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NWR Interactive => Podcast Discussion => Topic started by: Jonnyboy117 on April 19, 2009, 02:15:15 AM

Title: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Jonnyboy117 on April 19, 2009, 02:15:15 AM
Please use this thread to discuss and/or weep about Super Ghouls 'n Ghosts.  The on-air discussion will take place on Episode 144 (because this game is gross) and may extend for one more if we think that is appropriate.

As a reminder, we'll be culling pithy and interesting comments from this thread to be read on the show.  Your post may be edited for length if we choose to read it out loud.  And we may mispronounce your forum name.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 11:36:25 AM
I love this game.

It's my first experience with any game from the Ghosts 'n Goblins series and I'm honestly blown away.

I die often, but am rarely frustrated.  Every time I die I know it was my fault--I jumped at the wrong time; I was too eager and tried to rush through the level; I simply underestimated the threat from a group of enemies.  Regardless, I learn from each death and do my best not to repeat my mistakes.

Death isn't as frustrating as I was lead to believe.  Frequent checkpoints ensure that I don't have to go back very far after I die.  Ample extra lives and continues ensure I will be able to continue to progress, albeit a bit slower than in most other games.

I highly recommend this game to anyone who enjoys a challenging 2D platformer.  It's not nearly as hard as most make it out to be.  Challenging?  For sure!  Impossible?  Not at all.  Fun?  Hell yes!
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Mop it up on April 19, 2009, 01:34:05 PM
I was going to stay far away from this game because of its reputation as being one of the most difficult games ever conceived, but Vudu claiming that it isn't as hard as people make it out to be makes me wonder if I could handle it...
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 02:13:09 PM
It's hard.  If you're not very good at video games you'll struggle to beat the first level.

But if you played games during the NES and SNES generations you'll be fine.  It's harder than the 2D Mario games (except Lost Levels), but it's no more difficult than Ninja Gaiden, Contra I through III or Castlevania I, III or IV.

The difference is (as I alluded to earlier) with Super Ghouls 'n Ghosts I know that--9 times out of 10--when I die it's my own fault.  The games I listed before are often plagued with cheap deaths where the only way to survive is to know what's going to happen before it happens.  I don't feel this is the case with Super Ghouls 'n Ghosts.

Disclaimer:  I'm only up to the third level, so it's possible that things could change later in the game.

As long as there aren't any levels as difficult at 6-2 in Ninja Gaiden I'll be fine.  :)
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: BeautifulShy on April 19, 2009, 04:25:16 PM
Well I started playing this yesterday and I can't get past the first level. Vudu points out that most of the dificultly comes from user error.There is a nice speed run of someone playing this game without getting hit on youtube.Just so you guys know.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 04:49:09 PM
My best advice would be to take it slow.  If you try to speed through this like you would Super Marios Bros 3, you'll die.  Stop, analyze the threats and act accordingly.

I just beat level 3.  There were a few tricky spots with the blocks disappearing into lava that felt a little "cheap" because they were pretty impossible to navigate the first time through.  However, once I got past them the rest of the level was a breeze and I actually managed to kill the boss on the first try.  Go me!  ;D

I only played level 4 for a couple minute but I can already tell this level is either going to be amazingly fun or excruciatingly difficult.  It uses a Mode 7 rotating mechanic reminiscent of Castlevania IV.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Mop it up on April 19, 2009, 05:30:22 PM
It's hard.  If you're not very good at video games you'll struggle to beat the first level.
But if you played games during the NES and SNES generations you'll be fine.  It's harder than the 2D Mario games (except Lost Levels), but it's no more difficult than Ninja Gaiden, Contra I through III or Castlevania I, III or IV.
I grew up with an NES and never could beat any of those NES games that you mentioned. In recent years my gaming skill has declined, and I can't handle most of the games on NES and SNES anymore, especially something I have never played before. If I had gotten this game back in the day I might've liked it, but something tells me it isn't something I could get into if I tried it today.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: adadad on April 19, 2009, 06:41:45 PM
As long as there aren't any levels as difficult at 6-2 in Ninja Gaiden I'll be fine.  :)

That's the truth of it really, there's nothing as tough or cheap as 6-2 and everything else you said about the difficulty is spot on. Not at all easy but very rarely is this game unfair.

