Super Ghouls 'N Ghosts

Reviewed by Marcus Webb & Elena Castillo ·

The legendary SNES sequel to Ghosts 'n Goblins and Ghouls 'n Ghosts is one of the most beautifully crafted and mercilessly difficult platformers ever made. Arthur returns to fight demons across seven nightmarish stages in a game that demands precise play, patient learning, and multiple full completions just to see the true ending.

Super Ghouls 'N Ghosts box art

💡 Super Ghouls 'N Ghosts — Key Facts

  • Super Ghouls 'N Ghosts was developed by Capcom and published by Capcom
  • Released in 1991 on SNES
  • Genre: Platformer, Action
  • We rate it 9/10 — an absolute classic
  • Part of the Ghosts 'n Goblins franchise
  • The legendary SNES sequel to Ghosts 'n Goblins and Ghouls 'n Ghosts is one of the most beautifully crafted and mercilessly difficult platformers ever made. Arthur returns to fight demons across seven nightmarish stages in a game that demands precise play, patient learning, and multiple full completions just to see the true ending.

Overview

If you ask longtime SNES players to name the hardest game on the system, Super Ghouls ‘N Ghosts will appear in the first three answers almost every time. Not because it cheats. Not because it’s unfair. But because it demands — without apology and without mercy — that players learn its mechanics, internalize its enemy patterns, master its level designs, and then do the whole thing again on a harder setting just to see the real ending.

It is also, by wide consensus, one of the greatest SNES games ever made.

Arthur and the Demon World

The third installment in Capcom’s Ghosts ‘n Goblins franchise finds Sir Arthur — the perpetually underdressed medieval knight — setting out to rescue Princess Prin Prin once again. Sardius, the demon king, has abducted her, and Arthur must fight through seven stages of gothic nightmare to get her back. Zombies, flying demons, guillotines, spectral wizards, lava geysers, rotating blade platforms, and ice caves full of angry snowmen stand between Arthur and the demon’s throne.

The setup is familiar from the NES original and the Arcade/Genesis Ghouls ‘n Ghosts. What changes in Super Ghouls ‘N Ghosts is the execution — tighter controls, a double jump that fundamentally changes how players navigate the demon-infested stages, and a charged weapon attack that adds real tactical depth to combat.

The Mechanics

Arthur can throw weapons as projectiles — lances, arrows, swords, daggers, torches, and scythes each have different trajectories and coverage. Holding the attack button charges a weapon for a more powerful thrown version. The double jump allows Arthur to cover ground with surprising mobility, redirect jumps in midair, and platform-hop across gaps that would be suicidal without that second leap.

The survival system is classically brutal: Arthur starts each life in armor. One hit removes the armor and leaves Arthur fighting in his underwear — a second hit kills him. Treasure chests scattered through levels can contain new armor, weapons, or the dreaded “Old Armor” that removes weapons entirely and forces Arthur to throw his helmet. Nothing in 1991 was quite as demoralizing as thinking you were collecting armor and instead having your lance replaced with your own headgear.

The Second Playthrough

Completing the game’s seven stages triggers a message telling the player that the real final boss requires a specific weapon — the Psycho Cannon — only obtainable in a second playthrough. Players must now complete the entire game again, this time at a higher difficulty with revised enemy placement. Surviving the second run yields access to the Psycho Cannon, and using it on the true final boss Sardius reveals the real ending.

When Super Ghouls ‘N Ghosts shipped in 1991, this design was controversial. Was it padding? A cheap way to double the game’s length? In retrospect, it works as intended: the first completion is a genuine challenge that teaches every level’s layout, enemy spawns, and optimal weapon choices. The second completion is demonstrating mastery. Players who reach the true ending feel the satisfaction of having genuinely conquered the game rather than stumbled through it.

Technical Showcase

Super Ghouls ‘N Ghosts uses the SNES hardware for effects that the NES generation couldn’t have achieved. Level 4’s tornado stage uses Mode 7 rotation to spin the entire stage around Arthur as he fights upward through swirling terrain. The ice cave backgrounds layer multiple scrolling planes to create depth. The cemetery levels feature detailed headstone arrangements with distinct parallax layers. Each stage is visually distinct in a way that the NES original — for all its charm — couldn’t approach.

A Lasting Design Philosophy

Super Ghouls ‘N Ghosts belongs to a tradition of games where the difficulty is not an obstacle to enjoyment but the source of it. Every death teaches something. Every failed run identifies a gap in understanding. The game is structured so that sufficiently practiced players can complete it without losing a life — something no casual player would believe possible after their first session.

This philosophy — high difficulty as a design tool, death as a learning mechanism, victory as genuine accomplishment — would later define FromSoftware’s Souls series, which explicitly cited classic platformers and action games as ancestors. Super Ghouls ‘N Ghosts, still demanding and still beautiful thirty years later, deserves its place in that lineage.

Our Review

9
Outstanding / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Super Ghouls 'N Ghosts refines the Ghosts 'n Goblins formula with the tightest controls in the series — Arthur can now charge his lance for powered throws, double-jump once per leap, and move with more precision than any previous entry. The difficulty remains legendary: enemies swarm from all directions, instant-death pits abound, and losing armor means Arthur fights in his underwear. Completing the game in normal mode rewards players with a message telling them to beat it on a harder setting to get the true ending — which requires playing through the entire game a second time. It sounds sadistic, but the game is so well-designed that the second playthrough feels earned.

