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»Super Ghouls 'n Ghosts
  "The real first name in survival horror comes to the GBA."

Graphics: 7

Gameplay: 8

Sound: 7

Replay
Value: 8
Riddle me this, PR faithful. What game series do you think comes to my mind when I think of the “survival horror” genre? Silent Hill? Clock Tower? Resident Evil? HA! All good guesses, but I’m afraid I think of something one might not associate with that particular class of video games: Ghouls ‘n Ghosts. Sure, the creepy atmospheres and random surprise attacks do evoke a certain idea of “survival horror”, but let me ask you this: what could be more terrifying than running through demons, giant leeches, zombies and other assorted creatures of the night armed with nothing more than a lance and dressed in naught but your tighty-whities? So, it gave me great cheer more than half a decade ago to hear that the third game in their trilogy of terror was coming to the Game Boy Advance, and while newer ports of the game have been released in recent history, this one holds up pretty well in spite of that.

The plot follows the traditional Ghouls 'n Ghosts set up: after questing to find weapons of white magic, Sir Arthur returns to the castle and his beloved, the lovely Princess Prin-Prin. Unfortunately, their reunion is short-lived – Prin-Prin is quickly nabbed (yet again) by a demonic army, in the employ of the evil demon Sardius. So once more, Arthur must venture into the demon world once again and save the princess from a hoard of zombies, demons, and other assorted monstrosities.

SGnG draws heavily on its predecessors, producing the most difficult game in the series to date. Players once again take on the role of the brave Sir Arthur, who jumps, runs and chucks weapons through innumerable unholy hordes. Arthur is only able to take two hits of damage. He will first lose his armor (leaving him clad in only his boxer shorts), while the other causes him to lose everything but his bones, losing a life. There are extra armors and alternate weapons hidden throughout the stages in treasure chests. The game does follow some conventions: at the end of each stage, there stands an immense boss, which takes several hits in a certain area to destroy. There is one major difference: the boss is the EASIEST part of the stage. Not to decry the quality of the bosses – they’re actually fairly difficult – but when the first three stages involve a romp through a never-ending onslaught of enemies, sailing through turbulent waters on a wooden raft, and navigating through a labyrinth that rotates and will randomly shift the surfaces in the stage and line them with spikes, well, let’s be honest: a giant leech that constantly circles around the level and hacks up balls of ooze at the protagonist is really no big deal.

Super Ghouls ‘n Ghosts, even in its original form, offered its own changes to the gameplay of its predecessor. For starters, in addition to the green “Bronze” Armor found in the original Ghouls ‘n Ghosts, there was the Golden Armor, which offered both the Bronze Armor’s special weapons, as well as its own unique magic attacks, which varied depends on which item Arthur holds at the time. There were also two new weapons added to Arthur’s already immense arsenal: the Bow and Arrow, a weapon that allows Arthur to throw two arrows in diagonal directions; and the Scythe, a powerful, but slow-moving straight-forward attack.

Furthermore, the GBA version adds a new dimension to the gameplay by implementing some new features of its own. First and foremost, there’s a new Save feature, that allows players to save their place in-game. Of course, this does undermine the game’s difficulty a fair amount, because it acts much like a save state: allowing players to save their current hoard of items and armor, and return to it if they are left in a compromised situation. Then again, considering the game’s legendary difficulty, it’s understandable.

The biggest addition to the GBA port would have to be the total of two ways to play. While the original quest seen on the SNES returns in the aptly-named Original Mode, there lies a new experience in the aptly-titled Arrange Mode. Sure, the basic concepts, controls, etc. are the same, but this mode has a nice little quirk: three alternating paths. The first is the standard path from the original, the second include revamped stages from the earlier games in the series and the third (and true) path offers rearranged versions of the original stages. To get on those alternate paths, players must pass a certain criteria: finishing each stage with one of the “special” armors fully intact. Sure, it’s a brutal undertaking, but if you’re accustomed to the Ghouls ‘n Ghosts games, you’ll know what to expect.


The visuals are more-or-less the same as they were before, albeit in a new ratio to fit the smaller screen of the GBA. Of course, this does result in a mild loss in quality, but nothing drastic. On the other hand, the game has seen better days – it was over ten years old at the time of the GBA re-release. Not to mention the fact that a mild makeover would’ve definitely helped the Arrange mode, considering the differences in gameplay.

The same can be said for the audio. Like most SNES-to-GBA conversions, SGnG does a good job emulating the classic songs from the 1991 classic, but there is a significant drop in quality. Then again, the same can be said for any SNES-GBA port – try comparing the music between Super Mario Advance 2 and the original Super Mario World one of these days. However, in spite of its technical limitations, the GBA version does justice to the score and sound effects found in the original.

The one area where this game beats out the original is the replay value, without a doubt. As I mentioned earlier, this port includes both the original game and an arranged version with several additional stages not found in the original. Of course, since many of the new stages come from earlier games in the GnG series, one could probably get just as much enjoyment out of the Capcom Classics Collection Reloaded on the PlayStation Portable. Granted that wasn’t out at the time of this game’s release, but it does include arcade-perfect versions of the entire GnG collection. In the end however, this is an excellent port and it’s definitely the best way to experience Ghouls ‘n Ghosts on a Nintendo portable, even today.

Article by:
Wolfdogg
Posted on: Oct. 31st, 2007

     Review Recap
 Gameplay
The Arrange mode adds a new twist to the gameplay, but otherwise it’s pretty much the same game as before.

 Graphics
The graphics are about the same, but the smaller screen hurts their quality. Besides, like most games, they haven’t aged well.

 Sound
A noticeable drop in quality compared to the original, but nothing devastating to the overall integrity to the score.

 Replay Value
Two game modes, each with their own paths. Still, the game’s legendary difficulty may turn off some gamers.

     Comments

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