I like the pace of the game too, it's very slow (part of this is because I'm playing it PALwise unfortunately) for the most part. The non-negotiable jumping means you have to be careful and calculating about it, especially with double jumps, otherwise you'll get killed. It's oddly satisfying having a slow paced platformer that demands mastery of the jumping mechanics. Somehow it's not particularly frustrating dying and going back to the start of a level. I think most of that is due to solid level design basically. The difficulty ramps up very gradually through the level (most obvious examples are the two onrails levels, the rafts one and the weird alien lifts stage) and there's that great sense of accomplishment when you finally make it to another checkpoint.

Helps as well as that the music is good, got a uniquely old fashioned feel to it, like a mixtape made for a Russian funeral.

On a final note, that level with the crazy lifts, it's so kooky with grapes on the ceiling and human hearts apparently sellotaped together on the floor. It felt quite out of place stylistically I think, and I'm glad after that it goes back to more typical castles and dungeons. There are enough bio-alien environment R-Type clones around that I was relieved they didn't carry the torch for that theme any further. Speaking of dumb shooter comparisons, the final final boss - bit Lords of Thunder anyone?
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 09:31:08 PM
PROTIP:  Do not use arrows on the first half of level 4.  It might seem like a good idea since so many of the enemies are attached to the ceiling (arrows fire at a diagonal) but you'd be wrong.  DEAD WRONG.

The beginning of the second half of level 4 is HELL with the arrows and you don't have the opportunity to fine a new weapon.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: BeautifulShy on April 19, 2009, 09:34:52 PM
What would you say is the best weapon to go through the game?The daggers?
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 09:41:08 PM
I like the daggers as the best overall weapon.  However, they all seem to have their purpose (except the damn fire bomb).

The lance is good if you need a weapon that shoots straight but hits a little harder than the dagger.  It's good if you have a lot of enemies that you need to jump to hit.

The ax is good if there are small enemies that are hard to hit (because it has a wide range of attack due to its loops).

Arrows are good if you have a lot of enemies that are much higher than you are.

The scythe isn't the best weapon if you're wearing normal armor, but if you have the magical armor it's pretty powerful.

The fire bomb is the only one that I find completely worthless.  It's hard to hit most enemies due to it's short range and awkward throwing arch.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Crimm on April 19, 2009, 09:46:13 PM
Firstly: IT'S ABOUT TIME THIS GAME WON

Secondly: The trick to this game is to memorize every trap, enemy, and attack pattern in the hour and a half or so game.  IT'S THAT EASY!
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 09:48:00 PM
PROTIP:  Do not use arrows on the first half of level 4.  It might seem like a good idea since so many of the enemies are attached to the ceiling (arrows fire at a diagonal) but you'd be wrong.  DEAD WRONG.

The beginning of the second half of level 4 is HELL with the arrows and you don't have the opportunity to fine a new weapon.

Holy crap, I take it back--THE ARROWS ARE AWESOME ON THE FOURTH LEVEL.

The first part of the second half is a little difficult (it's an auto-scrolling level, which makes it difficult to hit enemies with the arrows) but the second half is great because there are all these little devils flying just over your head.  More importantly, the boss of the fourth level is extremely vulnerable to arrows due to his size.  ARROWS KICK ASS.  ;D

Onto level five!!

EDIT:  I want to reiterate, make sure you have the arrows on the first half of level four.  Level five is sort of a bitch, but the arrows make it much easier.  Again, you don't have the opportunity to change weapons until you're a good deal into it (at least not that I've found) so you'll need to have them going into the level.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 09:49:37 PM
Secondly: The trick to this game is to memorize every trap, enemy, and attack pattern in the hour and a half or so game.  IT'S THAT EASY!

