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.


Arc
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Posts: 534
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What a bullshit excuse to justify obsoleting a movie.
mklip2001
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Location: Georgia, USA
I'm not going to be as pissed off as Arc (which is understandable, given how much work he put into his run), but I would like to respectfully disagree with the obsoletion judgement. Mukki, I appreciate your attentive judgement that you posted, but I think that things ended up backwards here. I believe you said that you felt this Arcade run felt a lot like the NES run, whereas the Arcade run of Ghouls and Ghosts has been judged to be distinct enough to merit separate publication. However, I would say the exact opposite is the case: the Arcade version of this game is considerably distinct from the NES version, while the Arcade version of Ghouls and Ghosts is not too distinct from the Genesis version and should obsolete it. (I know you said you wouldn't base your decision on the Ghouls And Ghosts decision... neither will I, as best I can. My two arguments following should be fairly independent of one another.) --- For instance, you mention the glitch to fire rapidly in this Arcade version of Ghosts 'n Goblins. That changes the gameplay quite significantly, allowing boss strategies that wouldn't be possible in the NES version. Arc's NES run manages to have a very different feel in those fights, as he must be much more careful at managing his distance to a boss. He must also be much more economical about where to take damage boosts in the stages. When watching Arc's run, I was quite surprised by how clever some boosts were (especially Stage 6). I was not as surprised by the boosts in this Arcade run, even though I did appreciate them. Basically, these kinds of challenges make the Arcade version of this game easier and less impressive. This is a good run, but I don't feel it ought to obsolete Arc's movie. --- Now, if I consider Ghouls and Ghosts, its Arcade and Genesis versions are extremely similar. In all the gameplay differences, the Arcade version is tougher, as was discussed in its discussion thread. In that case, the only factor that stuck out as an advantage for the Genesis version was the use of a password to effectively skip one playthrough of the game. As I posted in that thread, I believed xipo's Arcade run should've caused an obsoletion. --- Ultimately, I will not pursue a fight on this decision, and I mean no disrespect to any author or judge here. I just feel the obsoletion matter was not discussed enough in this proper thread, and this is my (more than) two cents on the matter. Ferret Warlord and Arc (and xipo for Ghouls and Ghosts), I salute you for making this game your bitch.
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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Joined: 10/27/2004
Posts: 1978
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Yeah, it's strange. Back when xipo submitted his run I was in favor of that version obsoleting the one I did. However, I find myself not agreeing with this obsoletion, so both times I didn't get what I wanted! Anyway, I can't really say more than has already been said. Yes, the NES version may have been trying to imitate this, and they may be portraying the same game, but the mechanics between the two are very different. It feels wrong to hold them to the same standard.
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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Posts: 1139
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Thanks for the feedback mklip2001.
mklip2001 wrote:
I believe you said that you felt this Arcade run felt a lot like the NES run, whereas the Arcade run of Ghouls and Ghosts has been judged to be distinct enough to merit separate publication.
I think you are misunderstanding the decision in Ghouls and Ghosts. I completely agree with you that the similarities between the Ghouls ports are far greater than in Goblins, but I disagree with your point that Ghouls was "judged to be distinct." To quote adelikat from that thread: "This movie was published without obsoleting the SNES version, not because it was decided it shouldn't nor does it set a precedent for future decisions." In other words, no decision was made on the point of version preference, this issue was simply ignored. I directly address this in my decision ("...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."). Therefore, the differences in Ghouls cannot be used as a comparator for this run, that was not adelikat's intention.
mklip2001 wrote:
For instance, you mention the glitch to fire rapidly in this Arcade version of Ghosts 'n Goblins. That changes the gameplay quite significantly, allowing boss strategies that wouldn't be possible in the NES version. Arc's NES run manages to have a very different feel in those fights, as he must be much more careful at managing his distance to a boss. He must also be much more economical about where to take damage boosts in the stages. When watching Arc's run, I was quite surprised by how clever some boosts were (especially Stage 6). I was not as surprised by the boosts in this Arcade run, even though I did appreciate them.
It all boils down to what one considers to be a large enough difference. As I state in the decision, I thought it most consistent to draw an analogy with how we determine separate categories within other games. For example, you mention the rapid fire glitch, I don't disagree that it does affect the gameplay, but suppose it were possible in the NES version and one run was submitted that used this glitch and one was submitted that didn't, would we accept both? I doubt it, the run with the restriction would not be considered different enough. However, some people may believe that the differences need not be that great, I merely tried to make the best decision I could while staying true to previous practice of keeping categories to a minimum (i.e. avoiding multiple movies of similar substance).
mklip2001 wrote:
Ultimately, I will not pursue a fight on this decision, and I mean no disrespect to any author or judge here.
