View Full Version : Ghouls 'N Ghosts
daminmancejin2
09-15-2005, 04:22 PM
i love this game i use to have it but not any more but i miss playing it anyways Graphics 10/10,Control 10/10,Gameplay 10/10 Sound 10/10
a very nice game too play.
http://www.genesisproject-online.com/Genesis/G-h/GhoulsNGhosts.gif
David J.
09-15-2005, 05:03 PM
It's a great game, too bad my cart label is badly damaged.
Genesis Knight
09-15-2005, 05:07 PM
I've heard a bunch about it, but I've never gone and purchased it.
Vicman
09-15-2005, 06:14 PM
I've got Super Ghouls N' Ghosts for the SNES. What are the differences between them?
daminmancejin2
09-15-2005, 07:15 PM
:D the levels and bosses
Sega Uranus
09-15-2005, 07:31 PM
I've got Super Ghouls N' Ghosts for the SNES. What are the differences between them?
Super is MUCH better, but if you like the game enough, then get it on the Genesis.
I don't know if it's necessarily better, especially on the SNES. The slowdown and flicker take too much away from the experience, and the difficulty level is absurd. On the other hand, the GnG on the Genesis is an excellent port of the arcade game, and Arthur's 4-way shot is way better than that lame double jump.
I hope the PSP game incorporates both aspects, as that would really make Arthur a badass.
j_factor
09-16-2005, 01:17 AM
I think the SMS version was the best.
Wampaa
09-16-2005, 08:35 AM
It's not a good Ghouls and Ghost game if you can't jump over your foe and shoot a dagger down into his head from above. Snes game had great graphics but I''ll take the playability on the Genesis version any day.
In my top five favorite games ever!
Drixxel
09-21-2005, 09:36 PM
I'm quite fond of them all, really.. although SMS Ghouls 'N Ghosts not so much. Capcom really bungled Arthur's jumping, and the slowdown from simply lobbing weapons I can't help but be disappointed with. The armour bonus rooms are pretty cool, though.
I've been playing quite a bit of arcade Ghosts 'N Goblins and Ghouls 'N Ghosts thanks to the marvels of MAME. While I prefer Ghouls 'N Ghosts in arcade form to that of Genesis, Capcom did a damn good job with that port, especially considering the thing was a bloody launch title. It's certainly a much more able port of its arcade counterpart than NES Ghosts 'N Goblins, which has its charms, but damn. Damn.
My favourite of the series is Super Ghouls 'N Ghosts.. the overall game plays at a slower pace than Ghouls 'N Ghosts, and the four way attack is sorely missed, but the double jump can make for some death-defying maneuvers, and one thing Arthur desperately needs is maneuverability. Plus, I dig the level design, soundtrack, and spiffy graphics. I think Genesis Ghouls 'N Ghosts is superfine, don't get me wrong, but Super just impresses me more.
Righteous series. PSP Ghouls 'N Ghosts is simply going to rock. (http://www.gamespot.com/psp/action/ghostsngoblins/media.html, here's a link to the latest trailer. Lookin' sweet.)
j_factor
09-21-2005, 10:35 PM
I like the SMS one because it offers the best control, IMO. On the Genesis one, you are only capable of jumping straight up or in a predefined arc, without so much as the ability to face the other direction mid-air, nevermind actually controlling your jump. Also, if you're crouched down, you can't face the other direction without getting up first. Why? ..the SMS version has none of these pitfalls, and I like the magic/equipment system it has as well. Sure it chugs sometimes, but other than that it's a lot better.
Drixxel
09-22-2005, 01:16 AM
To me, the jumping style of the GnG series is one of its most defining characteristics, along with the frequent deathdealing situations this jumping style can put you in. It forces you to think a bit more about your jumps, and really, it is a much more realistic approach to jumping, what with momentum carrying you along a set path and all. ..especially if you're plowing along in a full suit of armour and hurl yourself into the air, there's no halfassing it midway through. SMS Ghouls 'N Ghosts plays a lot differently because of it's more tradtional jump, and that to me strips it of a very important element of the series' feel. The extra bits of armour are a highly cool addition, though.. in the trailer for PSP Ghouls 'N Ghosts, the game seems to feature the same red suit of armour, not to mention four directional attacks and double jumping. Sweet Jesus!