I disagree.  Rote memorization isn't required to beat the game.  It can certainly help, but it's not required at all.

The trick to the game is to take it slow.  If you try to rush though it you'll get your ass handed to you.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Crimm on April 19, 2009, 09:55:06 PM
If you stand around like a dope you'll have a zombie pop up under you.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 19, 2009, 10:02:12 PM
I didn't say stand around like a dope.  I said be cautious.  If you treat this game like SMB 3 you're in for a world of hurt.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Crimm on April 19, 2009, 10:24:33 PM
The most exciting way to play this game is balls out, literally and figuratively.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Mop it up on April 19, 2009, 10:55:34 PM
Crimm just settled my indecision. I'm not buying this. Maybe next time, peeps. :)
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Crimm on April 19, 2009, 11:13:45 PM
It really is a good game.  It's just harder than games that come out now.  Even if you don't beat the game, which is quite likely, it's still a lot of fun.

Angry, controller smashing, fun.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Mop it up on April 19, 2009, 11:15:32 PM
Must be a guy thing.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: gojira on April 20, 2009, 01:35:20 AM
Quite frankly, I've never found this game all that fun.  But I do own it so I decided to give the game another go for RetroActive.

And I'm just going to say, eff this game.  I'm glad there are people who enjoy this game, but it is really not for me. 

And eff the armor upgrades.  You think they'll let you get hit an extra time or something, but nope.  I had a gold suit and a shield and I lost it all in one hit. 

I have some of the same problems with the old Castlevania games, but something about the design make them more enjoyable. 
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Dasmos on April 20, 2009, 02:11:41 AM
You can get extra hit protection, after you get the Gold Armour you get shields and things.

Also everything vudu has said is spot on. Going to bust out my SNES tonight and give it a good ol' playthrough.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: gojira on April 20, 2009, 12:10:52 PM
The armor only upgrades your weapons.  The shield allows you an extra hit from a projectile, but not an enemy or an environmental hazard.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Mop it up on April 20, 2009, 07:06:36 PM
The armor only upgrades your weapons.
That's perfectly logical.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 21, 2009, 02:30:00 PM
I beat the first half of level 5 last night.  It was pretty tough.  My goal is to finish up the second half of 5 tonight.

Who else is playing this game?  I know Dasmos and I weren't the only ones who voted for this game.

Maxi, did you ever manage to beat level 1?  If not, where are you having trouble?
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Yoshidious on April 21, 2009, 02:51:27 PM
This game is a favourite of mine, the "let's go 'round again" ending notwithstanding. I've played through it a number of times recently on GBA (both through the original game and the "arranged" mode with new and harder levels), but I popped in my Super Famicom cart for the first time in a while this week.

One thing that is very noticeable to me having played the Supergrafx version of the arcade Ghouls 'n Ghosts recently is how much more deliberately paced the Super NES game is. The walking speed is considerably slower,  and the inability to shoot upwards (swapped for the double jump) means that patience and care are definitely needed at times, but then at other times you need to know when to take your opportunity and run into space when it's there.

The levels are also a lot more drawn out in Super GnG, with sections like the scrolling raft sequence or rotating towers being way way longer than the parts in the arcade GnG. For the most part these are imaginative and challenging enough to sustain their length nicely, but the final levels seem to be lacking a bit of inspiration--gone are the parallax scrolling and big set pieces (tidal waves, avalanches etc) of the early levels, and instead we have simple backgrounds and repeating bosses. A case of being a little too faithful to previous games in the series perhaps, but the rest of the game is still great while it lasts.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 21, 2009, 03:06:46 PM
One thing that is very noticeable to me having played the Supergrafx version of the arcade Ghouls 'n Ghosts recently ....

Any idea how the Supergrafx version compares to the Genesis port?  We don't have the Supergrafx version in the US, so if I wanted to play it I'd have to settle for presumably inferior the Genesis version.  Is it still worth playing?

