately break after a number of hits. It is possible to obtain an unbreakable shield from a witch though, after which anything block-able can be stopped with impunity.
  • Body Armor as Hit Points: Probably the only hit points Arthur is allowed to have. He's a One-Hit Point Wonder otherwise.
  • Boss Remix: The boss themes in Ghosts 'n Goblins and Super Ghouls 'n Ghosts are remixes of the themes of the levels leading up to them (although the boss remixes for Stages 3 and 5 of Super Ghouls 'n Ghosts use the level music from Stages 5 and 3, respectively).
  • Boss Rush: In the sixth stage of Ghosts 'n Goblins, the bosses from the previous stages show up again.
  • Bottomless Pits: Not nearly as common as in most other platformers that use them, but they're definitely there.
  • Bowdlerise: Lucifer and Samael, the final bosses in Ghouls 'n Ghosts and Super Ghouls 'n Ghosts respectively, were renamed Loki and Sardius respectively (except in the arcade version of the former, where he was still called Lucifer).
  • Breakable Power-Up: Upgrading Arthur's armor allows him to access spells and magical versions of the basic weapons. It doesn't make the armor any more durable however, and a single hit will break the armor and downgrade his weapon to basic.
  • Breakout Character: The Red Arremer enemy would go on to star in his own spinoff series.
  • Cap: In the original game, there can be no more than three zombies on the screen at a time. Other enemies have similar caps.
  • Chain Reaction Destruction: Bosses like to explode in that manner in Ghouls n' Ghosts.
  • Checkpoint: Only works on death or when you insert 25 cents within 10 seconds.
  • Checkpoint Starvation: Don't think that unlimited continues in certain console installments will save you; stage 5 on the NES version of Ghosts 'n Goblins is entirely devoid of checkpoints, so whether you lose a life or continue from a game over, it's always from the start of stage again.
  • Clean Dub Name: In the console ports of Ghouls 'n Ghosts, Lucifer was renamed Loki in the localized versions, while Samael became Sardius in Super Ghouls 'n Ghosts.
  • Clown-Car Grave: The zombies just keep... on... coming. Forever. And they're not the only ones.
  • Crazy-Prepared: According to the ending of Ghouls 'n Ghosts, Arthur had spent three years improving his weapons because he knew the demon world would be restored eventually. Not that it did him much good...
  • Damsel in Distress: Princess Prin Prin is kidnapped in every single game she appears. Technically she gets killed off in Ghouls 'n Ghosts, but since Arthur is fighting to save her soul from Lucifer and restore her back to life, it essentially amounts to the same thing. It's a wonder why she never takes exception to it and evolves into Royals Who Actually Do Something territory.
  • Darker and Edgier: Ghosts 'n Goblins just sufficed with fighting spooky monsters and rescuing the princess. Ghouls 'n Ghosts starts with said princess being murdered before Arthur's very eyes, while surrounded by the bodies of a demon invasion's latest victims. And while both games start off in graveyards, the second game is much more explicit about what the demons are doing to everyone in their path what with all the bones and decayed (non-Gorn-y) bodies strewn about. It says something that the sequel's logo spills blood, a good sign of what's in store despite still having some cartoony wackiness.
  • Degraded Boss:
    • Happens to some of the bosses. For example, the Shielder in Ghouls 'n Ghosts shows up in the penultimate stage, but only as a head and an arm mounted on the wall.
    • Astaroth, the final boss of the original game, shows up in all later installments as either a late-game boss or a mere Elite Mook! You even get to fight two at once in the Genesis version of Ghouls 'n Ghosts!
  • Did You Just Punch Out Cthulhu?: You kill the Devil himself by beating him over the head with a shield.
  • Directionally Solid Platforms
  • Difficulty by Region: The American release has the mercy of Meaningless Lives, but the Japanese version has no visible continue option (you have to use controller commands when pressing start).
  • Double Jump: Arthur gets the ability to do this in Super Ghouls 'N Ghosts. It does not make the game any easier.
  • Dual Boss: In the first game, the bosses of the second stage are twin versions of the cyclops from the first stage. Likewise, the boss of the sixth stage are twin versions of Satan, the flying devil boss from the fifth stage.