Wampaa
09-22-2005, 08:37 AM
OMG! That trailer looks insanely cool! To bad it's only for the PsP. I hope they port it to other systems.
j_factor
09-22-2005, 08:50 PM
To me, the jumping style of the GnG series is one of its most defining characteristics, along with the frequent deathdealing situations this jumping style can put you in.
Well then that's why I don't really like GnG -- one of its defining characteristics is a flaw.
It forces you to think a bit more about your jumps, and really, it is a much more realistic approach to jumping, what with momentum carrying you along a set path and all. ..especially if you're plowing along in a full suit of armour and hurl yourself into the air, there's no halfassing it midway through.
I disagree. No matter if you're standing still or running downhill, when you jump to the right it's still the same exact arc -- how is that more realistic than, well, anything? The only game from that time period that I'd say has any claim to having a more realistic approach to jumping would be Prince of Persia.
SMS Ghouls 'N Ghosts plays a lot differently because of it's more tradtional jump, and that to me strips it of a very important element of the series' feel.
It sounds to me like you're only seeing it in terms of a GnG game, rather than looking at how it is as a game.
The way I see it, the GnG style jump is a way of artificially pumping up the difficulty. It's a game borne of the school of thought that harder is better, regardless of what harder is.
Wampaa
09-22-2005, 10:01 PM
GnG almost has a shooter like quality in the fact that alot of memorization goes along way. I can't tell you how many frustrated people I saw in the arcade die and lose their quarter in about 50 seconds. Definately has a steep learning curve. But for me that's the fun of the game. If you have mastered a GnG game it is quiet an accomplishemnt imo. I have honestly gone through the genesis version and beat Loki without dying once. And yes I want a cookie! :roll:
Drixxel
09-23-2005, 01:49 AM
It sounds to me like you're only seeing it in terms of a GnG game, rather than looking at how it is as a game.
Erm... well, it does carry the Ghouls 'N Ghosts name.
But arguing over jumping physics from a game born in 1985.. this is pointless! The jumping makes the GnG series unique, as well as unnecessarily challenging. Ehh.. I like it.
The changing of Arthur's jump for the SMS version is just another in Capcom's fashion of tinkering with the game's formula I suppose. I think I need to play it some more, which I will now do.
B - Mark
03-19-2006, 11:06 PM
I still had my catridge in excellent conditions with box and mannual.
My catridge looks like a recent release.
I won my catridge in 1992, in my birthday.
Sega Genesis
06-06-2010, 01:26 PM
This is the first game I purchased for the genesis when I got the console back in 89. It is the second Genesis game I played, first was Altered Beast. One of the best games period. Took me a year to beat. IMO the SNES version blows. I never tried the SMS version.
WoodyXP
06-06-2010, 02:37 PM
Hell yeah necropost. GnG kicks ass!!!!
tomaitheous
06-06-2010, 02:55 PM
While do a lot of the new members feel the need to necropost?
NeoVamp
06-06-2010, 03:18 PM
Well at least he had something to say, Unlike that other guy..
He'd necropost just to agree with what someone said in 2005.
Thenewguy
06-06-2010, 03:27 PM
I've completed both the SNES and Mega Drive Ghouls N' Ghosts games.
As far as I'm concerned the Mega Drive version is a little bit better, I think people just getting carried away with the presentation of Super Ghouls N Ghosts, the game play is simply not as much fun.
Mainly it comes down to the two respective "gimmicks" of the games
Ghouls N' Ghosts gives you multi-directional firing which allows you to leap all over the place shooting in all directions, and also helps to offset the rigid jumping as you can now fire downwards to save yourself when landing on enemies.
Super Ghouls N' Ghosts' gimmick (double jumping) makes the rigid jumping even worse than before as now you have to precisely judge a mid air jump along with the primary jump.
Because of the different gimmicks you end up with G N' G playing more like a dynamic run and gun game, whilst Super G N' G plays in a very finicky platform orientated manner, emphasising pixel perfect jumping and timing.
Still, they're both awesome games.
On the point of criticism of the rigid jumping system, remember that whilst taking one thing away, the rigid jumping has got plus points. One of the standard moves in the G N' G games is the "jumping-backwards-whilst-firing-forwards" move, which doesn't really work on the Master System version because when you turn to fire it stops your jumping arc dead and gets you killed. The same goes for the up and down firing, you can sail over enemies heads whilst firing down in the original, whilst this doesn't work in the Master System version.