EDIT:  I guess the first question I should ask is should I even bother playing Ghouls 'n Ghosts after playing Super GNG or is it simply not as good as its sequel?

I don't really have much interest in playing the original Ghosts 'n Goblins.  Forgive my saying so, but the hardware seems a bit too primitive for the game concept.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Yoshidious on April 21, 2009, 03:16:01 PM
Well, I haven't played the Genesis version, so I can't give you a first hand account of how they compare. With that said, from reading various impressions and watching videos, I thought that the Supergrafx version looked somewhat better, especially with respect to the animation on things like the bosses. There's also some extra detail in places, subtle stuff but definitely noticeable. The Genesis version still looks pretty close, and some people apparently prefer the music in that one (can't say as I prefer one over the other in that regard personally) so it may not be so bad to settle for that though.

One possibility to consider now is that the arcade version could come to VC Arcade, which is much more of a significant upgrade from the Supergrafx version than that is to the Genesis version, but even if that does happen I imagine we could be waiting a good while yet before it becomes available.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 21, 2009, 04:34:01 PM
Look what I found!  (Man, the Internet has everything these days ....)

Comparison: Ghouls n' Ghosts Genesis vs SuperGrafx (http://www.youtube.com/watch?v=fA4s5ft4suM)

Verdict:  Supergrafx version looks better.  Both play about the same.  Genesis version has unlimited continues; Supergrafx version has only 3 continues.

I'd probably have to go with Genesis version if both were available here--a good part of the reason why I'm not frustrated by dying in Super GNG is due to the almost unlimited continues the game gives you.  If I were limited to 3 continues I doubt I'd ever beat the game (or even see the better half of it).
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Yoshidious on April 21, 2009, 04:48:18 PM
You aren't actually limited to 3 continues in the Supergrafx version--before the game begins, if you enter the Konami code (weird I know given its an NEC port of a Capcom game) it gives you an extra credit like putting a coin the in the arcade machine, so you can have pretty much as many as you like. The Genesis version also has more checkpoints in levels as I understand it, which would make it a fair bit easier in that sense too.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 21, 2009, 04:58:26 PM
The Genesis version also has more checkpoints in levels as I understand it, which would make it a fair bit easier in that sense too.

According to the video I linked to if you died on the first boss in the Genesis version you'd restart immediately before him.  In the Supergrafx version you'd start at the halfway point (like in Super GNG).
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 21, 2009, 08:33:23 PM
Just beat the game.  And by "beat" I mean "got sent back to the beginning".

It's quite as soul-crushing because I knew it was going to happen.  Still, I can only imagine being a ten-year old boy who valiantly fought his way to the end, only to be sent back to the beginning unexpectedly.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: adadad on April 21, 2009, 08:56:21 PM
As ridiculously defensive this must sound, I didn't find repeating the game to be too bad. It was a huge shock of course but when I started again it was satisfyingly easy (OK, easier...). Anyway it definitely ensures that the player has mastered the double jump and then some! Bit like what the guys said on RFN about Super Metroid not making the most of it's final sequence, I'd argue that the final boss here is too easy and simple after such a hard, artificially doubled endeavour!!
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Dasmos on April 21, 2009, 11:21:52 PM
I like the daggers as the best overall weapon.  However, they all seem to have their purpose (except the damn fire bomb).

The lance is good if you need a weapon that shoots straight but hits a little harder than the dagger.  It's good if you have a lot of enemies that you need to jump to hit.

The ax is good if there are small enemies that are hard to hit (because it has a wide range of attack due to its loops).

Arrows are good if you have a lot of enemies that are much higher than you are.

The scythe isn't the best weapon if you're wearing normal armor, but if you have the magical armor it's pretty powerful.

The fire bomb is the only one that I find completely worthless.  It's hard to hit most enemies due to it's short range and awkward throwing arch.

