OK peeps. I don't think this one has been done in this thread yet (hope not).
It's one I've always intended to play but just never got around to it.
Super Ghouls & Ghosts.
I love the original Ghosts & Goblins - I remember it in the arcade and it's a MAME mainstay for me (play it on Wii VC too) but never spent any time with the sequel or with this SNES update.
should be easy to emulate on SNES. I'll probably give the PS2 Capcom Collection a run out too.
Completed this on the GBA around 12 years ago, I'll dig the cart out and make it my next commute title when I'm done with Iridion II. Was horribly difficult, I struggled with it - I remember having to switch it off and reload every time I lost the gold armour, just to get through it. It's far more difficult than the Megadrive GnG.
It's oddly backwards too, intentionally - you can't jump and throw your weapon down in this one, for example (or throw upwards, maybe?), but it does have a double jump.
I played it at the same time as Ninja Gaiden on Xbox, which was a piece of piss in comparison. You only get a certain amount of continues too, unlike any other versions I've played, hence my switch off/on method.
Got the cart lads, a reason to hook the snes up to the new(old) crt. I finished this back in the day although when I say finished I mean sans second run to actually rescue m'lady.
People bang on about Dark Souls, but that never sent you back to the beginning for an arbitrary lol. Was it possible to pick up the wrong item and have to do it a third time (i.e getting bounced into the water magic)? Never happened to me, but I remember fretting about it.
I had super G'n G on the ole snes.
It was awesome up untill that endboss and the ending which sent me back to the very beginning of the game.
Hated the game ever since.
Steam: Ruffnekk Windows Live: mr of unlocking Fightcade2: mrofunlocking
I played a bit of Super G'nG on the way home from work today - my GBA cart still has the last checkpoint saved. It's incredibly difficult, imo the amount of lives available are too stingy for the way the later stages require you to learn patterns for what's coming. The double jump is invaluable for getting away from danger, but even so...
I also played level 1, which is obviously far more doable without practice. I won't be playing the cart again though, I'll go for the RetroPie with save states next time.
I realised after restarting that the save state there previously was near the beginning of the second run. Could've actually completed it properly if I'd played on from there. Oops.
I would have loved this one when it was contemporary. It's a harsh cheating fuck but that's the way I liked it back then, especially when it's presented this well.
I've been playing the PS2 Capcom Collection version which has Ghosts & Goblins, Ghouls & Ghosts and Super Ghouls and Ghosts.
There's a lot going on and I'd expect the SNES to crawl a bit - especially in PAL but the Capcom Collection version seems to run at a decent consistent pace. However the original G&G game is butchered as it runs too fast - a ham fisted attempt at optimisation as there is no 60Hz option.
So not sure if this a bad port or not - may emulate to compare.
There's quite a bit more to this than the arcade Ghouls and Ghosts - Capcom seemed to have really made an effort with this.
Haven't got very far - but I'll make myself use the continues and maybe if I emulate I'll definitely have to use save states to get anywhere in a week or so.
I think there's a pattern to the chests in terms of magician or loot, there was on the Megadrive version, but the weapons might be random (with possibly not all available in level one, not sure).