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Osimov (Unknown) 23rd Mar 2013 10:03
"More fun than the NES/Gameboy Color version"
This is the first C64-game that I really loved. I played it over and over and it was really fun back in 1986. For the C64 it has a really colourful and fancilful graphics with very smooth scrolling. And the music is awesome and pulls everything out of the C64's SID-Chip. It is one of the best soundtracks ever created for the C64. It sounds so spooky that the music alone makes you think of ghostly creatures and zombies. Whee.
I have also played the Gameboy Color Version of the game. There are a few differences: The GBC Version is more like the original arcade game, which has 6 levels (Actually there are 7 but the 7th level is only reserved for the boss). The C64 Version only has 4 of them. This might be due to the fact, that the publisher, Elite-Systems, wanted the game to fully fit into the C64's RAM Memory without loading from cassette or floppy disk.
The levels of the GBC version consist of: 1.) A Graveyard, 2.) Abandoned Town, 3.) Cave with Stalactites (or Stalagmites?), 4.) Clouds in the sky and a fiery bridge 5.) Cave with bricks and ladders to go upwards, 6.) More of that Bricks and Ladders, 7.) The Boss room.
The C64 version has in contrast: 1.) A Graveyard, 2.) Abandoned Town, 3.) Clouds in the sky and a fiery bridge, 4.) Cave with stalactites (respectively stalagmites).
I personally think this is not a negative aspect because the last two levels in the GBC version are ridiculous hard and both look almost the same with bricks and ladders where you have to climb to the top with a lot of enemies with unpredictable movement patterns and where you get hit every 3 seconds and lose a life. I would even say, that it is an improvement that these unfair levels are omitted.
The difficulty of this C64 version is of course challenging but it is not as nearly as hard as the GBC game. Like said before, the two most frustrating levels from the Gameboy Version are left out. And most important of all: You only have to play ONCE trough the game and not TWICE to rescue the princess. I think this is really an improvement and it is in my opinion one of the dumbest ideas in history of video games, that you have to play through a whole game TWICE to complete it. Without saving your game data.
Although the game on the "64er" is not a perfect arcade conversion, I find it very well done. It is compact programmed to fit into the C64's memory but anyway it has very good graphics and the music is outstanding. And what is the most important for me: It has a more pleasing degree of difficulty and that makes it better and more enjoyable than the NES/GBC version. It is still hard enough but with practise you have at least a chance to play through.
I rate it 9 out of 10 because it's in my opinion the best conversion of this old classic.
Reviewer's Score: 9/10 | Originally Posted: 10/10/08
Game Release: Ghosts 'n Goblins (EU, 1986)
(Anonymous) (C64 Review) 19th Apr 2012 07:43
In 1986 the rather popular machine Ghosts N Goblins appeared in the amusement arcades. In this game you controlled the knight Sir Arthur through seven sideways scrolling levels, which needed to be crossed by jumping and throwing weapons. The seven levels have the following topics:
Level 1 : Graveyard / woods
Level 2 : Ice towers / ghost town
Level 3 : Cave
Level 4 : Cave / fire bridge
Level 5 - 6 : The castle of Lucifer
Level 7 : Throne room
In the same year the game was converted for the C64 by the company Elite, whereby Chris Butler was reponsible for the conversion. From the seven levels of the original only four are left on the C64 version, which is connected to the fact, that Elite - which had given the job for the conversion to Chris Butler - insisted on the precondition, that the game should be completely in the memory without having to reload from a media.
So the first four levels of the arcade model were converted into the C64 version, in which the order of the third an fourth level was changed, as the cave was more adequate as a final level than the fire bridge, which was number four in the original.
Chris Butler had the C64 well under control, which has been proofed by later games of him. The graphics is even today nice to look at and concerning the gameplay there is no weak spot to be found. The music was done by Mark Cooksey, who probably wrote one of the most popular pieces of music for the C64. The music is technically really great and brilliantly emphasises the game.
Not for nothing is Ghosts 'N Goblins up till today one of the most popular C64 games.
Three years later the successor "Ghouls 'N Ghosts" was converted for the C64, which unfortunately could not reach the great forerunner, although the machine version itself widely outranged the original.
