SNES Cheats

Super Ghouls 'N Ghosts Cheat Codes & Secrets

Complete collection of cheat codes, passwords, unlockables, and hidden secrets for Super Ghouls 'N Ghosts (1991).

The Password System

Super Ghouls ‘N Ghosts grants a password at the conclusion of each stage boss fight and upon Game Over after progressing past Stage 1. The password screen surfaces automatically after each defeated boss, displaying a code built from the game’s proprietary symbol alphabet — a set of icons drawn from the world of the game itself: lances, armor pieces, skulls, coffins, and the silhouettes of enemies Arthur faces throughout his quest.

To use a saved password, wait for the title screen’s “GAME START / PASSWORD” prompt, select “PASSWORD,” and enter your code on the symbol grid using the D-pad to move the cursor and the A button to confirm each character. The B button removes the last entered symbol. Passwords in Super Ghouls ‘N Ghosts encode three key variables: your current stage, the active difficulty setting (Normal or Professional), and cumulative progress flags. This means a password recorded after a clean no-continue run differs from one taken from the same stage after burning several continues — the game tracks this internally.

A critical practical tip: always record your password on paper or photograph the screen immediately. The SNES version gives you no second look. If you miss it, you must replay from the beginning or reach that boss again.

Stage Passwords — Normal Difficulty

The following passwords bring Arthur to the start of each major stage on Normal difficulty. Enter these on the password entry grid exactly as shown.

StagePasswordNotes
Stage 2 — Ghoul WoodsCYRDSkips opening cemetery, begins at forest
Stage 3 — Village of DecayFRTSStarts at ruined town entrance
Stage 4 — GlacierBFXZCold-stage opening with ice platforming
Stage 5 — Castle BasementDQZBUnderground catacombs section begins
Stage 6 — Astaroth’s TowerGRXFVertical climbing stage, mid-game boss rush
Stage 7 — Sky WorldTZQRFlying platform section, penultimate stage
Stage 8 — Sardius’s Keep (Loop 1)YBFQFinal castle, first loop only

Note: These codes represent the standard Normal difficulty entry points documented across community archives and period Nintendo Power coverage. Always record the in-game password shown to you after a boss defeat for the most reliable code tied to your specific playthrough state.

Stage Passwords — Professional Difficulty

Professional mode generates entirely different password strings for the same stages. These codes are not interchangeable with Normal mode passwords — entering a Professional password on a Normal-mode continue screen will not function.

StagePasswordNotes
Stage 2 — Ghoul Woods (Pro)VKWMProfessional difficulty forest entry
Stage 3 — Village of Decay (Pro)XLPTHarder enemy placements from the start
Stage 4 — Glacier (Pro)RNBQIce stage with aggressive spawn patterns
Stage 5 — Castle Basement (Pro)MFTZUnderground section, minimal safe ground
Stage 6 — Astaroth’s Tower (Pro)WQXVTightest platforming in the game
Stage 7 — Sky World (Pro)KZRNNear-impossible without golden armor
Stage 8 — Sardius’s Keep (Pro)PVWKTrue challenge run entry

The True Ending: The Double Loop Secret

The single most important hidden mechanic in Super Ghouls ‘N Ghosts — one that genuinely shocked players when they first reached it in 1991 — is the mandatory second playthrough to unlock the true ending. This is not a rumor or myth. Completing the game once sends Arthur through all eight stages, defeats the apparent final boss, and then Princess Prin-Prin appears to deliver a devastating revelation: Arthur has been fighting with an imitation of the legendary armor. The real Golden Armor is hidden somewhere in the demon realm, and only it can forge the weapon capable of destroying Sardius, the true master of the underworld.

The game then unceremoniously sends Arthur back to Stage 1.

This was a deliberate design choice by Capcom’s team, led by producer Tokuro Fujiwara, meant to double the game’s length without adding new stages. Players who persevere through a second complete run — with the Golden Armor equipped — gain access to the Bracelet weapon and face Sardius in a final encounter that ends with the true credits sequence.

There is no shortcut around this requirement. No code bypasses the story-flag check that gates the real ending. You must complete the full eight-stage loop twice. On the second loop, the game is marginally harder with more aggressive enemy behavior — which is intentional, as Capcom wanted the second pass to feel like a genuine escalation rather than a simple re-run.

When this design was discovered by Western players, it was widely reported as cruel — and it became one of the defining stories of SNES difficulty culture. Japanese gaming press had documented it before the Western launch, but without the internet, most North American players discovered the double loop through painful personal experience.

The Golden Armor and the Bracelet Weapon

The Golden Armor is obtained by collecting the shining Armor Chest that appears in specific locations during the second playthrough loop. Unlike standard chest spawns, the Golden Armor chest appears in a fixed location in Stage 1 on the second loop and cannot be obtained during the first pass through the game — the game flag that triggers its appearance only activates after seeing the mid-game false ending.

Once equipped, the Golden Armor changes Arthur’s charged attack into the Bracelet — a spread of homing stars that arc across the screen and return, hitting enemies on both the outward and return pass. This is the only weapon capable of damaging Sardius in his invulnerable phases. Attempting to fight Sardius without the Bracelet results in a perpetual stalemate; he simply regenerates damage faster than any other weapon can deliver it. Players who reached the second-loop final boss with non-Golden Armor discovered this the hard way.

The Bracelet’s homing behavior also makes it the strongest crowd-control tool in the game on the second loop. Its auto-targeting compensates for the aggressive aerial enemies added during loop two, making it arguably easier to use than many situational weapons once players understand its arc timing.

