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Most anticipated November release?

Assassin's Creed II
Call of Duty: Modern Warfare 2
Dragon Age: Origins
New Super Mario Bros. Wii
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Game Profile
FINAL SCORES
9.1
Visuals
9.5
Audio
9.0
Gameplay
9.5
Features
9.0
Replay
9.5
INFO BOX
PLATFORM:
Game Boy
PUBLISHER:
Capcom
DEVELOPER:
Capcom
GENRE: Action
PLAYERS:   1
RELEASE DATE:
September 24, 2002
ESRB RATING:
Everyone
IN THE SERIES
Ghosts 'n Goblins

Ghouls 'n Ghosts

Super Ghouls 'n Ghosts

Ultimate Ghosts 'n Goblins

 Written by John Scalzo  on April 18, 2003
Review: Boxers or Briefs?
Share N4G : News for Gamers

In the early days of the Super NES there was a trio of games that, to this day, stand tall as three of the most difficult games ever created: Contra III, Smash TV, and Super Ghouls 'n Ghosts. Super Ghouls 'n Ghosts was a game that put you through seven of the most hellishly difficult levels imaginable, only to tell the player they can't fight the final boss until they beat all seven levels again. To do it in one sitting was a daunting task. Daunting probably isn't even the right word. It was uber-daunting.

The story remains exactly the same as the Super NES version and has a cleaned up intro movie. Princess Gwenivere is still kidnapped by a giant gargoyle. Arthur then pulls up his boxer shorts, grabs his lance and off he goes to save the Princess. I love old video game stories.

In addition to the story, the portable version of Super Ghouls 'n Ghosts is an almost perfect conversion from the Super NES masterpiece. The game opens in the graveyard level where you again are taught the ropes of the game while the ground shakes, zombies break out of their coffins, and giant towers drop skulls on you. The first trick that must be learned in Super Ghouls 'n Ghosts is the double jump. You can make Arthur jump twice for more distance and height but, unlike most platformers, you can't control the jump after he's in the air. Once you make that jump you're committed to where Arthur will land and mastering the double jump is the only way to succeed. For those of us that played Ghosts 'n Goblins and Super Ghouls 'n Ghosts before, this is staying true to your roots, but new players might have a problem with it.

This portable version also brings back all of the weapons and armor of the Super NES version as well. You can (and will) upgrade the lance throughout the game to six other weapons which can then be further upgraded through the use of magic armor. Traveling the game with Gold Armor definitely looks cool, but in the greatest Ghouls 'n Ghosts tradition, one hit and you're down to your heart covered boxer shorts.

As good as a straight port still would have been, Capcom was not content to just shovel one out the door. They went back and added two very cool features to Super Ghouls 'n Ghosts that will definitely change the game. In addition to the straight port of the Super NES version (dubbed the Original Mode) Capcom designed an Arrange Mode. Believe it or not, the Arrange Mode makes the game even harder by adding more monsters, changing their patterns and positions, making them faster and lowering the amount of magic armor you'll find. It also throws in a few levels from the Genesis game Ghouls 'n Ghosts depending on what level of armor you beat a level with. It is the ultimate challenge for Ghouls 'n Ghosts aficionados.

Capcom also added a save feature that allows one game save slot in each Mode. You are allowed to save at any time and the game keeps track what level you're in, your score, what weapon and armor you have, and how many lives and continues remain. This save feature took a game that was just this side of impossible and made it only mind numbingly difficult. That's what I like to see, a few concessions to save happy people, but the insane difficulty that Super NES veterans want still remains.

The only real flaw in the game is a good amount of slowdown whenever a lot is happening on screen. It's bothersome and will probably result in a death or two. It happens more often than I'd like but when it's the only real flaw a person tends to overreact to something that's really not that big of a deal.

Graphically the game continues it's streak of perfection in the conversion from Super NES to Game Boy Advance. The game looks exactly as it did on my Super NES and Capcom even recreated the Mode 7 effects that were used to make the "climbing the tower" section of level three and the rotating demon innards of level four. Keeping some of the little touches like that are a great asset. The levels are detailed and colorful. The enemies have the appropriately gruesome look. The bosses look especially menacing. They may be first generation Super NES, but there's not a lot more you could ask for.

Due to the decreased power of the Game Boy Advance sound chip the sound is not as perfect as everything else. It's sampled at a slightly lower quality and while it's not exactly the same the great themes still shine through. The moaning of the monsters and the rumbling of the earth as the ground moves under your feet are all there. They're just at a slightly lower quality than their Super NES big brother. But they're still fantastic.

Bottom Line
Super Ghouls 'n Ghosts is one of those games that's mythic in it's history with old school gamers. It has reached a place few games do and I applaud how Capcom was able to recreate it on the small screen for a new generation. As far as Super NES to Game Boy Advance ports go, this is a good one. And regardless of whether it's a port or not, this is still a game everyone looking for a challenge should play.


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