Ghosts ‘n Goblins does not ease a player into anything. The NES version drops Sir Arthur straight into a haunted graveyard, removes his protection at the first hit, and dares him to keep going.
The Setup
The story is simple. Sir Arthur’s princess is taken, and he sets out alone to get her back. That story barely matters once the game starts sending the dead, ravens, and red demons across the screen in steady waves.
Arthur moves slowly and with weight behind every step. He throws a sword, or a knife, or a flame, depending on what instrument of battle he picks up along the way. Passage through the air is fixed once he leaves the ground, meaning a badly timed spring over an opening cannot be corrected while he is in the air. That single choice shapes every stage that follows, and it forces a kind of careful respect for the ground beneath his feet.
Difficulty as Design
This is a hard game, and it does not apologize for that. Enemies return quickly, hit detection feels harsh, and losing his protection early leaves Arthur open to nearly every attack on screen for the rest of a stage.
The well known twist near the end asks players to finish the game twice to see the true ending. Many players never get that far, and the second run changes little beyond adding new hazards to stages already full of danger.
That demand alone separates casual players from those willing to commit real hours to the cause. It is a demand few games ask of players so plainly, and fewer still get away with asking it twice.
The whole design seems built on the idea that comfort is an enemy in itself, one Arthur must fight as surely as any raven or demon.
Losing his protection early leaves Arthur open to nearly every attack on screen for the rest of a stage.
Sound and Look
The graphics hold up as solid work for this period of the NES. Scenery passes from graveyards to forests to castle interiors, each with enough detail to sell the mood without holding back the action.
The music matches the mood well. It is intense and driving, repeating through short stages that demand full attention from start to finish. The score borrows heavily from the arcade original, and that connection gives the whole game a familiar, driven feel even for players new to the series.
There is little rest offered between one stage and the next, and the music never lets the strain drop for long. Every note seems built to remind the player that safety is a temporary thing.
Replay Value
Ghosts ‘n Goblins rewards memory. Enemy position stays fixed from run to run, so repeated attempts teach players where the ravens dive and where the openings sit waiting. That design turns early annoyance into a kind of grim skill for players willing to put in the time.
Not every player will want to. The learning process is hard, and a first playthrough can feel more like a penalty than something pleasant.
Those who stick with it, though, tend to describe the game with real affection once its habits and ways come clear and begin to agree with one another in the player’s mind. What felt cruel on a first attempt often feels fair, even satisfying, by the tenth.
Key Numbers
- Platform: NES
- Genre: action game
- Main character: Sir Arthur
- Well known design element: requires two full playthroughs to reach the true ending
- GameSpot user score: 7.4 of 10
The Verdict
Ghosts ‘n Goblins is not a game built for comfort. It tests patience, hands out harsh penalties for small mistakes, and asks players to accept its rules without much give. Admirers of hard, careful action games will find plenty to like in Sir Arthur’s grim march through the graveyard, even if the difficulty pushes some players away long before the credits roll. Few games from this period demand so much and give back so little comfort in return, yet still hold a player’s attention until the very end.
Final score: 7.4 of 10 (GameSpot user score).