Christuserloeser
06-06-2010, 03:38 PM
Personally I prefer necroposting over new threads discussing old hats.
OldSchool
06-06-2010, 04:50 PM
I've got Super Ghouls N' Ghosts for the SNES. What are the differences between them?
Well, the IMMEDIATE difference I noticed between the original NES game and the SNES game was that the SNES game was very slow. The NES version is fast and furious which is awesome, and the SNES game looks amazing but the pace is really slow.
The Genny version to me feels like a solid balance between the NES and SNES versions in terms of speed. The graphics, control, and sound are all on point, and the speed is not too fast and not too slow.
I was very impressed with it when I booted it up the other day for the first time. Solid addition to the Genny:!:
QuickSciFi
06-06-2010, 06:11 PM
This is game is soooo good. And yet, I've yet to beat it. I did the first run, then gave up when I learned I had to go back and do it all over again. And here I sat thinking I was a patient man. I think that this is one of those few games for which one should receive a medal just for beating it. But then again, I suck at it. I'll add Sol Deace and Truxton to the mix of early arcade 16-bitters that just require lots and lots and lots and lots of patience.
Sound plays a massive part in games to me, i just checked out super ghouls n ghosts and the sound....
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/oSv6DCSZNQM&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oSv6DCSZNQM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
SUCKS....
Sorry to any Nintendo fans.
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/CTTCDtos3JI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/CTTCDtos3JI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
kool kitty89
06-06-2010, 08:04 PM
I think it was great for a launch title (and a great launch title to have), and a fairly good port of a good arcade game, but it could have been better. Music and sfx especially are a bit weak at points compared to the arcade -with the Genesis's sound capabilities being relatively close to the CPS, especially the way GnG used it. In the first stage the guillotines in particular sound off. (the PSG sfx in the SMS version sound better in that case and a couple others while the MD version seems to lack PSG use in general -which in most cases could supplement the missing 2 FM channels compared to the YM2151)
The Supergrafx version is AMAZING, sound, graphics, animation, and retaining good gameplay.
The X68000 version is pretty much arcade perfect, but that's not really a fair comparison. ;)
I think a major part of the graphical limits are due to ROM Size, but the SGX version was still only 1 MB (8Mbit) compared to the Genesis's 640 kB (5 Mbit, at least that's the size of the ROM file), so it wouldn't have needed a huge ROM to be significantly more detailed. (the SGX also has the advantage of more subpalettes, but a lot of the lack in detail in the MD version seems to be cut-down amount of tiles used rather than actual color limits)
Actually, an even odder one is Afterburner II on the PCE compared to the MD: the MD version is missing several elements of the arcade which are present on the PCE (like the landing sequences, pseudo scaling for take-off/landing/refueling/bosses, and some added BG detail -though there's noticeable sprite flicker too). The ROMs are both 512 kB too, though the MD version sounds better, both for FM music and especially samples, so the latter could be significant. (the PC version seems to use really cut-down samples compared to the MD which has pretty clear voice samples and a lot of samples used for music -more than just percussion too)
Elliotw2
06-06-2010, 08:09 PM
You guys do know that Super Ghouls and Ghosts is a completely different game from normal Ghouls and Ghosts, right?
tomaitheous
06-06-2010, 08:18 PM
I think a major part of the graphical limits are due to ROM Size, but the SGX version was still only 1 MB (8Mbit) compared to the Genesis's 640 kB (5 Mbit, at least that's the size of the ROM file)
Yeah. I think if the Genesis port was 8megs, it'd definitely be better looking. SGX version is nice, but they use crappy compression schemes (a lot of 3bit tiles/sprite cells instead of the more common LZSS schemes that Genesis games were using around that time). Not to say the Genesis is bad, it's quite good. And it was impressive BITD when it first came out.
Someone mentioned on another forum that the SNES S'GnG looks great color and detail wise, but has poor amount of frames of animation in comparison to the SGX/Genesis prequel. I haven't seen an indepth comparison to conclude that, but it wouldn't surprise me. Look at SCIV, a lot of 2 frame and minimal animation through out that game.
SUCKS....
Sorry to any Nintendo fans.
