1866: Ghosts 'n Goblins PC \\ Playthrough 1/? Take my pants--please! (Capcom Arcade Stadium)
Starting playing through the arcade version of Ghosts 'n Goblins in the Steam version of Capcom Arcade Stadium on PC! On Difficulty Easy, Lives 7 (although the Lives setting doesn't particularly seem to matter in free play as you always respawn or continue at the last checkpoint, and with whatever weapon you had when you last died).
My other platformers playlist: https://www.youtube.com/playlist?list=PLZO3OPzPjIzOWr1pi99Ns1_tS0BqLFsf_
0:00 - start
0:58 - playing
32:41 - double bosses
45:04 - qwik drago kill
Well at least I made it to stage 2 before I broke down and started save scumming. ; D
Never really played the game in the arcade back in the day and looking at it now, that would be because each new bit is specifically tuned to surprise the heck out of you and kill you fast before you can react. You can JUST ABOUT react and you feel really good when you do, but usually it's me dead and saying "oh."
The way the AI adjusts its swoops to wipe you out wherever you're at, and in the hardest way to counter-attack, and often just after it forces you to jump, leaving you a sitting aerial duck, is so sadistically calculated. ; D It seems like I do best when actually GOING RIGHT AT IT aggressively, although then I inevitably run straight into some new fatal hazard within a screen or two. ; )
They made Arthur pause and moon the screen at the top of ladders JUST TO MAKE IT HARDER!! = ooo
And yet I'm smiling my way through it. The action is fast and hard, and everything feels so intricately hand-tuned, like the weird twitches of those nutty up/down platforms toward the end of stage 2 (town), and the surprising variety of ways in which enemies will adjust their paths and spawn points based on your precise position. You feel the designers paying so much attention to you! (TO KiLL YOU! : DD) (We'll see how long the smile lasts as the stages get harder. ; DDD)
The music and sound are fabulous. The bosses all look cool and dangerous, and EVERYTHING looks really distinctive, even ramshackle buildings.
I think I feel more effective with the default lances than the throwing daggers, even though the manual says the daggers are faster. But the lances have wider hurt boxes, maybe? Haven't really given the torches a fair shot; I think I have vague feelings of not being effective with them in the NES version.
Not sure my family owned the NES version, or if my recollections of that are all from playing some friend's version. But I have SOME memory of making it to some fairly late stage in it. Is it easier than the arcade version? (Quick check on NES version: not sure. Maybe slightly slower, but also more flickery/juddery and harder to read. Doesn't scroll very smoothly and the sound is pretty bad.)
(Took a look at the C64 version and I'm not sure if I remember the graphics--I don't THINK I remember the sound--and it's quite distinctive with different music and no SFX...so I kinda don't think I played that one. Don't think I got a whole lot of C64 games once the NES was out, although we didn't get one until a year or two after launch--but I was obsessively stalking them at friends' houses. = o ... OH the C64 version is only the first two stages! https://www.youtube.com/watch?v=OwxhxbkFjic So no don't think I played the C64 one.)
I can't count! I didn't make it THROUGH stages 1-3 out of 6, I made it TO the start of stage 3 of 6. : P So I'm 1/3rd of the way through the revealed stages on the map, not 1/2. : PPP
OH! I have Capcom Generations Volume 2 for PS1, which has Ghosts 'n Goblins, Ghouls 'n Ghosts, and Super Ghouls 'n Ghosts. I'll hafta be checkin' that out. Tokuro Fujiwara was Director/Designer of the first two, and the later Ultimate Ghosts 'n Goblins (PSP) and the recent Ghosts 'n Goblins Resurrection--but only Director, not Designer, on Super. (I keep looking at Resurrection but it has harsh red hit flash FX on giant enemies which I do not like. Also I suppose I'm less keen on its high def, puppet-like segmented character animation.)
4/14/24
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