Graphics

Super Ghouls 'N Ghosts showcases the SNES at its peak early-era potential. The rotational effects in the Level 4 tornado, the parallax scrolling in the cave stages, the multi-layered backgrounds in the cemetery levels — each stage demonstrates a different technical capability of Mode 7 and the SNES's special effects hardware. Arthur's sprite work is charming and the enemy designs are grotesque in the best tradition of the series.

Audio

Composed by Mari Yamaguchi, the Super Ghouls 'N Ghosts soundtrack is among the SNES's finest. The town theme, the underground cave music, and the ice world compositions use the SNES's sound chip to create dark, atmospheric, and occasionally whimsical pieces that perfectly suit the game's tone — a medieval horror comedy where the protagonist fights demons in his underwear.

Replayability

The game's brutal difficulty naturally encourages multiple playthroughs as players improve. The double-completion requirement for the true ending means no player who wants to see Arthur's full story gets away with a single run. Time attack and challenge play have made the game a speedrunning staple. The discovery of shortcuts and advanced techniques rewards returning players.

Historical Significance

Super Ghouls 'N Ghosts was a SNES launch window title in Japan and demonstrated the console's technical superiority over the NES comprehensively. It became one of the defining SNES classics, establishing that the 16-bit era's best games would surpass 8-bit counterparts not just graphically but in mechanical sophistication. The Ghosts 'n Goblins franchise's 'ultra-hard but fair' design philosophy — where difficulty is earned through pattern learning rather than cheap tricks — influenced decades of subsequent action-platformer design, including Demon's Souls and its spiritual successors.

Pros

  • + Double-jump adds genuine mechanical depth to traversal
  • + Charged weapon throw expands combat options
  • + Exceptional SNES graphics showcasing multiple special effects
  • + Outstanding dark-fantasy soundtrack
  • + Fair difficulty — brutal but learnable through pattern recognition

Cons

  • - Must complete the game TWICE to see the true ending
  • - Losing armor to first hit means fighting in underwear — brutal
  • - Some enemy placement in late stages feels deliberately punishing
  • - Limited continues makes full completion a serious time investment
  • - Second playthrough requirement feels like padding on first discovery

Also Known As

Super Ghosts 'n GoblinsスーパーまじゃべんちゃーSuper Makaimura

In the Series

Super Ghouls 'N Ghosts FAQ

Why do you have to beat Super Ghouls 'N Ghosts twice?
To unlock the true ending of Super Ghouls 'N Ghosts, players must complete the game twice in succession. After finishing the game normally, text appears explaining that the princess was rescued by an illusion — Arthur must go back and defeat Sardius, the true final boss, using the Psycho Cannon (a weapon only obtainable in the second playthrough). The second run differs slightly from the first with harder enemy placement. Only by completing both loops back-to-back does Arthur obtain the Psycho Cannon, defeat the true final boss, and see the real ending. This structure is intentional — the first completion is essentially a training run for the real challenge.
How difficult is Super Ghouls 'N Ghosts compared to other SNES games?
Super Ghouls 'N Ghosts is among the hardest SNES games available. It's somewhat more forgiving than the original NES Ghosts 'n Goblins due to its more precise controls and double-jump, but it remains in the top tier of difficulty for 16-bit platformers. Enemy density, limited hit points (two hits without armor), precise platforming requirements over instant-death pits, and the mandatory double-completion for the true ending make it a serious challenge. It rewards patience and pattern learning — virtually every death is avoidable once you know the level. Players who invest in learning it typically find it deeply satisfying rather than unfair.
What happens when Arthur loses his armor?
Arthur starts each life in knight's armor. Taking one hit from an enemy removes his armor, leaving him to fight in white boxer shorts for the remainder of the life. This exposed state means any subsequent hit kills him instantly. Finding a new suit of armor (hidden in treasure chests throughout levels) restores his protection. The imagery of Arthur fighting demons in his underwear became one of gaming's most recognizable visual gags. Certain treasure chests contain the 'Old Armor,' which looks identical to normal armor but actually removes Arthur's weapons, forcing him to throw his hat.
What weapons are available in Super Ghouls 'N Ghosts?
Arthur can find and equip several weapons: the Lance (default, balanced projectile), Sword (short range but wide arc), Torch (downward arc, can hit enemies below), Arrow (long range, fires low), Scythe (wide coverage, awkward trajectory), Dagger (rapid fire but short range), and the Psycho Cannon (only available in the second playthrough, required for the true final boss). Each weapon can be charged by holding the attack button, releasing a powered version of the attack. Weapon choice significantly affects play style, and certain weapons are better suited to specific stages.
Is Super Ghouls 'N Ghosts related to Demon's Souls or Dark Souls?
Not directly, but the Ghosts 'n Goblins series is widely cited as an influential predecessor to Souls-like games. FromSoftware's Demon's Souls (2009) and Dark Souls (2011) share Super Ghouls 'N Ghosts' philosophy of extremely high difficulty, death as a learning tool, enemy pattern recognition, and the sense that every obstacle is surmountable with sufficient knowledge and skill. Hidetaka Miyazaki has cited classic arcade and NES games as influences. The Capcom Ghosts 'n Goblins series formalized the 'hard but fair' design principle that Souls-like games later built their identities on.

Related Games

Games Like This →