I think that you should. If you honestly believe that a mistake has been made then you should talk to DarkKobold and see what he thinks. I am satisfied with my decision, but I certainly see why a controversy exists. This was an immensely difficult decision, and not one I made lightly. I spent days scrutinising both of these runs. One of the most difficult things to deal with was that Arc's run was of superb quality, but so was Ferret's. There was no easy way to tell them apart in that respect. I must concede that I dislike the idea that the slate can be wiped clean on a run of many iterations purely because a new platform becomes available, but I also dislike the idea of judging emotionally (as a TASer myself, I know the work that goes into these things) and against the judging guidelines and previous practice. When I dissociated myself and observed the issues rationally and objectively this was the decision I came to (fully aware of what it could potentially mean for my Golden Axe run, something I worked on for 18 months). However, I would be mortified to think that I made a mistake on such an issue, so I hope you (or anyone else for that matter) attempt to do something about it if you feel that you have a case.
Joined: 11/15/2004
Posts: 804
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Okay, an Arcade run just obsoleted a NES run? How does that make any sense? Is the Super Mario All-Stars run of SMB1 going to obsolete the NES run because it has better graphics? Of course it shouldn't, because differences in the code and fundamental differences in the platform make tricks possible in one version that aren't possible in the other. It makes absolutely no sense for a run from one platform to obsolete a run on another.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
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hopper wrote:
Okay, an Arcade run just obsoleted a NES run? How does that make any sense? Is the Super Mario All-Stars run of SMB1 going to obsolete the NES run because it has better graphics? Of course it shouldn't, because differences in the code and fundamental differences in the platform make tricks possible in one version that aren't possible in the other. It makes absolutely no sense for a run from one platform to obsolete a run on another.
In principle I agree, but I wouldn't say it's as clear-cut. In general, if there's a game for some system, and then there's a (clearly inferior) port for another less efficient system, it's usually preferable to TAS the game of the original system rather than the port. (For example, if we ever make a TAS of Doom, it would be infinitely more preferable to TAS the original DOS Doom than, for example, one of the various console ports such as Doom64.) What happens if the port is TASed first, and the original is TASed much later? Now the question becomes difficult. In this particular case, however, I'm leaning towards siding with your opinion. The NES port is unique enough, and has such a long history in this website, that I think it should deserve its own TAS. (But I don't mind too much if it's kept obsoleted either...)
NitroGenesis
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Obsoleting the NES run is ridiculous. Voting no. >:(
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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This was a wrong move. Reason? What Ferret Warlord said which I completely agree with:
Ferret Warlord wrote:
Anyway, I can't really say more than has already been said. Yes, the NES version may have been trying to imitate this, and they may be portraying the same game, but the mechanics between the two are very different. It feels wrong to hold them to the same standard.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
JXQ
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I don't think this games makes for an entertaining TAS. The graphics are poor enough that even I notice it as a detriment, the music was an afterthought, and the control was crap. The levels are mostly trivial, with the end of level 5 being the only semi exciting part. The pace of the game is achingly slow. And somehow the NES version is worse in every aspect. Worse graphics, worse sound, terrible framerate which I imagine leads to terribler controls. Still slow, still almost exclusively unexciting. If this run hadn't been done way back in the day, would it be accepted now? I think it's at least possible this would have been considered a bad game choice. So for that reason I am in favor of obsoleting the NES run. In my perfect world, this run would also obsolete itself and we would just have the SNES movie, which still isn't that fun to watch but it's much more bearable.
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There are significant version differences with arcade versions that affect TASing. There are two main arcade variations. one with DOUBLE giants on level 7, and one with single giant. There are other enemy placement differences, as well as differences in the behavior of the giant devil boss of 5 and 6. In the US version, not only are there TWO giants instead of one on level 6, but the giant devil boses have double hitpoints, as well as a very brutal attack pattern where it actively homes in on you for the kill, making it insanely diffiuclt to beat with the shield. The version tased here appears to be the double giants version, which later has 1 instead two golems, and double health on the level 5 and 6 bosses. HOwever i think the US version (only) has much nastier AI for this boss. There is a wrong warp that exists in the arcade https://www.youtube.com/watch?v=NQPqFu1JA60 usually it sends you to 4b, but it's rumored to be able to sometimes send you clear to level 5. if this can be reproduced under TAS conditions, it would save time, if you can manipulate a shield later. Btw, for those who think this TAS is not entertaining, try to beat the game unassisted. :) You will appreciate the game getting demolished. PS: the reason super mario all stars doesn't obsolete smb is because smb was the original game. in this case, the arcade version is the original. THe NES is pretty good, but not quite the same port. And its kerky with bad sound, and uneeded delays. There ARE significant mechanical differences though, so i can use the argument that both runs should exist.
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fsvgm777
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Technically, we do have both the NES and the Arcade versions published on the site. This run obsoleted the NES run back when it was first published. However, following the introduction of the Vault, the NES run was no longer obsoleted by the Arcade version. See this post. And as I suspected, the movie description of this run was never edited to reflect this and led to confusion. I've now edited the description to reflect this.
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