  • Dub Name Change:
    • The official name of Arthur's beloved is "Princess Prin-Prin" (as displayed in the ending of Ghouls 'n Ghosts), although some of the earlier localizations renamed her into "Princess Tamara" (in the Genesis version) or "Princess Guinevere" (in the SNES version, a reference to King Arthur's own beloved). However, most official documentation (even for the Japanese releases) don't even bother mentioning her name at all and simply refer to her as "The Princess".
    • The North American NES manual names the final boss as simply "The Devil", which causes a bit of confusion as there's also Satan. A Nintendo guidebook names him "Lucifer" (not to be confused with the one in Ghouls 'N Ghosts. His actual name, and the one used in later installments, is Astaroth.
    • Lucifer is renamed "Loki" in the Sega Genesis version of Ghouls 'N Ghosts; possibly to avoid outrage from Moral Guardians.
  • Enemy Roll Call: Super Ghouls 'N Ghosts does this with a computer controlling Arthur, revealing the enemy in question, and then fading the background out and showing the enemy's name.
  • Event Flag: interesting case in Super Ghouls 'n Ghosts; playing through the game normally, you can't advance to the final boss chamber unless you have the Goddess Bracelet. However, if you use the stage select code and START at the boss chamber, Sardius CAN be defeated with the lance.
  • Expy: Knight Arthur is technically not King Arthur, but just some knight who happens to be named Arthur. And the princess he's saving is officially called "Prin-Prin", but has undergone a few name changes between different localizations.
  • Fake Difficulty: The main reason the game is difficult is because Arthur controls like crap and basically everything outsteps him without even trying.
  • Fake Longevity:
    • You'll have to play through the game twice to see the true ending. This applies to every installment of the series (Save for the Arrange Mode on the Game Boy Advance Port of Super Ghouls n' Ghosts).
    • Losing a life to getting back into the game: 13 seconds. Getting a game over to getting back into the game: 24 seconds. Considering how hard the game is, this adds a LOT of playtime to the game and make it seem much longer than it actually is.
  • Floating Platforms
  • Goofy Print Underwear:
    • If Arthur takes a hit while armored, his armor falls off, revealing strawberry-print undies (though merchandise and cameos often depict them as hearts). If Arthur takes a hit while in this state, he gets Stripped to the Bone.
    • Arthur instead has vertical stripes in the WonderSwan game.
  • Goomba Stomp: Mostly absent from the series, but Lancelot can do it in Gold Knights.
  • Hitbox Dissonance:
    • Your player collision area in the first three games is rather small compared to the player sprite.
    • Related, and surprisingly in your favor, is that Satan's sweeping attack usually can't hit you if you're ducking. Knowledge of this makes it a much easier affair to deal with it.
    • On the other hand, due to some mistake your hitbox in the Sega Genesis version of Ghouls 'n Ghosts noticeably leaks out of Arthur in comparison to the other versions.
  • Hyperspace Arsenal: Arthur's basic attack is to fling an endless number of lances from nowhere. Other weapons have similarly plucked-from-thin-air projectiles.
  • Inexplicable Treasure Chests: In Ghouls 'n Ghosts and Super, random treasure chests can somehow materialize from thin air.
  • Item Amplifier: In the sequel Super Ghouls and Ghosts, picking up turquoise and golden armor gives your weapons more power and in the latter, the ability to charge up your attacks.
  • Jump Physics:
    • Present but not highly distinguishable. Jumping from foothold to precarious foothold isn't as big a part of gameplay in Ghosts 'n Goblins as it is in some other platformers, and Arthur's jump isn't all that much more controllable than a real-life jump.
    • Commodore 64 wouldn't allow jumping over a tombstone if you were right against it; you needed a single pace back before jumping over. The "good" versions don't have this quirk.
    • Also see Double Jump above.
  • Kamaitachi: Among the first enemies Sir Arthur faces in the game are kamaitachi, depicted as small floating creatures with scythes that turn into tornados.
