Capcom's inaugural game for the Ghosts 'n Goblins franchise, starring Sir Arthur as he battles demons in his underwear! The series is known for its insane difficulty requiring precise jumps, very mobile enemies attacking a less than mobile player character, and a bottomless supply of thrown weaponry, and the first is no slouch.
The original arcade version is less well known than the awful NES port, but is substantially better. From smoother animation to controls that aren't so stiff and unresponsive, I'm amazed this isn't more popular.
Several traditions were started here. Not only being real hard to complete, but also red demons being the single most annoying thing in the game, a variety of weapons being staples, and requiring a special weapon before being able to fight the final boss. Later games would force you to run through the game twice to do so, but this game lets you waltz on in on the first cycle; however, you'll get the bad ending and be forced to go through it again to obtain the good ending. I went with the bad ending because running through the game twice would've been boring.
  • Version: World? set 1
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • Bad end!
Tricks (note that A is jump, B is attack, and _ is no input)
  • Ladder snapping: A common video game thing. If you hold up as you approach a ladder, Arthur will snap forward several pixels. You can do the same with ladders going down, but it's not as fast as going up since you have to climb back up.
  • Rapid Firing: Ordinarily, the player can only fire once every ten frames. However, there are a few ways to speed this up considerably.
    • Jump-land-jump. Make a jump, and as you're about to land, go B,_,AB,_,B, adding directions for the jump as needed. Best way to get a volley of attacks out while still maintaining forward momentum.
    • Attack interrupt: When standing, input will look like B,>,>,B,>,>,B. Less forward momentum, but greater flexibility. If what you need to attack is below normal level, go v>,v>B,^>,^>,v>,v>B,^>,^>,v>,v>B. Unfortunately there does not seem to be a way to increase firing rate mid air.
Note that jumping is slower in this game than walking, unlike later entries in the series.
Level 1
  • 1-1: The game opens up with Arthur and a princess doing... something in a graveyard. Before long, though, a hideous demon appears from nowhere and snatches her up, thus starting the quest. Nothing too spectacular here, just smash zombies and jump gravestones. You can catch a glimpse of rapid firing here; using it to fire off one shot is sometimes faster than jump attacking. Also mess around a bit on the moving platform here.
  • 1-2: Got rather lucky here. I had to take out a ghost and a plant in one jump, and had maybe two frames to pull it off.
  • 1-Boss: Just approach with a volley of lances and kill him as he hits the ground.
Level 2
  • 2-1: While jumping is slower thanks to warm up, cool down, and some slower speeds, Arthur does accelerate brief at the peak of the jump. I need to take this into account a few times in the run, starting here.
  • 2-2: The house, filled with ogres that look like they are pooping on you. Snag ladders to go through. The crow I damage boost off of could not have timed his appearance there any better.
  • 2-3: Board the platforms! Nail some red crows to reduce lag.
  • 2-Boss: Two cyclopes! Jump with a volley aimed at the first one. He'll jump over you. Make a few potshots more, then focus your attention at the second. While the second is airborne, fire a volley at the first, then kill both almost at the same time.
Level 3
  • 3-1: The stalagmite monsters were very helpful here. They opened up so I could attack them with little slowing down, and no need to get hit during the entire level.
  • 3-2: Demons, demons everywhere! I had to take some potshots at a few to manipulate their movements and keep them out of the way.
  • 3-Boss: The dragon, one of the more annoying bosses in the game. His head starts low, so I have to do some rapid fire ducking shots. However, I had to space my shots out a bit since if I attacked too fast, some of the lances would hit his body instead.
Level 4
  • 4-1: Here I screw with some weird collision physics relating to the platforms. Probably one of my best bits of wasting time.
  • 4-2: I spend some time bumping off some imps here to get the shield, needed to face the final boss. I lose some time picking it up here, but nowhere near as much as trying to snag it from the later levels. Unfortunately caused an imp to appear at my feet that I had to jump.
  • 4-Boss: Another dragon. This time I'm forced to get closer due to the shield's limited range, but rapid firing makes short work of him.
Level 5
  • 5-1: Arthur starts this level a little above the ground. However, right at the start the game will think he's on solid ground, so I jump to eliminate the need to fall straight down. There were a few routes I could have taken depending on where I damage boost. The one I picked was faster by a small margin. The shield starts to become a real problem here as it can't really hit the skeletons reliably.
  • 5-Boss: Hey, it's the demon from the opening! The single most annoying boss in the game. Very quick, mobile, random, given to periods of invulnerability, and takes ten hits to take down. Limited manipulation.
Level 6
  • 6-1: The opening here shows just how inconvenient the shield is at taking out skeletons quickly. Right after that, two cyclopes again! Except I can just damage boost and ignore them. Then another dragon, but I ignore him.
