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"Super Ghouls 'n Ghosts" is an awesome game.

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I so love this game! :love: :love: :love:

 

 

I started playing it on a real SNES for the first time in 20 years yesterday between the two soccer games, making it to level 3 and today I reached to the castle just in time for Germany vs. The Netherlands. The ice level is pure genius in both game design and SNES graphics! :thumbsup:

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This is my favorite in the series. The music, the visuals, the gameplay--it's all ace. Also, while it's difficult, it's not absurdly so like others in the series. For those that have real trouble with it, it has alternate skill settings, which is nice. With a bit of practice, anyone should be able to at least make some progress here. The slowdown never bothered me either (although having lived through the NES years, I was pretty adjusted to it by the time SGnG was released).

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Super GnG is the best GnG. I remember getting this as soon as it was released. The graphics were amazing and colourful, the level design most excellent (best of the series) and diverse, the magic and weapons superior to the the prequel, and the sound some of the best in a video game ever. Creative use of mode 7. I actually like the gameplay of only horizontal firing better, and this was enhanced a lot by the double jump. The difficulty is decreased ever so slightly from the previous games making it more fun for a home console. The only problem with the game is the slowdown. Small price to pay for such a spectacular game.

 

It's a good thing no one told me how hard it was, because I was able to finish it back in the day. :)

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I actually like the gameplay of only horizontal firing better, and this was enhanced a lot by the double jump

 

This is actually something I wanted to comment on as well, in regards to previous posts in this thread.

 

People complain about not being able to fire vertically, but the truth is, the game was designed around horizontally-focused gameplay. There are very few instances where firing up and down is necessary, and in those few cases, you have a variety of other attacks: the Gold armor special attack for the lance (lighting that comes down from the top of the screen), the homing trait of the arrows when you get the green armor, etc.

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I actually like the gameplay of only horizontal firing better, and this was enhanced a lot by the double jump

 

This is actually something I wanted to comment on as well, in regards to previous posts in this thread.

 

People complain about not being able to fire vertically, but the truth is, the game was designed around horizontally-focused gameplay. There are very few instances where firing up and down is necessary, and in those few cases, you have a variety of other attacks: the Gold armor special attack for the lance (lighting that comes down from the top of the screen), the homing trait of the arrows when you get the green armor, etc.

 

Very true, the top of the screen is still accessible to attacks by using gold armor specials and other weaponry, and its arguably more fun to do it these ways than it is through vertical shooting. The double jump does make it possible to target many skyward enemies horizontally as well as to dodge ground-based threats that could otherwise be hit by a mid-jump downward attack in GnG, these merely require an additional feat of dexterity to solve.

 

Despite that combination, there are still instances where enemies are above you and they can't be easily hit, and it's more fluke or frustration than it is skill or strategy, most notoriously felt with the red aremmers. Like, I know how that red arremer is supposed to behave, I know I can probably get one hit in before I spook it and it takes flight, I know when to expect those arcing swoops, etc. There's technique that can be worked on but sometimes it goes wrong, and some of those times it boils down to the luck of what weapon you're carrying or some other unguaranteed/unpredicted factor.

 

That stuff still happened in Ghouls'n Ghosts, though, so it does seem to me that criticism of SGnG over a lack of vertical attacks is based more on a perception that gameplay is hurt by their absence when in play it's honestly not a big deal. Plus, if forced to choose between the two features as in how a choice between GnG and SGnG presents the issue, I am of the opinion that double jumping is just more of a fun thing to do and opens up superior level design possibilities.

 

Vertical attacks really ought to be included, even if they wouldn't result in any significant change one way or the other. This frustrated desire to shoot upward ought to be satisfied, if only to let the game be fully enjoyed by gamers for which this is a problem. Why Capcom axed verticle attacks is kind of a baffler, really.

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I learned from a Youtube video that you can duck under Astaroth's tri-beam... making the fight a little easier.

 

Yeah, it's trickier when you fight Nebiroth (finally remembered the name of the older-looking version that's mostly blue&green). The fight is really just about learning when is the right time to attack.

