"Note: I have cheats active in this version since it was the only way I could get through the level" A game whose C64 port happened to be a lot harder than the original and every other port? That feels familiar.
i remember completing this on the master system late 80s when i was off school sick for a week.When you got to the end and completed it it made you go back to the beginning and do it all again in gold armour,i really wouldnt have the patience for that these days.
Sorry dude, you lack of taste and have no idea what constitutes a good soundtrack :( I enjoy original ost naturally but saying anything wrong about Follin's musicality is plainly irrational or being deaf ;)
I'm sorry for shooting personal. I was just heated a bit by patronizing tone. Imho faithful doesn't always mean better. I think C64/Atari ST themes are great on their own ground and they still fit the lore (medieval theme in general). I enjoy those themes more than originals on purely musical basis, just better written and more memorable tunes in my opinion. It's not the first time Follin introduces radical changes to covered themes - his rendition of Bionic Commando for C64, even if more faithful, introduces brand new passages that added greatly to overal quality. Matter of taste, as usual - I'm just a game musician and judge on music that way ;) It surely is licence thing first of all, as you say, but I think he's simple more skilled musician than guys from aforementioned arcade originals, hence I give him my blessing for his endeavours. Cheers!
Being unfaithful does not mean it's bad. In fact, Follin's compositions here are probably one of the best soundtracks on the C64 because of how distinct and eerie they are. Especially the title screen, which somehow got realistic thunderstorm ambiance on the Commodore 64.
Even though it's not true to the original, I love the sound effects in the NEC Super Grafx version. The sound of shooting the zombies is the same as in Ghosts N' Goblins arcade.
Supergrafx was the best of the console ports. It was 8meg vs 6meg for the Genesis port which allowed for more background details, the animated intro, and other little details. Plus the colors were closer in most parts. The only thing the Genesis port had over the SGX was the parallax in the vertical scrolling stage.
Agree - beginning of that levels parallax is more like the arcade on Megadrive - although pretty much every other part of the game is superior on the Supergrafx version - especially the second stage parallax scrolling - on the megadrive you can see parts of the background are 'cut-away' because programmers used them for displaying the bottom energy bar & extra lives etc. Btw, the remainder of the 3rd stage on the MD version doesn't feature parallax unlike the Arcade & SG versions layered clouds.
ryzmaker11 +ryzmaker11 I've got both, and to me (and many others) the SuperGrafx is the better conversion. The SuperGrafx backgrounds show way more detail overall & actually the SG music is more in line with the coin-op original - the Mega Drive stereo music is slightly superior sounding to the coin-op's. Overall apart from maybe a few slightly better defined areas the Mega Drive version (while still a great conversion) is actually graphically inferior to the SuperGrafx - with SG showing higher levels of detail especially the third quarter of the first level, whole of the second, most of the 3rd, fourth and fifth levels - also for bland colours I suggest you convert your supergrafx to run in RGB - there are no bland colours when running this in RGB ;-) you can check my video's ok :-). Also the SG version retained the original intro - if not the attract mode - and the grass detail on the first level is better done on SuperGrafx along with more detailed reaper sprites and proper tilted tombstones/stocks. Also SuperGrafx game also features less glitching and slowdown than the mega drive version - which is to be expected considering the machine has slightly more powerful architecture with hardware 128 sprites compared to Mega Drive's 80.
I know it doesn't have some of the details the others might, but I have always preferred the Genesis/MD version for it's smooth, fluid controls and gameplay. Still, what a great game, and in general it looks to have been treated well at home, even the SMS had a very decent version!
@@reginaldeberhart8521 snes is a different game tho. New levels and everything, including double jump. Also not being able to throw up. And suffers from slow down the entire game. But very fun. More like a sequel than a port.
@@Lightblue2222 cuz it is actually a sequel, Super Ghouls N Ghosts is the third game in the series only in SNES and pretty much the previous entries: Ghosts N Goblins, and Ghouls N Ghosts Was a arcade title and it got ported
@@morrowlterraslove totally. I have it for original XBOX. "Capcom Classics Collection" it's the best version imo since it's exactly like SNES but without the slowdown. Also features the other 2 arcade originals. They're all brutal!
The ST and Amiga were capable of a lot more than this. The problem with comparing computer ports in particular is that anyone could make a game for those systems without licensing fees, thus the quality of those games can vary greatly.
I think the Super Grafx version is the most impressive, since it is really only an 8 bit system. The X68000 version is spot on, as expected. The Amiga version should have been better, especially when compared to the excellent Genesis version! Especially the framerate (not so much visible here) is horrible. Oh yeah, in the X68000 version you can change the screenmode (aspect ratio) from the menu.
What an incredible video! This is probably my favorite arcade game of all time, and one with such beautiful and diverse ports. I think favorite ports comes down to our personal experiences, having to do with those versions we had access to back in the day. I wore this game out on my Amiga 500, but the original arcade game has to be the best. I love the soundtrack on the C64 port, even though I have very little experience playing it there. Thanks to this video, I get to experience even more interpretations of this beautiful and enchanting game. Thank you!
Man I wish I could afford a sharp X68000 and some games... that thing looks so bad ass.. great colors great sound. I was suprised how good ghouls 'n ghosts looked on the amiga.