(Anonymous) (C64 Review) 19th Apr 2012 07:40
"More fun than the NES/Gameboy Color version"
This is the first C64-game that I really loved. I played it over and over and it was really fun back in 1986. For the C64 it has a really colourful and fancilful graphics with very smooth scrolling. And the music is awesome and pulls everything out of the C64's SID-Chip. It is one of the best soundtracks ever created for the C64. It sounds so spooky that the music alone makes you think of ghostly creatures and zombies. Whee.
I have also played the Gameboy Color Version of the game. There are a few differences: The GBC Version is more like the original arcade game, which has 6 levels (Actually there are 7 but the 7th level is only reserved for the boss). The C64 Version only has 4 of them. This might be due to the fact, that the publisher, Elite-Systems, wanted the game to fully fit into the C64's RAM Memory without loading from cassette or floppy disk.
The levels of the GBC version consist of: 1.) A Graveyard, 2.) Abandoned Town, 3.) Cave with Stalactites (or Stalagmites?), 4.) Clouds in the sky and a fiery bridge 5.) Cave with bricks and ladders to go upwards, 6.) More of that Bricks and Ladders, 7.) The Boss room.
The C64 version has in contrast: 1.) A Graveyard, 2.) Abandoned Town, 3.) Clouds in the sky and a fiery bridge, 4.) Cave with stalactites (respectively stalagmites).
I personally think this is not a negative aspect because the last two levels in the GBC version are ridiculous hard and both look almost the same with bricks and ladders where you have to climb to the top with a lot of enemies with unpredictable movement patterns and where you get hit every 3 seconds and lose a life. I would even say, that it is an improvement that these unfair levels are omitted.
The difficulty of this C64 version is of course challenging but it is not as nearly as hard as the GBC game. Like said before, the two most frustrating levels from the Gameboy Version are left out. And most important of all: You only have to play ONCE trough the game and not TWICE to rescue the princess. I think this is really an improvement and it is in my opinion one of the dumbest ideas in history of video games, that you have to play through a whole game TWICE to complete it. Without saving your game data.
Although the game on the "64er" is not a perfect arcade conversion, I find it very well done. It is compact programmed to fit into the C64's memory but anyway it has very good graphics and the music is outstanding. And what is the most important for me: It has a more pleasing degree of difficulty and that makes it better and more enjoyable than the NES/GBC version. It is still hard enough but with practise you have at least a chance to play through.
I rate it 9 out of 10 because it's in my opinion the best conversion of this old classic.
Reviewer's Score: 9/10, Originally Posted: 10/10/08
Game Release: Ghosts 'n Goblins (EU, 1986)
(Anonymous) (Zzap! 64) 14th Dec 2008 08:27
At last, Elite have released a decent arcade conversion on the 64, in fact the best to date. Chris Butler has made a marvellous job of converting the game just think what he could have done with Commando if he had been given more time. Mark Cooksey's music and FX are also superb -- very atmospheric which surprised me somewhat since his Bomb Jack music was poor to say the least. Anyway, I love (Ghosts 'n' Goblins, it's brilliant I've played it and played it, and completed it and completed it, and I still play it.
It was a cold, harsh and miserable night in the middle of Winter I (ah! cold, harsh and miserable it was!), and Mr Knight was sitting in his cosy semi-detached hut, enjoying the company of his prospective spouse, Ms Damsel. There they were, talking about the weather (cold, harsh, miserable), when suddenly, in burst Mr Demon, a fat, red Demon King with an acne problem. With a look of abject lust in his eyes, he whisked away the frail form of the distressed Ms Damsel into the night, without so much as a by your leave.
THE GRAVEYARD Several gravestones to Jump and zombies to kill. Watch out for the ravens and carnivorous plants, and the demon at the end.
THE FOREST A couple of small pools to jump, and many ghostly knights and monks to kill. Beware the fat ogre!
THE ICE PALACE A devious arrangement of platforms to negotiate, and umpteen faeries to kill or avoid. There's also a carnivorous plant to contend with.
THE GHOST TOWN Lots of ladders, platforms, Bomb Jacks. fat ghouls, and ravens. And then there's a fat ogre. ..
THE CAVERNS Two sets of moving platforms to negotiate.
