Ghosts 'n Goblins ends with a message: this is not the real ending. Beating it once was not enough.
Ghosts 'n Goblins was one of the hardest games on the Famicom when it was released in 1986. Sir Arthur, the armored knight at the center of the game, lost his armor on the first hit and continued through every subsequent stage in his boxer shorts. The game moved fast, the enemies were relentless, and the margin for error was narrow in ways that separated it from contemporaries. Players who reached the end of the game for the first time saw a message informing them that the ending they had just seen was not the real one — and that they would need to complete the entire game a second time, at higher difficulty, to earn it. This was not communicated in advance. There was no indication during the game that a second loop was required. Players who believed they had finished were confronted with the additional requirement as a surprise, after investing the time and effort a single completion demanded. The decision to structure the game this way was not a bug or an accident — it was a deliberate design choice that the development team made knowing the difficulty of the first pass. The Famicom port was handled by Micronics, a company associated with technically inconsistent conversions of arcade games to home hardware. The Ghosts 'n Goblins port was considered one of their better efforts. Capcom's arcade original had already established the game's reputation for difficulty; the home version preserved enough of that reputation to make Ghosts 'n Goblins one of the Famicom era's defining examples of the genre where the game's challenge was inseparable from its identity.
About this game
Ghosts 'n Goblins (1985/1986) is one of gaming's most famous and brutal platformers — a side-scrolling game where knight Arthur fights through a supernatural nightmare to rescue Princess Prin Prin, with the notorious twist that completing the game once only reveals a 'first loop' and the player must beat it a second time on a harder difficulty to see the true ending. The Famicom version, released in 1986, was the first Famicom game to use a 128 KB cartridge and sold 1.64 million units worldwide.
Key Features
Arthur can throw a limited set of weapons (lance, torch, cross) and loses his armor on the first hit — reduced to fighting in boxer shorts before a second hit kills him. A password system allows continuing. The game loops twice: completing it once shows a message that the world is illusion and requires a second playthrough on harder difficulty for the true ending. Enemy spawning is relentless and enemy types include zombies, demons, ravens, and the Red Arremer — widely considered one of the most threatening enemy designs in gaming.
Gallery
The Story Behind
The arcade original debuted in 1985 and was an immediate sensation for its atmosphere, difficulty, and iconic visuals. The Famicom port (1986) was one of the most technically ambitious home conversions of the era — the 128 KB cartridge was unprecedented for Famicom at the time. The game was developed by the separate company Micronics under license from Capcom. It sold 1.64 million units, becoming one of the NES's best-sellers. Its difficulty became a cultural touchstone: surviving two loops of Ghosts 'n Goblins was a genuine rite of passage for 1980s gamers.
Tricks & Tales
The Red Arremer enemy — a winged demon that swoops unpredictably — has its own spin-off series (Gargoyle's Quest). Completing Ghosts 'n Goblins twice, back to back, on the harder second loop to see the true ending is one of gaming's most famous gauntlets. The game's NES/Famicom port was ported by Micronics, who also handled many other arcade conversions of the era. Despite its brutal reputation, the game remains beloved for its atmosphere and iconic sound design.
Collector's Guide
Region & Compatibility
Famicom (Japan, June 1986), NES (North America, November 1986), Europe (1989). All versions are functionally identical. The Famicom version was the first 128KB Famicom cartridge.
Maintenance Tips
Standard Famicom/NES cartridge care. Clean the 72-pin connector with isopropyl alcohol. No battery save — uses a password system.
Going deeper
Explore the machine this game ran on, and what to check before you buy or care for one:
What to Watch Out For
Before buying, these are the points worth knowing — from someone who handles original Japanese Ghosts 'n Goblins copies regularly.
Will this Japanese Famicom cartridge work on a North American Nintendo Entertainment System (NES)?
No, not without an adapter. The Famicom uses a 60-pin edge connector while the NES uses a 72-pin connector with a physically different form factor — the two are incompatible at the cartridge slot level. Third-party adapters exist that bridge the pin difference and allow Famicom cartridges to run in a NES. On a Japanese Famicom, NES cartridges face the same incompatibility in reverse. To play Japanese Famicom software, you need a Japanese Famicom, a Famicom-compatible clone console, or a NES fitted with an appropriate adapter.
How should I clean a Famicom cartridge to ensure reliable play?
Apply 90% or higher isopropyl alcohol to a cotton swab and gently wipe the gold-plated PCB edge contacts on the base of the cartridge. Never blow into the cartridge — breath moisture accelerates contact corrosion over time. If cleaning is needed inside, Famicom cartridges use 3.8mm security game bit screws (not standard Phillips); a security bit screwdriver is required to open the shell without damage. Note that most Famicom boot failures originate in the 60-pin console slot rather than the cartridge itself — cleaning the console slot contacts separately with a contact cleaning tool is often the more effective fix.
Before You Buy
Things worth knowing before you buy Ghosts 'n Goblins
A short checklist for buying a used Famicom cartridge wisely — useful with any seller, anywhere.
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Choose a seller who tests it before shipping
A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.
Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.
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Make sure it fits your console
This is a Japanese Famicom cartridge with a 60-pin connector; a North American NES uses a 72-pin slot, so it will not fit directly.
Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.
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If this title saves your progress, check the battery
Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.
Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.
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Check that the contacts are clean
Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.
Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.
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Confirm it is genuine, not a reproduction
Sought-after titles are targets for reproduction boards with replacement labels.
Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.
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Read the seller's reviews and return policy
A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.
Read the feedback and confirm a clear return window before you buy.
The last step before buying anywhere is knowing what it's worth.
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Rooms this game lives in
Wander deeper — explore the themed rooms where Ghosts 'n Goblins sits alongside its kin.
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