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I learned from a Youtube video that you can duck under Astaroth's tri-beam... making the fight a little easier.

 

Yeah, it's trickier when you fight Nebiroth (finally remembered the name of the older-looking version that's mostly blue&green). The fight is really just about learning when is the right time to attack.

 

The second form isn't too bad on the first run, but when you have to go through it the second time with the ring, it's very difficult for me to defeat him. If I am too offensive, I get my ass handed to me on a silver platter, but if I am too defensive, I run out of time. The later is especially true if I get to him without the green or gold armor, because the ring won't go very far without them. I know the safe spots, but the reach of the ring is the biggest factor when it comes to the challenge on this boss.

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I fired up Super G&G on my SNES Powerpak and really don't like it. I think the slowdown really plagues this one. I, like Austin, did grow up with a NES too so I should be used to that. But to be honest the NES never seemed to slow down as much as the SNES. Atleast in my choices of games.

 

My title of choice from this series is the Genesis version. Not only a smoother frame rate but I feel the Genesis version controls better and yeah I like the verticle shooting too.

 

I never played the NES, SNES or Genesis games from this series back in the day so althought I am the Genesisguy. No rose tinted nostaligia glasses shape my opinion.

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I fired up Super G&G on my SNES Powerpak and really don't like it. I think the slowdown really plagues this one. I, like Austin, did grow up with a NES too so I should be used to that. But to be honest the NES never seemed to slow down as much as the SNES. Atleast in my choices of games.

 

My title of choice from this series is the Genesis version. Not only a smoother frame rate but I feel the Genesis version controls better and yeah I like the verticle shooting too.

 

I never played the NES, SNES or Genesis games from this series back in the day so althought I am the Genesisguy. No rose tinted nostaligia glasses shape my opinion.

 

The slowdown is worst in the first level. You really need to finish the whole game to experience all the different level designs and music tracks.

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Austin, that's one of the reasons why I try to pelt Astaroth and Nebiroth with the Psycho Cannon at the apex of the second jump. I noticed all weapons (armor or no) seem to be stronger by just a bit at that point.

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The second form isn't too bad on the first run, but when you have to go through it the second time with the ring, it's very difficult for me to defeat him. If I am too offensive, I get my ass handed to me on a silver platter, but if I am too defensive, I run out of time. The later is especially true if I get to him without the green or gold armor, because the ring won't go very far without them. I know the safe spots, but the reach of the ring is the biggest factor when it comes to the challenge on this boss.

 

 

 

That's exactly where I'm stuck now :)

 

I wonder if the game really has unlimited continues or if those magic numbers on the bottom of the Game Over screen actually mean something? :ponder:

 

I fired up Super G&G on my SNES Powerpak and really don't like it. I think the slowdown really plagues this one. I, like Austin, did grow up with a NES too so I should be used to that. But to be honest the NES never seemed to slow down as much as the SNES. Atleast in my choices of games.
The slowdown is worst in the first level. You really need to finish the whole game to experience all the different level designs and music tracks.

 

I didn't experience any slowdown worth mentioning so far. Maybe a little in the part where the ice ranks are growing. I assume the extra processing time on a PAL machine gets things done in time. Or I'm shooting stuff fast enough ;)

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Cybergoth, from memory playing the game when I owned a copy the continue system increases the amount after collecting so many money bags. http://www.gamefaqs.com/boards/588732-super-ghouls-n-ghosts/45705536 actuallyhas the full details of the number of bags needed to increase a continue on difficulty levels, and point apexes for earning extra lives.

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Cybergoth, from memory playing the game when I owned a copy the continue system increases the amount after collecting so many money bags. http://www.gamefaqs....ghosts/45705536 actuallyhas the full details of the number of bags needed to increase a continue on difficulty levels, and point apexes for earning extra lives.

 

I figured as much, but it's good to know the exact number of required money bags. Unfortunately did I indeed run out of of continues on my first try, so I'll need at least another two playthroughs before I can possibly beat it :)

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I like the game, but prefer the Genesis and SGX ones like 100000x better.

 

They're all fun, and are all better than Ghosts n' Goblins.

 

That game is dumb.

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