THE BRIDGE A dilapidated bridge runs over a flaming pit. Flames and asbestos faeries shoot up along the way. At the end of the bridge there is a fat ogre.
THE SUBTERRANEAN PASSAGES More ladders and platforms, zombies, bats, spitting statues, ghostly monks and demons galore.
THE DEMON KING'S CASTLE The final frontier... One demon and a rather large 'Chinese Dragon' to kill.
I've been waiting for this since I saw the Spectrum version, and the wait has been worth it. Ghosts 'n' Goblins is a brilliant translation of the arcade game, and well worth a tenner: The sound complements the game perfectly and it grows on you the more you listen to it. Ghosts 'n' Goblins is very playable and addictive, I've ended up playing it all day. After the disappointing Bomb Jack, the people at Elite seem to have got the right Commodore mixture. Ghosts 'n' Goblins is one of the best arcade Commodore conversions of this year One to break the summer blues, if you miss it you'll regret it.
Dastard!', proclaimed Mr Knight, and off he strode after Mr Demon, determined to reclaim his property (bit of a chauvinist is Mr Knight). But, he soon found that the path to true love is a long one, and fraught with ghosts 'n' goblins…
Clad only in a pair of brown underpants and a suit of armour, Mr Knight has to make his way through the Demon King's domain which comprises of four different areas, full of evil creatures which must be shot or avoided. He has three minutes to pass through each area, and failure to do so within this time limit results in the loss of a life.
THE DEMON KING'S UNDERLINGS
ZOMBIES rise out of the ground and take a quick stroll, some brandishing pots which contain either a valuable item, such as a statuette or a bag of coins, or another weapon. If the zombie is shot or returns to its resting ground, then the contents of the pot are left behind for the taking.
LARGE RED RAVENS usually attack Mr Knight on sight.
CARNIVOROUS PLANTS spit deadly venom on sighting Mr Knight.
DEMONS lie in wait and must be shot many times.
GHOSTLY KNIGHTS bob up and down across the screen, some carrying pots.
GHOSTLY MONKS fly overhead, brandishing -- and occasionally dropping -- spears.
THREE FAT OGRES guard the entrances to further levels, and must be shot several times. A key then falls from the sky, and when collected it allows access to the next level.
SMALL FAERIES flit about the screen, some carrying pots.
BOMB JACKS hide inside derelict buildings, and on espying Mr Knight they attack.
FAT GHOULS pace back and forth derelict buildings, dribbling evil white phlegm on passers by.
BATS hang from the ceiling of the cave, and swoop down when they smell Mr Knight.
TWO HEADED STATUES turn slowly from side to side, spitting deadly spheres as they do so.
The first time Mr Knight collides with one of the Demon King's underlings he loses his armour, and has to continue with only his undies to cover his modesty. So amused by this are the undead (ha ha! he he!), that they temporarily forget about Mr Knight, thus allowing him safe passage for a few, vital seconds. However, they quickly recover their composure, and a second encounter proves fatal for the knight in shining undies.
After playing the arcade game at the local fair I've been waiting for this with baited nostrils. When it finally arrived I was amazed, it's absolute perfection! In fact, if it was a female I'd ask it back to my place! The graphics are really brilliant with the best sprites I've ever seen outside an arcade, and the backdrops are just stunning, something I thought wasn't possible with the Commodore's sixteen colours. The game plays incredibly well too, and in places it's not completely faithful to its arcade counterpart, it's more absorbing than anything else I've played this year-- I was glued to it for hours and hours and hours. Dropzone was previously my favourite game on the Commodore, now I can safely say that a year later; Ghosts and Goblins has ousted it from its position. And that's about the highest recommendation I can give.
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Presentation 93%
Arcade quality, which sadly means no restart option or pause facility.
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Graphics 98%
Varied backdrops and sprites with first class definition and animation.
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Sound 96%
Arcade quality tunes and spot effects create a gripping atmosphere.
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Hookability 98%
Immediately impressive and playable.
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Lastability 95%
Addictive and compulsive, although interest may wane once the game is completed.
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Value For Money 96%
A worthy investment.
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Overall 97%
An outstanding arcade conversion.
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History
This title was first added on 31st October 2008
This title was most recently updated on 23rd March 2013