+strocat25 The X68000 has excellent emulations available. Back in the day the X68000 was used to code many arcade games. That's why so many looked so close to the arcade versions. Especially many well known Capcom games.
+lightsouthaha It's available on Capcom generation 2 for the Saturn & PS2. But at the time I couldn't locate an ISO for the Saturn. But the PS2 Iso had issues I couldn't get through so I omitted it.
Sharp 68k is the best version. But, special credits to the Sega Master System for even getting the game on there, awesome. Best music is without doubt the Commodore 64, amazing tunes on the sid chip from Tim Follin
+Josh Harris I acknowledged it's existence in the extra notes section after the list. Unfortunately at the time I made this video that version was unavailable to me. I have just recently modified my Saturn to play back ups & Japanese titles. At the time I didn't have a copy. :(
Missed that part, no worries. Its a great port! Nice job with the Saturn, modded mine not too long ago. Love your videos, would love to see some Capcom fighter comparisons one day!
I think that the Sega Saturn Generations version is an emulation of the arcade ROM rather than an actual port... if you were to include the emulated versions then you'd need to include Capcom Generations on the Playstation as well as the Capcom Classics Collections on the PS2 and PSP... Might as well include MAME emulation along with it.
the most evil game in the history of all video games!! i suppose the sharp x68000 was arcade perfect but the supergraphix looks and especially sounds great..the only ones i've played are the arcade and also the pretty decent megadrive version..the snes super ghouls and ghosts is also a classic and the double jump makes quite a difference
To me SEGA Genesis and Super Grafx are similar. And Arcade game always have the sharper resolution with good detail. I like Arcade > Genesis/ Super Grafx
One of my top 10 franchises/series of ALL time! 9.99 times out of 10, the arcade version is the best :D Pity you couldn't get the sfx to work on some versions, but still a nice comparison vid. Thanx :) Oh one more thing, these compare vids are awesome, but it'll be even MORE awesome if you added commentary :)
I didn't even know there was a genesis version, let alone another arcade port outside of the sharp x 68000 version, I only knew of super ghouls and ghost for snes a slightly different game that basically plays the same, but the levels are all different, there's some mode 7 cutscenes, and there are a few added mechanics. Oh and the enemies are even using different sprites.
The Kaylied Gamer you mean capcom generations 2 for saturn, yeah that version is good but i am not sure if it should be in the top 3, also that version is not in this video
Ramiro1992 (Mr_X) Oh but in the end its worth the short wait - not like back in the nasty 8bit tape loader days.... or not as long as the NeoGeo CD either - lol
Did you ever notice that no matter how powerful the home systems were, arcade ports were virtually always inferior to the arcade original? I often wonder if the arcade companies intentionally hired inexperienced/incompetent programmers so that the home versions wouldn't be a threat to the arcade machine. The one exception I can think of for the Amiga is Arkanoid and even that loses points for not having an option to use a paddle controller. They produced a special controller for the NES version, why not for the Amiga?
Well, maybe they thought, if the arcade is still making money then its best to keep it that way eh, and produce a close but not exact version so arcade goers still drop the coins into the slots ;-) But i'm sure it was mostly cash-cowing quick low budget development (and some lazy programming) on many of the 8/16bit home computer releases, especially by US Gold ;-)
It got to the point where I would pretty much dismiss all arcade ports as crap without even seeing them because all the rest were such garbage. Good arcade ports tended to be the exception rather than the rule. I'm sure if they had ported Pac-Man or Asteroids to the Amiga, they would have found some way to screw it up. Look at the game Robocop; Maybe they would have had to reduce the number of colors and/or the resolution somewhat, but there's really no reason that the Amiga version couldn't have been nearly arcade perfect. Instead it uses a reduced screen size, it's missing some of the enemies/obstacles, everything looks smaller and blockier and it doesn't even use the Peter Weller speech samples from the arcade version.
***** If you read my original message carefully, you'll see that I said "no matter how powerful the home systems". When a system was capable of perfectly, or almost perfectly duplicating an arcade game, the homes ports were always inferior, often vastly so. To be honest, I'm mostly talking about the Amiga here. Look at the games Lionheart and Kid Chaos for the Amiga and then tell me that that's the best version of Ghouls and Ghosts they were capable of writing. Compare the Amiga version of Outrun with Lotus Turbo Challenge II. Compare the Amiga version of Alien Syndrome with The Chaos Engine. Compare Shinobi with Shadow of the Beast. In most cases, they couldn't even get the sound effects right. How hard is it to sample the arcade audio? In most cases the home ports were slow, left out features of the arcade version for no reason and often played like crap. Alien Syndrome left out two of the levels! Even on less powerful systems, the arcade ports rarely used the full potential of the machine. For example; Commando on the C64. The original release wasn't terrible, but it only had three levels and left out a bunch of other stuff. A couple years ago some programmers decided to fix that and eventually released Commando Arcade Special Edition. It has all eight levels, improved graphics, the option of the original music, sound effects, or arcade music and sound effects. It's what they should have released back in 1985.
lurkerrekrul it was mainly a matter of very powerful hardware, lots of ROM and RAM, which arcade machines had, but most of the home system at that time not.
