SUPER GHOULS 'N GHOSTS


Super Ghouls 'n Ghosts

Game Information
Country of Origin Japan
Original Title 超魔界村 (Chō Makaimura)
Translated Title Great Demon World Village
Development Information
Developer Capcom
Producer Tokuro Fujiwara
Designer Tatsuya Minami, Kimio Yamazoe
Artist Kimio Yamazoe
Release Information
Release Dates
  • JAPAN: Super Famicom (October 4, 1991)

  • N. AMERICA: Super Nintendo Entertainment System (November 28, 1991 )
    EUROPE: Super Nintendo Entertainment System (December 10, 1992)

GAME INFO: Super Ghouls 'n Ghosts is a technological and graphical update of Ghosts 'n Goblins developed for the Super Nintendo Entertainment System, which takes advantage of the console's increased capacities to further complicate Sir Arthur's already challenging quest to save Princess Guinevere (called Prin-Prin in Japan). Many of the same environments, enemies, and hazards from the previous game assail players who also have increased attacking abilities if they are skillful enough to acquire (and keep) a set of golden armor. Sir Arthur is also better able to navigate tricky terrain by being able to jump a second time in mid-air, which can remove him from danger or swiftly thrust him into it directly.

SETTING: Like its predecessor, this game takes place in an imaginary version of Medieval Europe that is most likely based on England considering how the protagonist shares a name with the nation's most famous fictional king. Once again, players traverse from the graveyard into a haunted wilderness that eventually leads into the depths of Hell where the game restarts upon defeating the Demon Emperor Sardius, also known as Samael. Players are forced to replay the game a second time in order to save Princess Guinevere and properly complete the game.

FUNERARY IMAGERY: While Ghosts 'n Goblins begins in a relatively normal looking graveyard — despite being haunted — Super Ghouls 'n Ghosts opens in a castle during a celebration, through which Sir Arthur runs in order to greet Princess Guinevere inside. The forces of Hell invade the castle rather than scooping Princess Guinevere from a leisurely time in the open space of the graveyard. However, the game still begins in the graveyard, this time absent of traditional headstones and crucifixes that were found in the previous game. Instead, tall columns of stone bearing demonic skulls jut from the ground, which shifts beneath Sir Arthur's step and reveal sedimentary layers of human bones and black, iron coffins, which rise from the ground and open to unleash shambling zombies. Similar coffins populate the background, implying a great expanse of burial grounds through which Sir Arthur must travel after leaving civilization. Two decrepit mausoleums appear in the middle of the level with dogs prowling on the roof while firey skulls lob balls of flame at Sir Arthur from inside its gates. The graveyard transitions into a vast boneyard with tall, spiky towers that are emblazoned with grinning, totemic faces that spew human skulls to the ground.

ANALYSIS: The graveyard level maintains its prominence in Super Ghouls 'n Ghosts but embellishes upon its sinister nature by removing as many of the similarities with real-world graveyards as possible and replacing them with structures and imagery that does not exist in reality. Lacking the, admittedly anachronistic, capsule-shaped headstones and crucifixes that populated the graveyard level in Ghosts 'n Goblins, Super Ghouls 'n Ghosts feels all the more otherworldly and supernatural, factors which are bolstered by the dramatic movements of the ground as Sir Arthur trudges forward and the reveal of completely unnatural architecture at the outskirts of the graveyard. The grinning, bone-spewing towers are so endemic with the death of humanity that their constant regurgitation of human remains transforms what appear to be acres of land into a perpetual boneyard. The Gothic horror understones of previous games in the series merges wholeheartedly with its neo-medieval setting, creating a more sinister — if not visually frightening — sequel to a game whose proverbial tongue never quite seems to leave its cheek.

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