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Super Ghouls 'n Ghosts for Super Nintendo SNES
Super Ghouls 'n Ghosts for Super Nintendo SNES sends the knight Arthur through graveyards, ghost ships and icy areas to rescue Princess Guinevere. In this action platformer you throw lances, knives and other weapons you find at monsters. Arthur can push off again during a jump. This double jump lets you reach higher platforms or change direction when an enemy threatens your landing. Choose your starting point carefully, because an ordinary jump cannot be freely steered in mid-air.
One hit breaks Arthur's armour and leaves him in his underpants; the next costs a life. Hidden treasure chests contain new equipment. Bronze armour strengthens your weapon, while gold armour adds chargeable magic, with a different attack for each weapon. A fast knife behaves differently from a torch that arcs through the air and throws fire onto the ground. Pay attention to what you pick up and learn when an opponent gives you room to attack.
This is a single-player adventure using one standard SNES controller. You can adjust difficulty, starting lives and buttons. Credits let you retry the relevant level after Game Over. The original cartridge has no save function or passwords. For the full ending you must complete the route twice and obtain the Goddess Bracelet during the second run. Practice and remembering dangerous spots determine how far you get.
Region and language
Our Super Nintendo SNES games are PAL editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
With Super Ghouls 'n Ghosts for Super Nintendo SNES, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.
The history of Super Ghouls 'n Ghosts
Capcom released Super Ghouls 'n Ghosts for the Super Famicom in Japan and the Super Nintendo in North America in 1991. The European release followed in 1992. It was the third main instalment after Ghosts 'n Goblins and Ghouls 'n Ghosts, but not a direct conversion of the earlier arcade game. Capcom developed a new adventure for Nintendo's 16-bit console, with Arthur once again a vulnerable knight facing an army of supernatural enemies and a kidnapped princess providing the reason for his journey.
The double jump changed how Arthur moved through that world. Where the earlier games had their own jumping and shooting rules, this instalment built hazards around a second push-off in mid-air. Gold armour and weapon-specific magic expanded combat further. Series creator Tokuro Fujiwara later said he chose the SNES when it became available. He also described how his plans again had to be weighed against what the hardware could achieve.
The game's history then continued through collections and digital rereleases. Nintendo, for example, included the SNES version in the Nintendo Classic Mini: Super Nintendo. The later Game Boy Advance adaptation received a separate Arrange challenge with elements from earlier games; it is not part of this cartridge. Modern emulated releases' save points do not change the original structure either: lives and credits help during your play session, but switching off means starting again.
Similar games for Super Nintendo SNES
Super Castlevania IV on SNES also takes you through a grim world full of monsters and dangerous platforms. Simon Belmont uses a whip that strikes in several directions and lets him swing from certain points. Arthur mainly throws horizontally and must use his double jump to approach enemies at different heights. Both require patience against a boss, but Simon's weapon reach and Arthur's vulnerable armour lead to different decisions in every encounter.
Mega Man X on SNES also combines shooting, jumping and collecting better equipment. X, however, receives lasting improvements within his adventure, acquires weapons from bosses and can jump up walls. Arthur finds weapons and armour along the way and can lose his enhancement again when hit. X also lets you choose between different boss areas, while Super Ghouls 'n Ghosts leads you through a fixed sequence of levels and a compulsory second run.
Demon's Crest on SNES takes place in the same broader world as Ghosts 'n Goblins, but you control the demon Firebrand. He flies, hovers in mid-air and gains new abilities through different forms. This supports exploration and returning to previously visited areas. Arthur follows a much stricter route in Super Ghouls 'n Ghosts. Recognising a safe moment for a double jump replaces Firebrand's longer hovering and search for new passages.
Super Mario World on SNES also asks you to read enemy movements and land precisely on narrow platforms. Mario can steer many jumps while already in the air and gains extra movement options with Yoshi and the cape. Arthur is more committed to his chosen jump and uses the second push-off to correct it. Mario's world map, secret exits and save points also structure his adventure differently from Arthur's fixed journey without saved progress.
Like Super Ghouls 'n Ghosts, Aladdin is a Capcom platform game on SNES with projectiles and hazards between successive platforms. Aladdin throws apples, grabs ledges and jumps on enemies. His hearts and food leave more room to recover from small mistakes than Arthur's breakable armour. The colourful Disney world also offers carpet rides and passwords between levels. For Arthur, weapon choice, the double jump and completing the route twice form a tougher test of your memory.