tatsujincorp Even considering the limitations of home systems, it seems like the home versions were always lacking in ways that they shouldn't have been. Arkanoid on the C64 was a great port. Arkanoid II would also have been great if they hadn't removed the option of using paddle controllers. The C64 Commando was a decent port, but they left out several of the levels and little touches like the helicopter at the start, all to fit the entire game into memory at once. Gunsmoke looks like a western version of Commando, so with proper programmers it could have been just as good as Commando. Instead the C64 versions looks like a type-in game from a magazine. Alien Syndrome was made harder on all the home versions by only scrolling the screen when you get close to the edge, making it more likely that you'll run into an alien. Plus, the Amiga version left out two levels, probably in order to fit on one disk. Plus they left out the paralax scrolling, which is something the Amiga was designed to do. The first level of Robocop on the Amiga was completely faithful to the arcade. After that, the level layouts mostly looked like the arcade versions, but enemies were left out, their placement was different and in some cases, parts of the levels were different as well. Not to mention the border around the screen, making the playing area smaller. Other than maybe using less colors, there was no technical reason that the Amiga version of Robocop couldn't have been a perfect arcade port. Outrun on the Amiga - Is there any question that the programmers didn't have a clue what they were doing? If it had been a few years later and they'd given the job to the team who created the Lotus games, Outrun would probably be regarded as the most faithful arcade port on the Amiga. All of these games could have been much better than they were if the companies hadn't given the jobs to inexperienced/incompetent programmers and demanded that they complete the games in absurdly small amounts of time.
ben aktraizer But its supposed to be Ghouls 'n Ghosts...lol Just like I said, it was another coin-op licence wasted with most of the home computer ports.
I am shocked to realize nowadays that the Amiga wasn't the "ultimate 16-bit gaming machine" as we here thought it is. For a DOS gamer like me (with just a beeper and a tiny monochrome monitor), it looked pretty bad-ass. It was quite hyped up, but it was also very rare and horribly expensive.
+gamebent hmm... I actually found it to be the easiest of the original series but yeah they're all hard. I'd say in order of hardest to easiest is Ghost's n' Goblins, Super Ghouls in Ghosts, and then Ghouls n' Ghosts. Although i must note that i don't even bother to play the NES Shost's n' Goblins as it's too cheap and frustrating but rather the Arcade version i got on Wii Virtual Console. I'm not listing the PSP, iOS, or Wonderswn game(s) since i never beat them, although i did play the wonderswan and the iOS ones quite a bit, i can't recall the wonderswan one all that much but i remember it being all right, and the iOS ones are pretty terrible due to the graphics and controls. The PSP one i have but i got no idea why i haven't played it yet, maybe i should do that. :)
Joguei o super ghouls n' Ghosts do Master System do Mega Drive e também do Super Nintendo e zerei todos os três quando eu joguei esse jogo saudades do super ghouls n' Ghosts.
Damn the Sharp version comes the closest to the arcade version. I never realized that the arcade ghouls n ghost has better graphics than the snes super ghouls n ghost.
Considering the radical departure of some of the versions of double dragon, in the compare double dragon video I feel not having the snes version showcased in this video was poor form
the snes version has much, MUCH more similarities to Ghouls n Ghost than it does to ghost n goblins... you just need to ignore the title. And for what it's worth, it's not even in the "let's compare ghost n goblins" video either.
You see. This is the conundrum I always face. Whenever I put a sequel into a video I get complaints. If I don't I get complaints ... I can't win. Damned if I do & damned if I don't So instead I'm just going to use my own judgement & let the pieces fall where they may. But I am considering doing a dedicated video for Super Ghouls n ghosts. In fact ! I caught hell for including the PSP version in Ghost's & Goblins.
I think in this one case it's clearly obvious that super ghost n goblins was influenced more so from ghouls n ghost instead of ghost n goblins. I'm not even sure why the need for two different titles from Capcom...their must be a back story too it. but they've certainly created a confusing deal with this series.
Herp Derp Super GnG is pretty clearly as much a sequel to Ghouls as Ghouls is a sequel to Ghosts. Different bosses, different levels, similar gameplay, with a "tweak" to make it different... in the case of SGnG, the double jump, the expanded armor system, and the loss of the Up and Down Shots.
I don't know about that. The graphics and sound would be great, but the cpu on the SNES/SFC was just too slow to keep up with the speed of the game. Maybe with a "cheater chip" like the SFX it would run better. I'm just imagining the amount of slowdown that would happen in the second part of stage 1 without a "cheater chip" (*shudder*). The vines and the vomit spewing pigs would slow the system way down in that section. GBA on the other hand, should have no problem with a port.
You cannot compare the 8bit conversions with those of the 16bit machines. Anyway, I really enjoyed the CPC version but I know that it is not the best. Nice video mate and overal a great channel . Keep them comin'!
The music on the ST is one of the best scores I've heard on that machine. The game itself isn't that great, but I had to play through it just for the music alone.
The Megadrive version is amazing and for me is the best out of all the conversions. Super G n G is a different game which is better in some ways but worse in others (Arthur moves slower so its a slower game overall). If you have both of those you can be happy. WTF happened with the music on the C64 version??
About the Megadrive vs. Arcade: The arcade doesn't have diagonals. If you accidentally press one, Author freezes. This can be fatal. Some people also prefer the Megadrive mixes - they're some of the better music for that chipset.