The Daggers or Arrows are the only really useful ones as the fire the fastest and the upgraded arrows are homing. The other weapons are useable, but I'd only use them if I accidentally got a weapon from a enemy or back into a weapon I had jumped over or something. As vudu said the only completely unusable one is the fire-thing. There is honestly no situation where it has an advantage over another weapon.

Well I'm upto stage 4 I think, haven't played it for too long though.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 22, 2009, 02:25:42 PM
I have two complaints about Super Ghouls 'n Ghosts.

The first is that the bosses are pretty forgettable.  After playing some great Treasure games lately, these guys just don't stand up.  In fact, I can't even remember what the boss of the second level looks like and I just beat him a week ago.  They're not flashy.  They're not especially difficult.  They're just ... there.

The second complaint is that from level 4 until the end of the game you need to use the arrows.  It's not just that the arrows are the best weapon to use--the other weapons will actually hurt your chances of progressing.  There were a few times when I accidentally picked up another weapon and I wasted several lives until I got the arrows back; I just couldn't progress through the game without the arrows.  Most of these levels involve climbing and/or enemies flying above you; if you don't have the arrows you're going to find it incredibly difficult to hit them.  The last two bosses (not counting the final boss that I haven't fought yet) are invulnerable everywhere except their head.  Fighting them with any other weapon would be pretty difficult.  I really wish a little more thought went into weapon balance.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Dasmos on April 22, 2009, 09:31:19 PM
I disagree, I basically use nothing but the daggers. I mean I can see the use of the arrows, but I personally don't use them at all.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 22, 2009, 10:46:47 PM
So I've started my second way through the game.  I'm up to level 3 and finally got the bracelet.  Due to its limited range, it kinda sucks.  Do I have to keep it until the end of the game, or can I get another weapon and then just grab the bracelet on the last level?  Speaking of which, what happens if I get to the end of the game and I don't have the bracelet--does it send me all the way back to the beginning again?
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: adadad on April 23, 2009, 07:30:00 PM
So I've started my second way through the game.  I'm up to level 3 and finally got the bracelet.  Due to its limited range, it kinda sucks.  Do I have to keep it until the end of the game, or can I get another weapon and then just grab the bracelet on the last level?  Speaking of which, what happens if I get to the end of the game and I don't have the bracelet--does it send me all the way back to the beginning again?

You can change weapon and it's not a problem, you only have to have it at the end of the last level. If you do for some reason beat the boss with a different weapon it'll send you back, but only one level. So the last level with all the annoying flying, swooping orange guys.

I'd recommend forgetting about the bracelet until the final level and then if you can get good at the level it should be relatively easy after a bit of practice to get the bracelet and get to the boss. You just have to make sure you explore fully in order to get all of the treasure chests in the correct order (it's a simple linear order so this isn't usually a problem). I'll give you some help now by telling you that there are 5 chests, the first one is useless as it is always a weapon and the subsequent four give the armour upgrades etc and finally the bracelet on the last one. After you get the bracelet it is worth trying to keep the magic armour for the bosses as the weapon is more powerful with it (difficult to see the difference as the attack looks almost the same). As you can probably imagine already, the laser firing, fire breathing last but one bosses are a bitch with the bracelet - as you said earlier the arrows are very useful for them as you don't have to get in harm's way to attack.

Hope this helps!
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Jonnyboy117 on April 25, 2009, 10:44:44 AM
Could someone please tell me how to survive the tidal wave in the first level?

And boy do I hate the jumping controls in this game.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 25, 2009, 10:49:26 AM
You need to be on the tall pillars when the wave hits.

The jumping takes some getting used to.  Keep in mind you don't have to wait until you're at the top of your first jump to perform a double jump.  If you need to cross a gap that's just out of reach jump and then jump immediately afterward--you'll travel farther than you would with only a single jump and you won't overshoot your target.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Yoshidious on April 25, 2009, 02:51:45 PM
You need to be on the tall pillars when the wave hits.