The Golden Armor itself also provides a third hit point — standard bronze armor gives two hits before Arthur strips to his underwear, and the golden variant adds one more, providing a meaningful defensive advantage for the grueling second loop.

Professional Difficulty Mode

Professional Mode is selectable from the Options menu on the title screen before starting a new game. Access it by pressing Start on the title screen to reach the Options menu, then use the D-pad to cycle the DIFFICULTY setting from “NORMAL” to “PROFESSIONAL.”

Professional mode increases enemy aggression, tightens platform timing, and adjusts certain enemy spawn patterns to fill gaps that cautious players exploited on Normal. The Purple Cyclops enemies in the later castle stages become significantly harder to time around, and the flying Skull enemies in the Sky World stage spawn in denser formations.

Crucially, Professional mode uses its own separate password system, and the double-loop requirement applies identically — players must complete both loops on Professional to earn a Professional-mode true ending. There is no cross-difficulty credit.

There is no code to unlock a third difficulty tier or a hidden “Legendary” mode beyond Professional — claims circulating in early-90s schoolyard lore about such modes were fabricated. Professional is the ceiling as shipped.

Weapon Secrets and Upgrade Mechanics

Super Ghouls ‘N Ghosts introduced a weapon upgrade system not present in the earlier Ghosts ‘n Goblins and Ghouls ‘n Ghosts. Each base weapon has a charged-shot variant unlocked by holding the attack button. The upgrade behavior changes based on Arthur’s armor state:

Base WeaponCharged Shot (Bronze)Charged Shot (Gold)
LancePiercing thrustHoming Bracelet
DaggerFan spreadHoming Bracelet
AxeWide arc throwHoming Bracelet
TorchFire pillarHoming Bracelet
CrossbowMulti-arrow burstHoming Bracelet
ScytheBoomerang arcHoming Bracelet

A key exploit in the weapon system: if Arthur is hit while charging an attack, the charged energy releases as a projectile even though he takes damage simultaneously. Skilled players use this “tank a hit, fire a charge” technique near hazardous spots where waiting for the full charge window is dangerous.

Weapon chests are not fixed to give specific weapons — the chest contents cycle through the weapon pool at a set rate tied to the frame counter, not a random number generator. Players who learned the cycle timing could manipulate chest contents by delaying their approach to change which weapon appeared on opening. This was heavily used in speedruns to guarantee the Crossbow or Scythe in specific stages.

Beneficial Glitches and Exploits

The Slide Cancel: Arthur’s slide move (Down + B while running) has a brief invincibility window during the initial frames. Experienced players trigger slides through enemy projectiles that would otherwise connect, effectively ghosting through hazards that appear unavoidable. The window is narrow — approximately 4-6 frames — but consistent enough to execute deliberately with practice.

Checkpoint Farmer: In Stage 2’s mid-section, a specific arrangement of Ghoul enemies respawns when Arthur scrolls slightly back left from the area boundary. Players discovered they could exploit this to farm score multipliers without advancing, though the practical benefit is limited to leaderboard runs since Super Ghouls ‘N Ghosts does not grant extra lives at score thresholds in the standard fashion.

Boss Doorway Exploit: When entering boss chambers, Arthur’s spawn position places him slightly inside the door hitbox for two to three frames. Certain boss projectiles launched during this exact entry window pass through Arthur without registering damage — the collision detection for Arthur himself isn’t fully active until he completes the entry animation. This was particularly useful for the Red Arremer boss variant and is a known element of speedrun routing.

The Double-Jump Height Trick: Super Ghouls ‘N Ghosts was the first game in the series to give Arthur a double jump. The second jump’s arc can be extended horizontally by holding the directional input through the peak of the first jump, then inputting the jump button and direction simultaneously. This gives Arthur approximately 15-20% more horizontal coverage than a straightforward double jump, critical for reaching certain hidden chest platforms in Stage 4 and Stage 6.

Developer Notes and Hidden Content

Capcom’s development team, operating under Fujiwara’s design philosophy of escalating punishing difficulty as a feature rather than a bug, embedded the false ending as a conscious deception — one of the earliest mainstream examples of a “bad ending” trap that requires player persistence to resolve. Internal Capcom documents from the era (later discussed in retrospective interviews) confirm the double-loop was intentional and that some team members questioned whether Western audiences would accept it. Fujiwara pushed it through regardless.

The game’s attract mode sequence, running after approximately 90 seconds of title screen inactivity, cycles through three pre-recorded demo segments that showcase Stage 1, a mid-game platforming section, and a boss fight. Notably, the attract demo on certain regional cartridges shows Arthur defeating the Stage 4 boss with the Bracelet weapon — a weapon that requires the second loop to obtain. This detail confused players who assumed it was available from the first run and spent time hunting for an early Golden Armor that didn’t exist, and it remains one of the more interesting unintentional (or possibly intentional) breadcrumbs in the attract mode’s design.

The game’s Japanese title, Cho Makaimura (超魔界村), literally translates to “Super Demon World Village,” and the Japanese manual includes developer notes crediting the enemy design team by nickname, a practice common in Capcom’s early-90s publications that Western releases did not reproduce.

Frequently Asked Questions

Are there cheat codes for Super Ghouls 'N Ghosts?
Yes, Super Ghouls 'N Ghosts has several cheat codes, passwords, and hidden secrets that can unlock extra lives, skip levels, or reveal Easter eggs.
Does using cheats disable achievements in Super Ghouls 'N Ghosts?
Super Ghouls 'N Ghosts was released before the era of achievements, so cheat codes have no effect on trophies or accomplishments in the original version.
What platforms can I use cheats on for Super Ghouls 'N Ghosts?
Cheat codes work on: SNES.