Supergrafx audio isnt as good as Genesis. Remember Genesis cart was 5megs, SG was 8megs. Im sure if Gen version has been 8megs would be better than SG although the SG has nicer colors.
Considering the Amiga 500 and Atari ST were competitors in the day, they obviously spent more time and effort on the Amiga version's sound..or perhaps the Amiga's sound chip was just superior. I had this game on the Speccy 128k and I never made it past the 3rd level or so as it was so ****ing HARD!!
+Donnie Darko The Amiga had a slightly sharper graphics palette and was the first true multi-tasking home computer; with regards to its sound chip, named 'Paula', it supported 4 channel sampled sound versus the Atari ST's midi based sound chip. The Amiga always ended up looking and sounding better.
I always thought this was the same game as super ghouls and ghosts but nintendo was just in such a kick about adding the prefix super to everything at the time.
Arcade > X68K > Supergrafx > Genesis > Rest
Either way, this game is a masterpiece and any of the 4 versions i named play amazing.
the audio in the SuperGrafx version sounded dreadful (terrible)
amiga version has really creepy soundtrack
Thanks to Tim Follin.
"Note: I have cheats active in this version since it was the only way I could get through the level"
A game whose C64 port happened to be a lot harder than the original and every other port?
That feels familiar.
i remember completing this on the master system late 80s when i was off school sick for a week.When you got to the end and completed it it made you go back to the beginning and do it all again in gold armour,i really wouldnt have the patience for that these days.
Wow... the music on the Amiga version of level 1 sounds amazing!!!!
One of the most iconic pieces of music in the history of video games!
I totaly love the home micro versions because of all the beautiful scores by Tim Follin.
Sorry dude, you lack of taste and have no idea what constitutes a good soundtrack :( I enjoy original ost naturally but saying anything wrong about Follin's musicality is plainly irrational or being deaf ;)
I'm sorry for shooting personal. I was just heated a bit by patronizing tone.
Imho faithful doesn't always mean better. I think C64/Atari ST themes are great on their own ground and they still fit the lore (medieval theme in general). I enjoy those themes more than originals on purely musical basis, just better written and more memorable tunes in my opinion. It's not the first time Follin introduces radical changes to covered themes - his rendition of Bionic Commando for C64, even if more faithful, introduces brand new passages that added greatly to overal quality. Matter of taste, as usual - I'm just a game musician and judge on music that way ;) It surely is licence thing first of all, as you say, but I think he's simple more skilled musician than guys from aforementioned arcade originals, hence I give him my blessing for his endeavours.
Cheers!
Being unfaithful does not mean it's bad. In fact, Follin's compositions here are probably one of the best soundtracks on the C64 because of how distinct and eerie they are. Especially the title screen, which somehow got realistic thunderstorm ambiance on the Commodore 64.
Wow, that Commodore 64 music is actually super catchy-- just maybe not the right fit for GnG.
Thanks to Tim Follin.
Best music I thought. Although the Spectrum 128k intro music was pretty sweet too.
tim follin was way ahead of his time. too bad he got cursed by the industry
Even though it's not true to the original, I love the sound effects in the NEC Super Grafx version. The sound of shooting the zombies is the same as in Ghosts N' Goblins arcade.
Supergrafx was the best of the console ports. It was 8meg vs 6meg for the Genesis port which allowed for more background details, the animated intro, and other little details. Plus the colors were closer in most parts. The only thing the Genesis port had over the SGX was the parallax in the vertical scrolling stage.
Agree - beginning of that levels parallax is more like the arcade on Megadrive - although pretty much every other part of the game is superior on the Supergrafx version - especially the second stage parallax scrolling - on the megadrive you can see parts of the background are 'cut-away' because programmers used them for displaying the bottom energy bar & extra lives etc. Btw, the remainder of the 3rd stage on the MD version doesn't feature parallax unlike the Arcade & SG versions layered clouds.
ryzmaker11 +ryzmaker11 I've got both, and to me (and many others) the SuperGrafx is the better conversion. The SuperGrafx backgrounds show way more detail overall & actually the SG music is more in line with the coin-op original - the Mega Drive stereo music is slightly superior sounding to the coin-op's.
Overall apart from maybe a few slightly better defined areas the Mega Drive version (while still a great conversion) is actually graphically inferior to the SuperGrafx - with SG showing higher levels of detail especially the third quarter of the first level, whole of the second, most of the 3rd, fourth and fifth levels - also for bland colours I suggest you convert your supergrafx to run in RGB - there are no bland colours when running this in RGB ;-) you can check my video's ok :-).
Also the SG version retained the original intro - if not the attract mode - and the grass detail on the first level is better done on SuperGrafx along with more detailed reaper sprites and proper tilted tombstones/stocks.
Also SuperGrafx game also features less glitching and slowdown than the mega drive version - which is to be expected considering the machine has slightly more powerful architecture with hardware 128 sprites compared to Mega Drive's 80.
Diggin 'Power-Walker Arthur' in that Amstrad version lol
I know it doesn't have some of the details the others might, but I have always preferred the Genesis/MD version for it's smooth, fluid controls and gameplay. Still, what a great game, and in general it looks to have been treated well at home, even the SMS had a very decent version!
I didn't get into that version until after I played the SNES version.