  • Lag Cancel: Believe it or not, the original arcade version of Ghosts N Goblins has this (and you'll need it). Arthur is normally very sluggish, and he'll usually take a while to get up from a crouch, but you can alleviate this by tapping up on the stick. You can also boost his rate of fire by tapping forward after you fire.
  • The Legions of Hell: Most enemies are, in one way or another, fighting for the Devil himself.
  • Level 1 Music Represents: Starts with the original, lasts all the way through Ultimate Ghosts 'n Goblins, and becomes Arthur's theme for both the Namco × Capcom/Project X Zone and Marvel vs. Capcom series.
  • Named by the Adaptation: The flyers and instruction cards for the original arcade game simply calls the main character "The Knight." The name Arthur wasn't introduced until the Famicom/NES version. Also, depending on your sources, the Princess is either called Prin-Prin, or Guinevere, or she isn't named at all (which tends to be the case in the games).
  • New Game+:
    • It is even necessary for the true ending.
    • To make matters worse, it's a hallmark of the series (with the exception of Ultimate), as well as...
  • Nintendo Hard: This game is basically the epitome of hardest games ever made, EVERY enemy is designed to make you lose your patience to an explosive degree, the Ghosts, the Ogres, THE RED ARREMERS, on almost every level. LEVEL 6 IS THE UNHOLY GRAIL OF THE 8-BIT UNDERWORLD.
  • One Bullet at a Time: Varies depending on the weapon. e.g. you can only have two lances on screen at a time, but up to three daggers.
  • Orphean Rescue: Arthur's goal in the second game (Still Save the Princess, however, because that's who he wants to rescue).
  • Perfect-Play A.I.: The Red Arremer comes close.
  • Powerup Letdown:
    • The torch and the axe in the first game. Made more insidious in some versions because the Power-Ups appear in a specific order — the torch will appear before the (very, very good) sword will appear. Later games made all Power-Ups random, although they include many more let downs, too.
    • The Bow's upgrade with the Magic and Gold Armors can be this in some cases, depending. It fires 3 shots instead of 2, and the shots home in on enemies. The problem is you can only fire one set of shots at a time, so if even ONE flaming arrow is still on screen, you can't fire again. This can prove to be a major, even fatal, problem if the homing arrow starts flying in a circle and refuses to either leave the screen or track the enemy gunning for you.
  • Random Number God: You can't trust memorization against some of the series' tougher foes like the Red Arremers. They'll zig when you swear they would've zagged.
  • Recurring Boss:
    • The original game has significantly fewer distinct boss types than there are levels.
    • Also Astaroth comes back in every game, even when he's not the Big Bad anymore.
  • Satan: The recurring Big Bad of the series is Astaroth, and Satan is his lackey. In Ghouls 'n Ghosts, the Big Bad is Lucifer (Loki in the American Genesis version). In Super Ghouls 'n Ghosts, the final boss Sardius is called Samael in Japan. These are all separate entities. And in Ultimate Ghosts 'n Goblins, Astaroth is still there as the Final Boss, but there's a True Final Boss after him: Hades.
    • There's also a demon bee boss named Beelzebub, which is sometimes another name for Satan.
  • Save the Princess: Every game is about Arthur rescuing Princess Prin Prin. Even in the second game, where she's killed by Lucifer, it's Arthur's goal to rescue her soul and bring her back to life.
  • Sequel Difficulty Drop: Ghouls 'n Ghosts is considerably easier than Ghosts 'n Goblins (though still Nintendo Hard), thanks largely to Arthur gaining the ability to throw weapons vertically and (with the Gold Armor) use magic.
  • Single-Use Shield: In Ghosts 'n Goblins and its sequels, the player character's armor disappears after one hit, but they do have the benefit of starting each life with armor equipped. Super Ghouls 'n Ghosts also offers a shield powerup which can block one projectile attack only.
  • Shoot the Bullet: The shield weapon has a short range, but it can destroy enemy projectiles.