I believe you also have to be crouching when the wave hits--think of it as Capcom's version of the "duck and cover" method for surviving a nuclear blast.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 25, 2009, 02:52:49 PM
You're certainly free to duck, but you don't have to.  (I didn't.)
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Jonnyboy117 on April 25, 2009, 07:07:32 PM
You need to be on the tall pillars when the wave hits.

Thanks.

Quote
The jumping takes some getting used to.  Keep in mind you don't have to wait until you're at the top of your first jump to perform a double jump.

I don't think you understand -- I know how the jumping works.  I can do it.  I just hate it.  I hate that you cannot change direction, ever, in mid-air.  Super Mario Bros. pioneered mid-air controls in the mid-80s, and it basically made platformers playable.  That Super Ghouls 'n Ghosts does not take advantage of this advancement, even by the early 90s, is an unacceptable controls faux pas for me.  It makes the game beyond frustrating, even before you account for the enemies that spawn in thin air immediately in front of you.

Is there any material difference among the difficulty settings?  I couldn't identify anything when I dropped it from Normal to Easy, except maybe more continues.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 25, 2009, 09:06:08 PM
I hate that you cannot change direction, ever, in mid-air.  Super Mario Bros. pioneered mid-air controls in the mid-80s, and it basically made platformers playable.  That Super Ghouls 'n Ghosts does not take advantage of this advancement, even by the early 90s, is an unacceptable controls faux pas for me.

From the NWR VC Mondays review: (http://www.nintendoworldreport.com/vcArt.cfm?artid=13047)

Quote
The restrictive jumping system actually takes a lot of the blame off the game if you die, since you need to be aware where you'll land when you hit the jump button.

Long live Windy.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Jonnyboy117 on April 26, 2009, 01:30:31 AM
I'm not surprised Windy likes this game.  I strongly disagree with both of you that the restrictive jumping makes the game better or somehow imbues it with a special kind of player accountability, especially when enemies frequently appear in your trajectory after you hit the jump button.  (This is particularly common after the second jump, when you are fully committed.)

This discussion reminds me of how Resident Evil fans used to claim that its poor controls and awkward camera angles made it a better game.  Then RE4 fixed those flaws, and the series reached new heights of greatness.  I can certainly see a lot of promising elements in SGnG, most of which were also in Ghosts 'n Goblins too.  But this series could never become anything I would consider great or even fun with such awful controls.

There are two things I like about SGnG: the music and the spin-offs.  Gargoyle's Quest, Demon's Crest, and Maximo are all far better games.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: BeautifulShy on April 26, 2009, 04:10:29 AM
Jonny first of all every videogame you have to take accountability for all of your actions in games. You mess up in your decision making abilities you are going to pay for it. Weather it is not judging the distance of a jump in Megaman or Alerting your self to some guards in a stealth game.

Second of all I don't think anybody said that RE old controls made them better games.


Finally just take your time through the levels. Analyze the problems and deal with them then move on.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 26, 2009, 10:28:41 AM
I strongly disagree with both of you that the restrictive jumping makes the game better or somehow imbues it with a special kind of player accountability, especially when enemies frequently appear in your trajectory after you hit the jump button. 

I'm not arguing that the restrictive jumping makes the game better.  I'm arguing that it was a choice the developers made and it works within the confines of the game and level design.  The jumping system wouldn't work in Super Mario Bros because the levels aren't built around it.  But Super Ghouls 'n Ghosts was designed around the jumping system.  There are very few platform sections in the game, and the ones that are there generally have few (or no) enemies.

Have you tried using the arrows?  They're weak, but because of the angle they fire at, you don't need to jump to hit airborne enemies.  Might make things a bit easier.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: adadad on April 26, 2009, 08:31:46 PM
I'm not surprised Windy likes this game.  I strongly disagree with both of you that the restrictive jumping makes the game better or somehow imbues it with a special kind of player accountability, especially when enemies frequently appear in your trajectory after you hit the jump button.  (This is particularly common after the second jump, when you are fully committed.)