@@reginaldeberhart8521 snes is a different game tho. New levels and everything, including double jump. Also not being able to throw up. And suffers from slow down the entire game. But very fun. More like a sequel than a port.
@@Lightblue2222 yeah I know that. However I backtracked bc of it
@@Lightblue2222 cuz it is actually a sequel, Super Ghouls N Ghosts is the third game in the series only in SNES and pretty much the previous entries: Ghosts N Goblins, and Ghouls N Ghosts Was a arcade title and it got ported
@@morrowlterraslove totally.
I have it for original XBOX. "Capcom Classics Collection" it's the best version imo since it's exactly like SNES but without the slowdown. Also features the other 2 arcade originals. They're all brutal!
64 soundtrack is some 70's masterpiece
I love the music on Amiga
What's interesting - this particular Amiga tune is title music in C64 port ;)
The Commodore 64 version definitely had the best music, especially stage 4.
That music didn’t resemble anything close to the arcade version 😂
Who the hell made music for C64? Pink Floyd?
+Pradovit the hamster Well, Tim Follin did. Splendid music for every level.
whisk941 More like pointless cheesy music on all levels
I like it, it has folksy style.
@@jacobacosta8008 bro?
Sharp X68000 is in my opinion the best :)
its in the wrong aspect ratio
That is how it emulated.
IMHO the PcEngine version is the best conversion ever! X68000 is powerful and this G'nG was a "piece of cake"...
C64 was best, Tim Follin knocked the OST out of the park with that one.
The sir Arthur sprite is amazingly well made in the master system version. :)
That version somehow has my preference.
The ST and Amiga were capable of a lot more than this. The problem with comparing computer ports in particular is that anyone could make a game for those systems without licensing fees, thus the quality of those games can vary greatly.
I think the Super Grafx version is the most impressive, since it is really only an 8 bit system. The X68000 version is spot on, as expected. The Amiga version should have been better, especially when compared to the excellent Genesis version! Especially the framerate (not so much visible here) is horrible. Oh yeah, in the X68000 version you can change the screenmode (aspect ratio) from the menu.
Don't usually comment but i live the let's compare videos so much, ty for posting!
I'm glad You enjoy them. I hope that You continue to enjoy them for years to come.
Amiga & ST definitely have the best music
the c64 version really gave it a good go, and had very good music for an 8 bit
The Sharp X68000 looks like the arcade version.
Damn, despite the limitations of its 8-bit technology, the Master System version was a sexy beast.
In the Amstrad version, it looks like Author is power walking.
What an incredible video! This is probably my favorite arcade game of all time, and one with such beautiful and diverse ports. I think favorite ports comes down to our personal experiences, having to do with those versions we had access to back in the day. I wore this game out on my Amiga 500, but the original arcade game has to be the best. I love the soundtrack on the C64 port, even though I have very little experience playing it there. Thanks to this video, I get to experience even more interpretations of this beautiful and enchanting game. Thank you!
Congrats, it is a fantastic review of my favourite saga ;)
Been waiting for this one.
um... the c64 version i played and had on my c64 isnt this version it's a different version altogether. Don't know where you got this version from.
tim follin's score was superior to the arcade's original score, in my opinion.
Tim Follin' score was just insane, on the C64 version. Unbelievable.
ms3bani
WORD
Nicholas Rumleskie the godlike composer of versions like c64
Absolutely
It became it's own thing.
Why the heck did the Amiga version have totally different music. They should have kept the original soundtrack.
It's title music from Follin's C64 version actually - more or less ;)
Man I wish I could afford a sharp X68000 and some games... that thing looks so bad ass.. great colors great sound. I was suprised how good ghouls 'n ghosts looked on the amiga.
+strocat25 The X68000 has excellent emulations available. Back in the day the X68000 was used to code many arcade games. That's why so many looked so close to the arcade versions. Especially many well known Capcom games.
+lightsouthaha It's available on Capcom generation 2 for the Saturn & PS2. But at the time I couldn't locate an ISO for the Saturn. But the PS2 Iso had issues I couldn't get through so I omitted it.
Best versions
1. Arcade
2. X68000
3. Genesis
4. Supergrafx
5. Master System
6. Amiga
7. Atari ST
8. ZX Spectrum
9. Amstrad
10. Commodore 64
Retro Gameing Guitarist genesis better than super grafx? fuck no
LOL
+Ramiro 1992 the Super-Grafx version sounded dreadful (terrible)
I love the Amiga game music!!!!!!!!!!!!
Love the Castlevania music on the Amiga version. :)
Sharp 68k is the best version. But, special credits to the Sega Master System for even getting the game on there, awesome. Best music is without doubt the Commodore 64, amazing tunes on the sid chip from Tim Follin
Why wasn't the Sega Saturn Generations version included?
+Josh Harris I acknowledged it's existence in the extra notes section after the list. Unfortunately at the time I made this video that version was unavailable to me. I have just recently modified my Saturn to play back ups & Japanese titles. At the time I didn't have a copy. :(
Missed that part, no worries. Its a great port! Nice job with the Saturn, modded mine not too long ago. Love your videos, would love to see some Capcom fighter comparisons one day!
I think that the Sega Saturn Generations version is an emulation of the arcade ROM rather than an actual port... if you were to include the emulated versions then you'd need to include Capcom Generations on the Playstation as well as the Capcom Classics Collections on the PS2 and PSP... Might as well include MAME emulation along with it.