  • Spin-Off: The main series spawned the Gargoyle's Quest trilogy, a spin-off series starring Red Arremer/Firebrand, one of the enemies from Ghosts 'n Goblins. And in those games, Lucifer from Ghouls 'N Ghosts (cleverly renamed to Rushifell in English) is your Worthy Opponent, but not actually your enemy.
  • Spiritual Successor: Maximo: Ghosts To Glory is the official spiritual successor. MediEvil, Maldita Castilla, and Battle Princess Madelyn are games heavily inspired by this series.
  • Stock Money Bag: The series takes place in a medieval setting. Despite that, dollar bags are found.
  • Stripped to the Bone: Arthur's death animation has him reduced to a skeleton and then falling apart into a pile of bones.
  • Super Drowning Skills: The numerous small pools of water in Arthur's path might as well be filled with lava or Spikes of Doom. Averted in Makaimura for Wonderswan, where Arthur actually can swim. It makes sense when he has armor, but WHEN HE'S IN HIS BOXERS?!
  • Theme Naming: Some of the members of the Red Arremer family are themed after playing cards, with Red Arremer King in Ghouls 'n Ghosts, Red Arremer Ace in Super Ghouls 'n Ghosts, and Red Arremer Joker in Super Ghouls 'n Ghosts Advance. Queen and Jack are excluded.
  • Throwing Your Sword Always Works: Typically played straight, but the Sword in Ghouls 'n Ghosts is an aversion, being the first melee weapon in the franchise.
  • Timed Mission
  • Trial-and-Error Gameplay: You'd think so, but no. If an enemy in the series gives you trouble, is usually because they don't follow a set pattern at all (case in point the Red Arremers and the Ogres from stage 2.)
  • The Unfought: Satan appears in Super Ghouls 'n Ghosts, where he abducts Prin-Prin in the game's opening sequence, but he never actually fights the player as an enemy.
  • Unwinnable:
    • The NES version had some bosses immune to some attacks. If you had the wrong item, you can't even get the screen saying you didn't get the shield.
    • The fourth boss in Ghouls 'n Ghosts is a stationary slug. It can become this if Arthur happens to be carrying the short-range broadsword.
  • Updated Re-release:
    • Goku Makaimura Kai for Goku Makaimura (Ultimate Ghosts 'n Goblins), which includes the original game and a revised mode that drops the RPG elements for a more Arcade-like experience. (Sadly, it's Japan-only.)
    • The Gameboy Advance port of Super Ghouls n' Ghosts could also count as this. It includes an all-new "arranged mode" with branching paths and new levels.
  • Wallmaster: Some enemies appear uncomfortably close.
  • Weaponized Offspring: In Super Ghouls 'n Ghosts, the boss of the first stage is a giant bird which spits eggs out of its mouth which hatch into smaller, groundbound bird monsters which attack you.
  • Weird Crossover: The Japanese-only game Arthur to Astaroth no Nazomakaimura: Incredible Toons, released for the Saturn and Playstation in 1996, demonstrates what happens when you subject Ghosts 'n' Goblins characters to the puzzle antics of Sid & Al's Incredible Toons.
  • A Winner Is You: The first game, typical retro game ending, followed by the Game Over screen in the NES version.
  • Womb Level: The fourth level in Super Ghouls 'n Ghosts is called "The Ghoul's Stomach." It's appropriately spooky.
  • You Gotta Have Blue Hair: Prin-Prin.
  • Younger Than They Look: According to Tokuma Shoten's official guidebook to Super Ghouls'n Ghosts, Arthur's age is 28 in that game, which would've made him 21 in Ghosts 'n Goblins and 24 in the original Ghouls 'n Ghosts. This is lampshaded in Arthur's bio in Marvel vs. Capcom 3.
    Though he looks like an old man, he's really only 28 years old.
  • Your Princess Is in Another Castle!: "THIS ROOM IS AN ILLUSION AND IS A TRAP DEVISUT BY SATAN. GO AHEAD DAUNTLESSLY! MAKE RAPID PROGRES!" After defeating the Ghosts 'n Goblins Final Boss, Arthur is forced to replay the entire game, on a harder difficulty level — of all things — to get the genuine end.

Alternative Title(s): Ghosts And Goblins


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