This discussion reminds me of how Resident Evil fans used to claim that its poor controls and awkward camera angles made it a better game.  Then RE4 fixed those flaws, and the series reached new heights of greatness.  I can certainly see a lot of promising elements in SGnG, most of which were also in Ghosts 'n Goblins too.  But this series could never become anything I would consider great or even fun with such awful controls.

I don't quite understand your take on it Johnny, firstly why would you go around jumping all the time directly into enemies? Sure you have to jump up their height sometimes to attack them and you have to be careful about it but that's it. I think the game is designed well enough that this never becomes an issue so I'd be interested to know what is giving you difficulties. The only part of the game where I could ever consider your comment to be slightly true (I say slightly because I never had any particular difficulties so it's hard for me to relate) is in the second half of the first level with those pink things that start small and then swell up.

Secondly I find the jumping controls to be a bit of a breath of fresh air. It's nice and simple with some mastery to it and once you know how the system works then you know that every jump is the same distance, there is no question of how far the player can jump and as a result the platforming sections are a lot more fun than games that require tricky pixel perfect platforming. It's just a change in emphasis and I don't think it's fair to equate this with tank controls. There's no worrying about Arthur's momentum to make a jump and it's rare that you're required to ever push the limits of how far you can jump platform to platform if you see what I mean. I find it a relaxing turn of pace from something like Super Mario Bros. Actually let's just say I found SGnG a hell of a lot less frustrating than SMB and especially the Lost Levels (you think SGnG is hard compared to this mofo?!), not because of the difficulty but because there's a pure platformer and there's SGnG, and for the most part I prefer the Ghouls and Ghosts style - it's an entirely different sort of game.

Ok that's that done and dusted. No offence Johnny.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 26, 2009, 10:01:25 PM
The only part of the game where I could ever consider your comment to be slightly true (I say slightly because I never had any particular difficulties so it's hard for me to relate) is in the second half of the first level with those pink things that start small and then swell up.

I think the last part of the 7th level requires some pretty tricky jumping (in fact, it's really the only tricking jumping part of the whole game).  First you run against two of the bird heads that shoot fire balls, which--if you get unlucky--can trap you quite easily.  Immediately after that, the section with the ghosts can be difficult to get past because they spawn from all directions.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: adadad on April 27, 2009, 12:45:15 PM
The only part of the game where I could ever consider your comment to be slightly true (I say slightly because I never had any particular difficulties so it's hard for me to relate) is in the second half of the first level with those pink things that start small and then swell up.

I think the last part of the 7th level requires some pretty tricky jumping (in fact, it's really the only tricking jumping part of the whole game).  First you run against two of the bird heads that shoot fire balls, which--if you get unlucky--can trap you quite easily.  Immediately after that, the section with the ghosts can be difficult to get past because they spawn from all directions.

Ok I will concede on these points, but if you're playing the 7th level with the bracelet then those bird heads are easy - with the magic armour your attack destroys their fireballs. Ghosts were occasionally a problem, I guess the trick is just to run as fast as you can, but they're extremely predictable, because there's the swirl of mist to indicate where one will appear, and if I remember rightly, once the ghost has started on its trajectory it stays on it then in a straight line.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: vudu on April 27, 2009, 01:26:05 PM
I guess my problem is I don't have the bracelet until I get the fifth chest in level 5, which is in the middle of the ghost part.

I simply CANNOT beat the red gargoyle (on a regular basis) with anything other than the arrows.  He jumps up in the air and avoids my shot every damn time.  I'm not sure if I'm doing something wrong or if I'm just extremely unlucky.  (Probably the first one.)  So when I lose the to boss of level 7 (which I do--a lot) I have to reacquire the arrows, which is just annoying because sometimes it will take a dozen tries before it finally appears.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Jonnyboy117 on April 27, 2009, 05:32:20 PM
I don't quite understand your take on it Johnny, firstly why would you go around jumping all the time directly into enemies?