Atari ST has such an underrated soundchip in the shadow of the C64
That C64 soundtrack tho...
the most evil game in the history of all video games!! i suppose the sharp x68000 was arcade perfect but the supergraphix looks and especially sounds great..the only ones i've played are the arcade and also the pretty decent megadrive version..the snes super ghouls and ghosts is also a classic and the double jump makes quite a difference
In the ZX spectrum version, it seems Arthur is throwing seringes, instead of spears
+Gus Buster That's because the undead take damage from healing spells! ;)
+Haroldo Pinheiro Bem observado! jogador de RPG detectado
No Super Nintendo version? Why would you leave that out? Is it because it's not Apples to Apples against the arcade?
What a shame the Supergraf-X died a horrible 3 games only death.
doesn't the weapon in the spectrum look like hypodermic needles? 8:04
the hardest game know to gamers! holy fuck!
To me SEGA Genesis and Super Grafx are similar. And Arcade game always have the sharper resolution with good detail. I like Arcade > Genesis/ Super Grafx
Where is the SNES Version??? It's the best at all!
Different game
Sega's version was the closest to the arcade .. but loved the SNES's version of sound effects and music
TheKingdomOfDragons actually the Supergraf-X looks better
Cubamus Prime
yes very much so (i just looked it up)
The X68K has the wrong monitor mode. Natively, and not emulated, it's an arcade perfect port. But other than that, well done.
If someone had given me the graphics and audio I genuinely could have written a better version of Ghouls + Ghosts for the Amiga using Blitz Basic 2.
One of my top 10 franchises/series of ALL time!
9.99 times out of 10, the arcade version is the best :D Pity you couldn't get the sfx to work on some versions, but still a nice comparison vid. Thanx :)
Oh one more thing, these compare vids are awesome, but it'll be even MORE awesome if you added commentary :)
the arcade music isn't bad, but follin's versions are genious! sharp x68000 seems arcade perfect. to have owned that machine back in the day, man..
I didn't even know there was a genesis version, let alone another arcade port outside of the sharp x 68000 version, I only knew of super ghouls and ghost for snes a slightly different game that basically plays the same, but the levels are all different, there's some mode 7 cutscenes, and there are a few added mechanics. Oh and the enemies are even using different sprites.
Rank:
1° Arcade
2° NEC Supergrafx
3° Megadrive
4° Sharp X68000
5° Master System
6° Atari ST
7° Amiga
8° Commodore 64
9° Amstrad
10° Zx Spectrum
Ramiro1992 ....Saturn Generations 2 version should be at #2 ;-)
The Kaylied Gamer you mean capcom generations 2 for saturn, yeah that version is good but i am not sure if it should be in the top 3, also that version is not in this video
Ramiro1992 (Mr_X) Capcom Generations Vol.2 - Saturn version. Apart from the between level loading its perfect.imo.
The Kaylied Gamer yeah the loading times are crazy
Ramiro1992 (Mr_X) Oh but in the end its worth the short wait - not like back in the nasty 8bit tape loader days.... or not as long as the NeoGeo CD either - lol
I want to hear the first stage theme played on a pipe organ on a haunted pirate ship.
That would be sweet
Did you ever notice that no matter how powerful the home systems were, arcade ports were virtually always inferior to the arcade original? I often wonder if the arcade companies intentionally hired inexperienced/incompetent programmers so that the home versions wouldn't be a threat to the arcade machine.
The one exception I can think of for the Amiga is Arkanoid and even that loses points for not having an option to use a paddle controller. They produced a special controller for the NES version, why not for the Amiga?
Well, maybe they thought, if the arcade is still making money then its best to keep it that way eh, and produce a close but not exact version so arcade goers still drop the coins into the slots ;-)
But i'm sure it was mostly cash-cowing quick low budget development (and some lazy programming) on many of the 8/16bit home computer releases, especially by US Gold ;-)
It got to the point where I would pretty much dismiss all arcade ports as crap without even seeing them because all the rest were such garbage. Good arcade ports tended to be the exception rather than the rule.
I'm sure if they had ported Pac-Man or Asteroids to the Amiga, they would have found some way to screw it up.
Look at the game Robocop; Maybe they would have had to reduce the number of colors and/or the resolution somewhat, but there's really no reason that the Amiga version couldn't have been nearly arcade perfect. Instead it uses a reduced screen size, it's missing some of the enemies/obstacles, everything looks smaller and blockier and it doesn't even use the Peter Weller speech samples from the arcade version.
***** If you read my original message carefully, you'll see that I said "no matter how powerful the home systems". When a system was capable of perfectly, or almost perfectly duplicating an arcade game, the homes ports were always inferior, often vastly so. To be honest, I'm mostly talking about the Amiga here.
Look at the games Lionheart and Kid Chaos for the Amiga and then tell me that that's the best version of Ghouls and Ghosts they were capable of writing.
Compare the Amiga version of Outrun with Lotus Turbo Challenge II. Compare the Amiga version of Alien Syndrome with The Chaos Engine. Compare Shinobi with Shadow of the Beast. In most cases, they couldn't even get the sound effects right. How hard is it to sample the arcade audio?