Yeah, you're nuts. The Genesis version audiowise is OK. Not great, but OK. I think even the SGX version sounds better overall. But SNES sound sucks? If anything, pot/kettle/black Mr. UK Sega fanboi. As a test, I just played both clips to my older son (he just heard the sounds/music and didn't see anything). He said the first (SNES) one sounded much-much better than the second clip (Genesis). *writes MrX in the Sega fanboi list*
PimpUigi
06-16-2010, 08:55 AM
I've completed both the SNES and Mega Drive Ghouls N' Ghosts games.
As far as I'm concerned the Mega Drive version is a little bit better, I think people just getting carried away with the presentation of Super Ghouls N Ghosts, the game play is simply not as much fun.
Mainly it comes down to the two respective "gimmicks" of the games
Ghouls N' Ghosts gives you multi-directional firing which allows you to leap all over the place shooting in all directions, and also helps to offset the rigid jumping as you can now fire downwards to save yourself when landing on enemies.
Super Ghouls N' Ghosts' gimmick (double jumping) makes the rigid jumping even worse than before as now you have to precisely judge a mid air jump along with the primary jump.
Because of the different gimmicks you end up with G N' G playing more like a dynamic run and gun game, whilst Super G N' G plays in a very finicky platform orientated manner, emphasising pixel perfect jumping and timing.
Still, they're both awesome games.
On the point of criticism of the rigid jumping system, remember that whilst taking one thing away, the rigid jumping has got plus points. One of the standard moves in the G N' G games is the "jumping-backwards-whilst-firing-forwards" move, which doesn't really work on the Master System version because when you turn to fire it stops your jumping arc dead and gets you killed. The same goes for the up and down firing, you can sail over enemies heads whilst firing down in the original, whilst this doesn't work in the Master System version.
QFT
Sound plays a massive part in games to me, i just checked out super ghouls n ghosts and the sound....
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/oSv6DCSZNQM&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oSv6DCSZNQM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
SUCKS....
Sorry to any Nintendo fans.
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/CTTCDtos3JI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/CTTCDtos3JI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
You on crack? Even a deaf person can hear that the SNES version sounds much better (both sfx and music). At least, by judging from these two vids, since I don't have both games at hand for a side-by-side comparison.
Christuserloeser
06-16-2010, 10:09 AM
Well, yeah, judging by these videos the SNES version sounds much richer. Would be nice to see a comparison based on real hardware though.
PimpUigi
06-16-2010, 10:10 AM
I don't know...is Steve Urkel playing the music for the SNES version???
Christuserloeser
06-16-2010, 11:00 AM
Not a direct comparison with the SNES version but I found this on YT:
lnAkCyRwMrU
OldSchool
06-16-2010, 12:00 PM
Sound plays a massive part in games to me, i just checked out super ghouls n ghosts and the sound....
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/oSv6DCSZNQM&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oSv6DCSZNQM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
SUCKS....
Sorry to any Nintendo fans.
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/CTTCDtos3JI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/CTTCDtos3JI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Funny... when you put them side by side like that, the Genny version sounds tiny and the SNES version sounds Epic.
Your post had the opposite effect I'm afraid, *laughs*.
:cool:
Does anyone else have the Arcade Perfect ports on one of the PS2 Comps??? I've yet to load mine up. Are the levels different on the NES/SNES/Genny versions from the 2 or 3 Arcade Originals?
kool kitty89
06-16-2010, 04:40 PM
Well a couple things... Super Ghouls n' Ghosts is a totally different game, like Ghosts n' Goblins vs Ghouls n' Ghosts...
However, the Supergrafx game is a port of the arcade Ghouls n' Ghosts like the MD, and it is indeed a good bit better sounding and looking, but the MD version was a very early release, so that's somewhat understandable, and ported by Sega, not Capcom. (the sound is fairly weak though, especially given that the PSG went unused and the SMS demonstrates several areas where it's preferred and that the YM2612 is as capable as the YM2151 sans 2 channels -which can mostly be supplanted by the PSG, plus the SGX only has 6 channels total and it sounds great)
Given the TGX game is only 1 MB to the MD's 640 kB, it seems that the MD version could have looked a lot better without being THAT much larger. (though for 1989, that's still significant) I'm just repeating what's on the last page though...
