Overview
Capcom’s most beautiful torture device. Super Ghouls ’n Ghosts brought the series to the SNES with stunning Mode 7 effects, parallax scrolling, and that infamous difficulty. The double-jump added new mobility, but the requirement to beat the entire game twice—once to get the goddess bracelet, again to actually win—ensured frustration remained the core experience.
Fast facts
- Developer: Capcom.
- Platform: SNES launch window.
- Innovation: Double-jump mechanic.
- Requirement: Two complete playthroughs.
Armour system
| State |
Hits remaining |
| Gold armour |
Special weapon |
| Steel armour |
Two hits |
| Underwear |
One hit |
| Death |
None |
Weapon arsenal
| Weapon |
Behaviour |
| Lance |
Forward throw |
| Dagger |
Rapid fire |
| Torch |
Ground fire |
| Axe |
Arc trajectory |
| Scythe |
Boomerang |
| Crossbow |
Homing |
Gold armour magic
| Weapon |
Charged attack |
| Lance |
Lightning bolt |
| Dagger |
Mirror image |
| Torch |
Fire dragon |
| Axe |
Thunder storm |
SNES showcase
| Feature |
Implementation |
| Mode 7 |
Rotating tower |
| Parallax |
Multi-layer backgrounds |
| Sprites |
Large, detailed |
| Music |
Orchestral quality |
Two-playthrough requirement
| Loop |
Objective |
| First |
Reach final boss, sent back |
| Second |
Must have goddess bracelet |
| True ending |
Defeat final form |
Series position
| Title |
Year |
Platform |
| Ghosts ’n Goblins |
1985 |
Arcade |
| Ghouls ’n Ghosts |
1988 |
Arcade |
| Super Ghouls ’n Ghosts |
1991 |
SNES |
See also