Stop me if you’ve heard this one: A blue-haired lass with the unlikely name of Princess Prin Prin has been kidnapped by demons. Only her knightly consort, Sir Arthur, is brave (or foolhardy) enough to attempt a rescue…and he’ll need to do it twice before it sticks.
Yes, welcome back to Capcom’s Ghosts ‘n Goblins, perhaps the most simultaneously loved and hated saga in all of classic gaming. The sterling quality of these games is undeniable, as is their mocking brutality. Difficult action-platformers from the outset due to fiendish enemy patterns and a two-hit health system, it’s dirty tricks like the aforementioned blindsiding of new players with the requirement to finish each stage twice in order to view the true ending that push them over the edge to infamy.
That brings me to my subject today, 1991’s Super Ghouls ‘n Ghosts, aka Chōmakaimura (“Super Demon World Village”) in Japan. As the third game in the franchise and the first to be developed with a home console in mind as opposed to the arcades, players at the time may have expected Capcom to mellow out a tad with this one. Nope. If anything, they doubled down on the sadism with longer levels and something no home port of the previous two GnG games had: Limited continues. The result was far and away the most challenging installment to date. Good thing it was also the best.
I realize I’m likely to ruffle a few feathers with that last statement. Super Ghouls ‘n Ghosts’ immediate predecessor, titled simply Ghouls ‘n Ghosts, is quite excellent in its own right. It introduced a golden armor power-up that let Arthur charge up and release a different magic attack for each of the game’s many weapons. Additionally, Ghouls ‘n Ghosts Arthur was able to lob shots up and down in addition to the usual left and right. There are many who swear by this enhanced shooting and consequently consider Ghouls ‘n Ghosts the best of the lot.
While it is unfortunate that Super Ghouls ‘n Ghosts returns to the more restrictive horizontal attacking of the original Ghosts ‘n Goblins, I feel it more than makes up for this with new additions of its own. The bronze armor has been included as an intermediate upgrade between the default steel suit and the potent gold one. It strengthens Arthur’s primary weapon somewhat without allowing for full magic use. There’s also a shield which offers some small amount of extra protection against projectiles. Best of all is the almighty double jump, my personal favorite mechanic in the series. The ability to trigger a second jump any point during the first works wonders for the chronically slow Arthur’s maneuverability and paved the way for the game’s creators to include more elaborate platforming scenarios. It feels so liberating that I often find it tough to go back to earlier GnG entries.
Another factor that endears Super Ghouls ‘n Ghosts to me is its level design. Capcom really upped the ante here with a host of dynamic environmental set pieces scattered throughout the first five areas. Arthur weathers surging tidal waves on a dinky raft, rides a fleshy moving platform through a maze of writhing, gas spewing innards, and risks being swept away by avalanches in the obligatory ice level, among other wild predicaments. Pity this approach is abandoned for the final two stages inside main villain Sardius’ castle, though. These contain nothing new or interesting to marvel at, just an abundance of imposing baddies coupled with some strict time limits.
Cap this overall strong package off with some of the best graphics and music to grace an early Super Nintendo release and what’s not to love? For starters, try some of the worst slowdown to grace an early Super Nintendo release! The action here starts chugging at the slightest provocation, a significant issue in a unforgiving game with a heavy emphasis on timing. This effectively adds another learning curve to an already demanding experience. There is a fan-made “restoration” hack available that removes much of this slowdown if you’re so inclined. Otherwise, your best bet is to simply wait for your brain to adjust to the inevitable speed inconsistencies. It’ll happen eventually.
A lone technical hiccup is one thing, but those limited continues constitute a proper design misstep in my eyes. There’s an immense amount of trial and error involved in any Ghosts ‘n Goblins game. The endless tries previous ones afforded you were essentially their lone concession to basic human decency. Earning extra continues by collecting money bag items is possible and indeed relatively easy in some stages. Still, the game as a whole can come to a premature end if the rate you gather these items is ever exceeded by the rate you mess up. This is most likely in the final stage, which is cunningly engineered to contain a bare minimum of money bags. Getting a game over here, especially in the second loop, is cruel even by GnG standards.
Maddening as these few flaws can be, Super Ghouls ‘n Ghosts’ many positive qualities far outstrip them. It’s considered a Capcom classic for good reason and if its reputation as a savage 16-bit struggle doesn’t scare you off, you’re in for one lush, thrilling trip to hell and back. If not, well, there are probably dozens of more easily rescued princesses out there. Sorry, Prin Prin. I’m just sayin’.