  • 6-2: A small gauntlet of ogres, skeletons, and red demons. The game was kind enough to provide a spare armor, so I could damage boost again.
  • 6-Boss: The most annoying boss in the game, and now there's two! Very impressive looking whatwith their flying all over the place plus the activity below the arena.
Level 7
  • 7-Boss: A boss monster staple is introduced. Here he's the grand finale, but elsewhere he's usually a higher mook. To me, he's very iconic. Considering all the crap you have to go through to get here, this guy is insultingly easy. Slow, limited range attack used only occasionally... His vulnerable spot is the face on his belly, so you're supposed to jump and attack. However, I let him stomp on my so I can rapid fire it from between his legs. That's right, the fastest method to take care of this guy is rapid shield bashing to the crotch. Commence bad ending!
Thank you for watching!

feos: HD encode.
Mukki: Judging...
Mukki: This is clearly a great run and the audience seems to agree, however, the obvious controversy is whether or not this should obsolete the NES run or be published alongside it. We have had a similar problem with this series before as it was decided that the Genesis and Arcade versions of Ghouls 'n Ghosts would co-exist. However, adelikat stated clearly that it was not intended to set a precedent and that an obsoletion of the Genesis version could be added later. In other words, no decision was made on the point of cross-platform obsoletion, perhaps due to lack of feedback in the thread, or perhaps 2009 was the wrong time to make such a decision, when so many of our newer emulators were still young. In accordance with adelikat's wishes I will not consider the Ghouls 'n Ghosts example as persuasive in reaching a decision on this submission.
In my decision for submission #3271, after establishing the publishable quality of both runs, I asked myself two questions: whether there were sufficient differences in the substance of each run to warrant seperate publications; and which version should be prefered if this was not the case.
There are some differences in gameplay substance between these two runs. The arcade version allows for rapid fire, allowing the bosses to be defeated faster. This, coupled with use of the lance in earlier levels, allowed for some very fast fighting indeed. In the second level the bird used for damage boosting through the building appears on a lower floor than the NES version (and so is faster). Enemy placement in the arcade version also allowed for better damage boosting in levels 5 and 6. It also appears that Arthur runs slightly faster in the Arcade version (though it is difficult to tell between different platforms).
With this in mind perhaps I should clarify what I mean by a sufficient difference. We will not publish two similar TASes of the same game and, regardless of the differences that I outlined above, the NES title is the same game as the Arcade title (as would have been the developers' intention). We will, however, publish TASes of the same game that are very different (we have countless examples of this on the site e.g, Glitched v. Any% v. 100%). There will, of course, be some differences between versions of a game and in some cases these differences will appear to the viewer as if watching a faster (or slower) version of the same run, whereas a sufficient difference will make the viewer feel as if they are watching a different TAS entirely. Examples of the latter may be a unique glitch, exploit or goal that completely changes how the game is played, or the route and management decisions that the player makes, in a visible and meaningful way (perhaps in a similar way to how we distinguish between Glitched and Any% runs, or how we distinguished between Super Metroid In-game vs. Real Time). Sometimes hardware limitations may make the game very different, despite similar goals (Example). The gameplay differences between the NES and Arcade versions of Ghosts n' Goblins do not fall into the above categories as subtle differences in speed and enemy placement are relatively minor. As a viewer I felt as though I was watching a faster version of the same run, as opposed to a different TAS altogether. For these reasons, I don't believe that these runs are sufficiently different to warrant separate publiscations.
The second question is comparatively simple; which version is to be preferred? I doubt that anyone would argue with the fact that the Arcade version is a superior version in every concievable way. The sound is cleaner and graphically there is no contest. The gameplay differences outlined above also make this version faster and far more entertaining from a TAS perspective. Perhaps the only thing that the NES version has in its favour is that more people are familiar with it, however, this has nothing to do with the ports or TASes themselves and TASvideos, with the importance that it places upon aesthetics, should not distinguish between games and runs on this basis. Therefore, it is clear that the Arcade version of Ghosts 'n Goblins is to be preferred.
Accepting as an obsoletion of the currently published NES run.
sgrunt: Going ahead dauntlessly and making rapid progress.


TASVideoAgent
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This topic is for the purpose of discussing #3421: Ferret_Warlord's Arcade Ghosts 'n Goblins in 06:27.17
Player (85)
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I'm excited! EDIT: Just watched the run, and it was great! The arcade version is the one I was most familiar with, and watching this brought back some memories...Not all of them good. This game is really hard, and I enjoyed watching it get thrashed. Yes vote!
creaothceann
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Encode, please?
