Ghosts 'N Goblins (NES, Arcade, & Commodore 64) - Let's Play 1001 Games - Episode 642

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Ghosts 'n Goblins
from https://en.wikipedia.org/wiki/Ghosts_%27n_Goblins_(video_game)

Ghosts 'n Goblins, known as Makaimura (Japanese: 魔界村, lit. "Demon World Village") in Japan, is a side-scrolling platform game developed by Capcom and released for arcades in 1985. It is the first game in the Ghosts 'n Goblins franchise, and has since been ported to numerous home platforms.

The game was a major commercial success across arcades and home systems; it was among the top ten highest-grossing arcade games of 1986 in Japan and the US, the year's sixth best-selling computer game in the UK, and the NES version sold over 1.6 million cartridges worldwide. The game received generally positive reviews from critics, and is often cited as one of the most difficult games of all time.

Ghosts 'n Goblins is a platform game where the player controls a knight, named Sir Arthur, who must defeat zombies, ogres, demons, cyclopes, dragons and other monsters in order to rescue Princess Prin-Prin, who has been kidnapped by Astaroth, king of Demon World. Along the way the player can pick up new weapons, bonuses and extra suits of armor that can help in this task.[6]

The player can only be hit twice before losing a life. Losing a life will result in having to restart the level, or starting at the halfway point if the player has managed to get that far. Furthermore, each life can only last a certain length of time. After defeating the final boss, the player must then replay the entire game on a higher difficulty level to reach the genuine final battle.

The Famicom version was released on June 13, 1986, and was the first Famicom game to utilize a 128 KB cartridge.[8] The North American NES version was released on November 1, 1986, and in Europe in 1989. The Famicom/NES version was programmed by Micronics and published by Capcom. A hidden in-game credits screen verifies that it was scored by the original composer, Ayako Mori. Upon defeating the game a second time, the player is given the following message: Congraturation! This story is happy end. Thank you. Being the wise and courageour knight that you are you feel strongth welling. In your body. Return to starting point. Challenge Again!

The Famicom/NES ports served as the basis for the Game Boy Color version, which utilized passwords to allow the player to access certain levels. Allister Brimble scored this version.

The Commodore 64 version, released in 1986, contains music by Mark Cooksey, which borrows from Frédéric Chopin's Prelude Op. 28, No. 20. Due to the limited resources on the Commodore 64, it was somewhat different from the arcade version as it only features certain levels. In 2015, Ghosts'n Goblins Arcade, a fan-made version more closely matching the original arcade game, was ported to C64.

The version for Commodore 16/116 and Commodore Plus/4, also released in 1986 by Elite Systems, was even more limited than the C64 version. It was written to work on a Commodore 16, which had only 16 KB of RAM. Therefore, this version features only two levels and no music. In addition, the remaining two levels and the gameplay are simplified.[citation needed]

A version for the Amiga was released in 1990. While the hardware of the Amiga allowed an almost perfect conversion of the arcade game, it failed to emulate the success of the Commodore 64 version. The player starts the game with six lives, and no music plays unless the Amiga was equipped with at least 1 megabyte of RAM. The standard configuration of an Amiga 500 had 512 kilobytes.

Mark Cooksey scored the C64, Amiga and ST versions. David Whittaker scored the Amstrad CPC version.




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