Afterburner II is, again, a more extreme example where the 2 games are identical in size and the PCE version (not even SGX) is more faithful tot he arcade, though I'd be that has to do with the sound samples used int he MD version using more space too. (the PCE one has very poor quality samples)
Christuserloeser
06-16-2010, 05:15 PM
^ and hardware support for ADPCM compression.
Personally I think the G'n'G music on MD sounds great, even in comparison to SNES and SuperGrafx. Emulation rarely does do the MD justice though, it's just not a good indicator on how the game sounds on real hardware.
tomaitheous
06-16-2010, 07:33 PM
^ and hardware support for ADPCM compression.
Which, the arcade?
Personally I think the G'n'G music on MD sounds great, even in comparison to SNES and SuperGrafx. Emulation rarely does do the MD justice though, it's just not a good indicator on how the game sounds on real hardware.
I think it sounds decent on the MD. But they could have done almost an exact replication of the arcade IMO. Maybe the music artists wanted to do his/her own representation of the original music - dunno. One of the tracks on the Genesis is definitely slower. Sounds more like circus music when it's at that speed.
Christuserloeser
06-16-2010, 08:29 PM
Which, the arcade?
No, I meant PC Engine. I was referring to kool_kitty89's thoughts about Afterburner on MD vs PCE.
EDIT: Okay, I looked it up at WP and it seems to have only 1 channel with ADPCM compression which is part of the CD-ROM add-on.... - Which type of compression is used for PCM samples on the PC Engine ?
tomaitheous
06-16-2010, 09:09 PM
No, I meant PC Engine. I was referring to kool_kitty89's thoughts about Afterburner on MD vs PCE.
EDIT: Okay, I looked it up at WP and it seems to have only 1 channel with ADPCM compression which is part of the CD-ROM add-on.... - Which type of compression is used for PCM samples on the PC Engine ?
Compression depends on the game. Some don't use any, but bitpack the samples (some don't even do that). But for the compression I have seen: 3.5khz 4bit PCM, 3.5khz 5bit PCM, 7khz 4bit PCM, and 7khz 5bit PCM with RLE (seems the waveform was preprocessed to get more RLE friendly results). Very-very-very few games use a volume envelope system on the sample channel, but most will set the channel volume and pan state prior to playing samples (so lower resolution 'bit' PCM samples won't sound so harsh - i.e. fixed range compression via hardware volume).
Aarzak
06-16-2010, 10:55 PM
Which, the arcade?
I think it sounds decent on the MD. But they could have done almost an exact replication of the arcade IMO. Maybe the music artists wanted to do his/her own representation of the original music - dunno. One of the tracks on the Genesis is definitely slower. Sounds more like circus music when it's at that speed.
I take it you're talking about the 1st level BGM, in which I agree.
The Genesis rendition of G'nG's soundtrack definitely sounds sparse, but even the original CPS1 soundtrack was simple and subdued in composition. Strange how most early Genesis games didn't touch the PSG stuff.
Mark Robert
06-17-2010, 12:34 AM
Wow, the SNES version looks and sounds really nice. As far as the Genesis/Megadrive version of Ghouls 'n Ghosts, I immediately fell in love with it. It looks, sounds and plays awesome for a launch title imho.
tomaitheous
06-17-2010, 12:38 AM
I take it you're talking about the 1st level BGM, in which I agree.
The Genesis rendition of G'nG's soundtrack definitely sounds sparse, but even the original CPS1 soundtrack was simple and subdued in composition. Strange how most early Genesis games didn't touch the PSG stuff.
Yeah, I think it's only the first 1st level track that's like that.
evil_ash_xero
06-17-2010, 12:41 AM
Word to the wise, if you want the PSP version, get the "Kai" version from Japan. They made it more like a classic G n G game, rather than respawning instantly, and all the item hunting.
Aarzak
06-17-2010, 01:28 AM
Wow, the SNES version looks and sounds really nice. As far as the Genesis/Megadrive version of Ghouls 'n Ghosts, I immediately fell in love with it. It looks, sounds and plays awesome for a launch title imho.
Super Ghouls/Chou Maki Mura is the sequel to Ghouls/Dai Makai Mura, not the SNES version of it. ;) And yes, Capcom definitely went to town with the SNES hardware with that game (big daddy Nintendo surely paid them big bucks to go all out and NOT develop for any other consoles). Still one of the most impressive looking/sounding SNES games I've ever played, even if it's a first-gen title.
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