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Great, will watch immediately :)
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The character dies at the last boss and restarts there and dies again several times after the movie ends. Desync?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Indeed. Can you give me some more specifics about what happened? Namely, can you tell me what happens to address $0FF6 at the time of death?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Now it suddenly works okay. Encoding HD.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I haven't logged in in a long time but I've been lurking around still. I liked this video a lot, it's so much better than the NES version. I'd even like to see the game run through twice, to get the proper ending. It was well done and short enough that it wouldn't be that boring, and there are slight differences between the first and second playthrough. Same goes for the other GNG runs. Thanks for the encode feos.
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I see no problem with creating a savestate from the submitted movie and beating the second quest from this savestate.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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As a big UMVC3 fan seeing Firebrand in his original incarnation is pretty surreal. Solid run, Make Rapid Progres!
What's a man like me supposed to do with all this extra savoir-faire?
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That boss encounter on stage 6 was incredibly impressive. As a person who spent many many hours on this game during my childhood, I can tell you that killing this boss with armor undisturbed from the gargoyles was damn near impossible. The way you disposed of them truely gave it that TAS feeling. Anyone who has experience with this game can vouch for that. Bravo!
mklip2001
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First off, thank you very much, feos, for the encode! It looks quite good, and I wouldn't have been able to watch the run without it. This was a fun run. Most of the graphics are more humorous than the NES counterparts (probably because of the better graphics quality), such as Arthur's goofy running stride and the awkward shuffle of the Red Arreemers. I also like how Arthur seems less gangly in this version when he loses his armor. On a technical level, this looks quite good. It's cool to see all the damage shortcuts, such as in Level 6. The level 6 boss fight looks the least optimal but also the most impressive. I vote Yes for this to be published. I can't quite decide, though, if I want this to be published alongside the NES run or obsoleting it. I was in favor of having Arcade obsolete Genesis for Ghouls and Ghosts, but the gameplay was much more similar between those two games. Here, the rapid-fire tricks make this a different enough run, I think, from the NES counterpart.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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This is very good and I have no doubts, this is a clear yes vote even as it is. However, I agree that this isn't the "real" ending and I would really like to see the second playthrough, either as a separate movie or even within this same one, the game is short and enjoyable enough.
ALAKTORN
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am I the only one with his ears bleeding? I don’t remember the game was supposed to sound like this… anyway, the run was great except for a few things in boss fights which didn’t look optimal, but what do I know not sure how a 2nd playthrough would look but the current way it ends doesn’t feel much like an ending… voting yes anyway
Personman
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This is very nice! At first I thought the ladder-blinks might be encoding artifacts ^_^ I wish some of the moving platforms play-around section had been sync'd to the music though! It was okay, but it felt like you just did each thing once, rather than having a cool plan.
A warb degombs the brangy. Your gitch zanks and leils the warb.
nesrocks
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This movie gave me emotions. I would happily watch it twice, and I loved the play arounds during wait times. yes vote anyway.
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In level one, is it at all possible to use the Red Arremer to damage-boost onto the moving platform in the water, so you can get on to it without waiting for it to return? It seems unlikely but maybe not impossible, and I can't run fba here.
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plusminus wrote:
In level one, is it at all possible to use the Red Arremer to damage-boost onto the moving platform in the water, so you can get on to it without waiting for it to return? It seems unlikely but maybe not impossible, and I can't run fba here.
I tried. I tried and I tried and I tried and I tried. But no luck.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Ferret Warlord wrote:
plusminus wrote:
In level one, is it at all possible to use the Red Arremer to damage-boost onto the moving platform in the water, so you can get on to it without waiting for it to return? It seems unlikely but maybe not impossible, and I can't run fba here.
I tried. I tried and I tried and I tried and I tried. But no luck.
Sorry for bringing up those memories! I was pretty sure you would have thought of it but it looks almost possible.
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I saw this arcade game live in the 80's. I don't remember if I ever played it myself, but I watched it being played. The memories...
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I played it as a kid. I remember thinking the torch was awesome. You were throwing fire! The run looked good. Nice work, FerretWarlord!
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Hmm...the Syobon Action/Cat Mario castle music sounds like this game's level music. I guess Syobon Action got the castle music from this game? I liked this run; yes vote. Though, I don't know if this version should obsolete the NES version's run. What's the precedent on obsoleting an NES run with the original Arcade version of the game? If an arcade run was made of Donkey Kong and was somehow faster, would it obsolete the NES run?
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Man that audio is annoying, the music is good as demonstrated in Super Ghosts & Goblins on SNES though.
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notBowen wrote:
As a big UMVC3 fan seeing Firebrand in his original incarnation is pretty surreal. Solid run, Make Rapid Progres!
He actually dances as hilariously in this game as in UMvC3. As for the game, holy hot damn at that engrish! Awesome stuff. As for the run, yeah I can dig this. Voting yes.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1957] Arcade Ghosts 'n Goblins by Ferret_Warlord in 06:27.17