In most cases the home ports were slow, left out features of the arcade version for no reason and often played like crap. Alien Syndrome left out two of the levels!
Even on less powerful systems, the arcade ports rarely used the full potential of the machine.
For example; Commando on the C64. The original release wasn't terrible, but it only had three levels and left out a bunch of other stuff. A couple years ago some programmers decided to fix that and eventually released Commando Arcade Special Edition. It has all eight levels, improved graphics, the option of the original music, sound effects, or arcade music and sound effects. It's what they should have released back in 1985.
lurkerrekrul
it was mainly a matter of very powerful hardware, lots of ROM and RAM, which arcade machines had, but most of the home system at that time not.
tatsujincorp Even considering the limitations of home systems, it seems like the home versions were always lacking in ways that they shouldn't have been.
Arkanoid on the C64 was a great port. Arkanoid II would also have been great if they hadn't removed the option of using paddle controllers.
The C64 Commando was a decent port, but they left out several of the levels and little touches like the helicopter at the start, all to fit the entire game into memory at once.
Gunsmoke looks like a western version of Commando, so with proper programmers it could have been just as good as Commando. Instead the C64 versions looks like a type-in game from a magazine.
Alien Syndrome was made harder on all the home versions by only scrolling the screen when you get close to the edge, making it more likely that you'll run into an alien. Plus, the Amiga version left out two levels, probably in order to fit on one disk. Plus they left out the paralax scrolling, which is something the Amiga was designed to do.
The first level of Robocop on the Amiga was completely faithful to the arcade. After that, the level layouts mostly looked like the arcade versions, but enemies were left out, their placement was different and in some cases, parts of the levels were different as well. Not to mention the border around the screen, making the playing area smaller. Other than maybe using less colors, there was no technical reason that the Amiga version of Robocop couldn't have been a perfect arcade port.
Outrun on the Amiga - Is there any question that the programmers didn't have a clue what they were doing? If it had been a few years later and they'd given the job to the team who created the Lotus games, Outrun would probably be regarded as the most faithful arcade port on the Amiga.
All of these games could have been much better than they were if the companies hadn't given the jobs to inexperienced/incompetent programmers and demanded that they complete the games in absurdly small amounts of time.
1. Arcade 9
2. Amstrad 5
3. ZX Spectrum 5
4. Commodore 64 6/7
5. Amiga 6
6. Atari ST 6
7. Sega Master System 7
8. Genesis / Mega Drive 8/9
9. NEC Super Grafx 9-
10. Sharp X68000 9
Bit of a fail without the SNES version...
Super Ghouls 'n Ghosts is a different game & has it's own series.
en.wikipedia.org/wiki/Super_Ghouls_'n_Ghosts
Gaming History Source I've been served. Thanks for the schooling.
commodore 64: close your eyes and imagine super adventure island :D
epic music
ben aktraizer But its supposed to be Ghouls 'n Ghosts...lol
Just like I said, it was another coin-op licence wasted with most of the home computer ports.
La minute Arcade Prevented copyrighted remake music for the C64 version
still i like most super ghouls and goblins even its not direct arcade post, but little different game.
I am shocked to realize nowadays that the Amiga wasn't the "ultimate 16-bit gaming machine" as we here thought it is. For a DOS gamer like me (with just a beeper and a tiny monochrome monitor), it looked pretty bad-ass. It was quite hyped up, but it was also very rare and horribly expensive.
We didn't know about consoles back then.
And the commodore just starts jammin it's own thang
Where is the Nintendo gameboy advance?
+Martin Sørensen That is Super Ghouls n' ghosts. Different game.
+Gaming History Source Same as SNES
+Gaming History Source yeah entirely different game
Different game, but I do believe it has stages from Ghouls N Ghosts as well as Ghosts N Goblins which is pretty cool.
the master System is far beyond the 16bits Atari and Amiga :D :D the feeling, music, fx, sizes,...
I remember playing the genesis version and it was a solid port. Dam hard game to beat twice.
+gamebent hmm... I actually found it to be the easiest of the original series but yeah they're all hard. I'd say in order of hardest to easiest is Ghost's n' Goblins, Super Ghouls in Ghosts, and then Ghouls n' Ghosts. Although i must note that i don't even bother to play the NES Shost's n' Goblins as it's too cheap and frustrating but rather the Arcade version i got on Wii Virtual Console.
I'm not listing the PSP, iOS, or Wonderswn game(s) since i never beat them, although i did play the wonderswan and the iOS ones quite a bit, i can't recall the wonderswan one all that much but i remember it being all right, and the iOS ones are pretty terrible due to the graphics and controls. The PSP one i have but i got no idea why i haven't played it yet, maybe i should do that. :)
I have only played the Megadrive and the PCE Supergrafx versions. They all good and bad but the Supergrafx is a bit better.
Joguei o super ghouls n' Ghosts do Master System do Mega Drive e também do Super Nintendo e zerei todos os três quando eu joguei esse jogo saudades do super ghouls n' Ghosts.
great vid still love this game
Damn the Sharp version comes the closest to the arcade version. I never realized that the arcade ghouls n ghost has better graphics than the snes super ghouls n ghost.
atari st is my favourite for the music.
Live? Love* although living in a let's play might be fun too. :p
The Amiga music 'd fight right in a Resident Evil game.