...is that a serious question?

Quote
The only part of the game where I could ever consider your comment to be slightly true (I say slightly because I never had any particular difficulties so it's hard for me to relate) is in the second half of the first level with those pink things that start small and then swell up.

That is exactly what I was referring to.  You must realize that my entire concept of SGnG is limited to what happens in the first level.  I had never even seen the second level until this past weekend, when I forced myself through several continues until finally beating the first boss (thanks to the green armor).  So now I've seen a bit of the second level as well, though I doubt I'll ever finish it.  I tried it several times until finally quitting in fury from trying to climb the ladder at the base of a ship as the deadly water climbed up and a flying pink blob attacked me as I hung helplessly to the ladder, unable to attack it and unable to jump to safety (because of the water).
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: adadad on April 28, 2009, 07:40:34 AM
That is exactly what I was referring to.  You must realize that my entire concept of SGnG is limited to what happens in the first level.  I had never even seen the second level until this past weekend, when I forced myself through several continues until finally beating the first boss (thanks to the green armor).  So now I've seen a bit of the second level as well, though I doubt I'll ever finish it.  I tried it several times until finally quitting in fury from trying to climb the ladder at the base of a ship as the deadly water climbed up and a flying pink blob attacked me as I hung helplessly to the ladder, unable to attack it and unable to jump to safety (because of the water).

Maybe you could try watching some videos on youtube to help get through the second level? There're a lot of useful playthrough videos.

I guess my problem is I don't have the bracelet until I get the fifth chest in level 5, which is in the middle of the ghost part.

I simply CANNOT beat the red gargoyle (on a regular basis) with anything other than the arrows.  He jumps up in the air and avoids my shot every damn time.  I'm not sure if I'm doing something wrong or if I'm just extremely unlucky.  (Probably the first one.)  So when I lose the to boss of level 7 (which I do--a lot) I have to reacquire the arrows, which is just annoying because sometimes it will take a dozen tries before it finally appears.

I take it you mean level 7 here? Yeah you know I can see your problem, I had no idea but apparently the NTSC version of the game is harder, I'm watching this video (http://www.youtube.com/watch?v=hDkKUbFNL0E) of a PAL run through on the hardest difficulty setting and there is no flying gargoyle. My suggestion would be to get the knives and then as soon as you get the special armour the special magic dragon attack should be able to take down the gargoyle relatively easily (you can see it being done in this video but you wouldn't start with the magic armour obviously - it would come from the chest right just as you encounter the gargoyle: http://www.youtube.com/watch?v=ZNldb7b0P0s). At least if you take this into consideration you wouldn't have to restart so many times waiting for the arrows alone? I feel bad for you though because that must be a real pain in the arse. I hope Greg is playing on the Japanese VC so he gets the true masochistic experience. It's possible some of the other weapon's magic attacks might be of use too.

Edit: Holy ****, search 'SG'nG Torch Run', talk about brutal.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: Dasmos on April 28, 2009, 10:11:11 AM
Yeah the Red Gargoyle's are the most annoying thing about this game as they are completely random, take a bit of damage to kill and are always that tiniest bit out of reach of weapons. I went through the entire spiral castle level without killing that one at the end of the lava level, he just kept following me and I had to keep moving to avoid his attack because he was out of reach of my weapons (I basically exclusively use the daggers). It's hard trying to keep moving especially when have those things that drop from the sky, he didn't disappear until I reached the boss battle.
Title: Re: Super Ghouls 'n Ghosts (RetroActive #5 Discussion)
Post by: NWR_Neal on May 03, 2009, 07:22:00 PM
Check out the most recent podcast (144) for my initial thoughts after about a day or two of playing it, but I sat down with my friend who triumphed through it a while back and got to the fifth stage with him. It's a brutal game, but there's something undeniably fun about it.

Although I agree with Jonny, the jumping fucking sucks. Sometimes the controls are a little bit of an issue, but for the most part it's a fun exercise in frustration.