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 — 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
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