I prefer the arcade, SuperGrafx and Sharp X68000 versions over the MD / GEN version. Although the MD / GEN version has the better BGM.
Considering the radical departure of some of the versions of double dragon, in the compare double dragon video I feel not having the snes version showcased in this video was poor form
It's a different game. Super Ghouls n ghosts & it has several versions itself.
the snes version has much, MUCH more similarities to Ghouls n Ghost than it does to ghost n goblins... you just need to ignore the title. And for what it's worth, it's not even in the "let's compare ghost n goblins" video either.
You see. This is the conundrum I always face. Whenever I put a sequel into a video I get complaints. If I don't I get complaints ... I can't win. Damned if I do & damned if I don't So instead I'm just going to use my own judgement & let the pieces fall where they may. But I am considering doing a dedicated video for Super Ghouls n ghosts. In fact ! I caught hell for including the PSP version in Ghost's & Goblins.
I think in this one case it's clearly obvious that super ghost n goblins was influenced more so from ghouls n ghost instead of ghost n goblins. I'm not even sure why the need for two different titles from Capcom...their must be a back story too it. but they've certainly created a confusing deal with this series.
Herp Derp Super GnG is pretty clearly as much a sequel to Ghouls as Ghouls is a sequel to Ghosts. Different bosses, different levels, similar gameplay, with a "tweak" to make it different... in the case of SGnG, the double jump, the expanded armor system, and the loss of the Up and Down Shots.
An SNES version should be kick the ass of all.
I don't know about that. The graphics and sound would be great, but the cpu on the SNES/SFC was just too slow to keep up with the speed of the game. Maybe with a "cheater chip" like the SFX it would run better. I'm just imagining the amount of slowdown that would happen in the second part of stage 1 without a "cheater chip" (*shudder*). The vines and the vomit spewing pigs would slow the system way down in that section. GBA on the other hand, should have no problem with a port.
No NES or SNES version with all their weird changes?
SGNG is not related to GHNG, so no :)
You cannot compare the 8bit conversions with those of the 16bit machines. Anyway, I really enjoyed the CPC version but I know that it is not the best. Nice video mate and overal a great channel . Keep them comin'!
Yes SuperGrafx is 8bit CPU & 2x16bit GPU's :-)
The music on the ST is one of the best scores I've heard on that machine. The game itself isn't that great, but I had to play through it just for the music alone.
It's basicaly the same score as for C64 ;)
hardest game ever made without a doubt
The Megadrive version is amazing and for me is the best out of all the conversions. Super G n G is a different game which is better in some ways but worse in others (Arthur moves slower so its a slower game overall). If you have both of those you can be happy. WTF happened with the music on the C64 version??
C64 music simply doesn't follow the original score. But it's wonderful in its own rights - one of the greatest C64 soundtracks ever.
the music for the Amiga version made me crap my pants.
Another great video, thanks for not striking.
If you do this again in the future and need a copy of the DOS version, I can help.
I wish Tim Follin was th composer for all of them.
Nothing but nostalgia would make one prefer the Genesis version over the X68k, SuperGrafx and Arcade versions.
About the Megadrive vs. Arcade: The arcade doesn't have diagonals. If you accidentally press one, Author freezes. This can be fatal. Some people also prefer the Megadrive mixes - they're some of the better music for that chipset.
Supergrafx version isn't better than the genesis port, it lacks tons of parallax. I guess they are on par but i like the genesis version a bit more.
Supergrafx audio isnt as good as Genesis. Remember Genesis cart was 5megs, SG was 8megs. Im sure if Gen version has been 8megs would be better than SG although the SG has nicer colors.
It always throws me when I discover that C64 has multiple different ports of the same game...
The Sega Master system sounds GREAT! De is sharp and blee
Considering the Amiga 500 and Atari ST were competitors in the day, they obviously spent more time and effort on the Amiga version's sound..or perhaps the Amiga's sound chip was just superior.
I had this game on the Speccy 128k and I never made it past the 3rd level or so as it was so ****ing HARD!!
+Donnie Darko The Amiga had a slightly sharper graphics palette and was the first true multi-tasking home computer; with regards to its sound chip, named 'Paula', it supported 4 channel sampled sound versus the Atari ST's midi based sound chip. The Amiga always ended up looking and sounding better.
Amiga Music reminds me of a Castlevania boss battle lol. WTF kind of music is this for a Ghouls'n Ghosts?
I always thought this was the same game as super ghouls and ghosts but nintendo was just in such a kick about adding the prefix super to everything at the time.
Arthur's sprite looks dumb on SuperGrafx with its eyes going the opposite of his face's direction xD
Super Grafx wins? Runner up Genesis?
There were several reasons. A couple of which are graphical additions such as wind blown trees & Color pallet
You forgot the port on the Capcom Classic Collection for PS2.
They use the Arcade version.
Sharp X68000 looks and sounds just like arcade.
Well, in fact all Sharp X68000 Capcom games are the exacts CPS1 and CPS2 games. They were using the X68000 to develop their arcade games.
the sharp x68000 version was *perfect*
I think it is exclusively in Japan.
+Colombine And it's similar to the arcade version.
Some interesting music there! And the Master System version isn't half bad..
Great video. Great game.
You missed the SNES version.
Master System got an awesome port.