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Phosphor Dot Fossils
03-10-2006, 11:03 AM
airraid, cool it with the insults or you can find another forum to raid. First and final warning.

MegaDrive20XX
03-10-2006, 11:57 AM
Nope I'm a different person. I used to come on here all the time but I don't as often anymore. I just think Ghouls N Ghosts reminds me of the comic book guy from the Simpsons. He likes to act like a snob and pretend he knows everything about a game when it's obvious he doesn't. Look at his order of the Ghoul's N Ghosts. It makes him feel so hardcore when he can pretend the Japanese Saturn and Super Grafx were better than the new PS2 because he went out of his way to collect them. He likes the fact he can act like two rare versions of the game are supposedly superior to the PS2. Then all of a sudden the PS2 gets versions better than the Super Grafx and the same as the Saturn/PS1 versions and it just pisses him off. Then Airraid comes on here showing him up. I'm sure he can't even sleep at night knowing this.


Simpsons comic shop guy? I'm the snob? Right, after trying to reason with Airraid. I even agreed with him about the Sharp issue.

Yet the only person who looks like a snob to me, was your comment just now and the previous one.

The only thing you're doing is making yourself look like a troll.

I don't see you adding anything to this thread except cartoon references.

MegaDrive20XX
03-10-2006, 12:04 PM
'IDon'tKnowShitAboutGhouls'NGhosts' is wrong when he said that conversion, translation and port means the same thing, they don't, at least in my book.


Okay, we established the SuperGrafx Vs. Sharp issue and the fact you have the SuperGrafx system, do you want a cookie now? let's move it on, k thnx? It's a dead issue now

Here's the new issue you need to face, I don't care how much you say the Xbox/PS2 CCC is just like the CG vol. 2 PS1/Saturn.

There is only one problem, the color and sound with the Xbox/PS2. That's it! Nothing more! Again, as I said earlier, the colors are washed out. As much power as these two consoles have you'd think they could faithfullly port over these games with ease without any problems.

I know you'll come back with another long-winded bullshit story. Yet that conversion has problems

You need to stop calling me names, because you're only pissing me off more man. Quit it. I didn't do jack to you, except point out minor details and you just keep mocking me. Not my fault you won't listen, I listen to you and all I get is "lol" comments

airraid
03-10-2006, 12:18 PM
I have nothing further to say about how the different versions of Ghouls 'N Ghosts compare to each other.

I stand by what I said.

MegaDrive20XX
03-10-2006, 12:26 PM
As do I

Bloodreign
03-10-2006, 06:49 PM
It's amazing how rare in Ghouls N Ghosts 1-Up statues are, I've rarely ever ran into one dropped from pots, apparently they are completely random and don't happen very often. For Super Ghouls N Ghosts, I don't think I've ever seen 1-Up statues dropped by enemies, do they even exist in SGnG?

It's too bad there aren't as many different random items dropped in the last two games as opposed to Ghosts N Goblins with Princess, shoes, bloomers, underwear, a necklace, and various other items.

Dire 51
03-11-2006, 01:57 AM
It's amazing how rare in Ghouls N Ghosts 1-Up statues are, I've rarely ever ran into one dropped from pots, apparently they are completely random and don't happen very often. For Super Ghouls N Ghosts, I don't think I've ever seen 1-Up statues dropped by enemies, do they even exist in SGnG?

I've never seen any 1-Up statues in SGnG, at least not that I recall.


BTW what do you folks think of that GnG "puzzler"? Nazo something. It was released on Saturn. I played it but never got into it so I sold it off. :P

I never played it, but it did look interesting.

And I take it no one has anything to say about Hebi Island in Higemaru Makaijima?

Bloodreign
03-11-2006, 04:24 AM
Dire 51 said:

I've never seen any 1-Up statues in SGnG, at least not that I recall.


Perhaps the original games manual might have accidently snuck that in there, if they do exist in the game it's likely an unfavorable odds chance of ever running into one. You know I may have seen one in my time seeing the game, my cousin if I remember correctly got a 1-UP statue once, but when I'd play it I'd never get one. It has to be a 1 in 1,000 chance of getting one, because Ghouls has a pretty low rate of 1-Up statues in the game as well.

Ed Oscuro
03-11-2006, 04:58 AM
And I take it no one has anything to say about Hebi Island in Higemaru Makaijima?
I started playing around with it a little after seeing your post about it last night. Eh, that first boss killed me two or three times. Looks suspiciously like the endboss of GnG, heh.

Anyway, it should be a sweet game, just wish I could visit the islands. Get kicked off with some message (probably "if you had that pirate ship you could shoot down the doors," heh)

Dire 51
03-11-2006, 07:45 AM
Perhaps the original games manual might have accidently snuck that in there, if they do exist in the game it's likely an unfavorable odds chance of ever running into one. You know I may have seen one in my time seeing the game, my cousin if I remember correctly got a 1-UP statue once, but when I'd play it I'd never get one. It has to be a 1 in 1,000 chance of getting one, because Ghouls has a pretty low rate of 1-Up statues in the game as well.

That is a possibility. Just because I've never seen it doesn't mean it's not there, of course.


Anyway, it should be a sweet game, just wish I could visit the islands. Get kicked off with some message (probably "if you had that pirate ship you could shoot down the doors," heh)

Yeah, that's how I got stuck. I wonder if there's a translation out there somewhere?

Lord Contaminous
03-11-2006, 08:10 AM
I agree someone needs to translate Makaijima.

I only played through Kuck Island and that's it. I don't know where to go after that.

Oh and in my eyes, a port of GnG is not really arcade perfect if it don't have the intro.

riva128
03-11-2006, 03:19 PM
Oh and in my eyes, a port of GnG is not really arcade perfect if it don't have the intro.

good point--Genesis is missing just about the entire intro, SuperGrafx has some of the intro but it's missing arthur & guenevere all lovey lovey, arthur on horseback riding past the villagers and maybe something else, so i guess it has 1/2 or 2/3 the intro.

Lord Contaminous
03-11-2006, 06:10 PM
Firebrand/Red Arremer appearing out of thin air and snatching Guinivere.

Ed Oscuro
03-11-2006, 06:35 PM
Anyway, it should be a sweet game, just wish I could visit the islands. Get kicked off with some message (probably "if you had that pirate ship you could shoot down the doors," heh)

Yeah, that's how I got stuck. I wonder if there's a translation out there somewhere?
My guess - maybe you've gotten farther - is that you have to board the pirate ship (which you might have to travel a long time to see, thank goodness for the skip key on FCE Ultra) and beat the boss first. I just wasn't able to do it - I'd either die or run out of barrels. I know how to hit him reliably (wait for him to throw the knives, move off to the side a bit, chuck your barrel), but it's harder to pull off in practice because the knives move quickly, and you must be somewhat close or else he'll just destroy the barrel with his knife. Darn!

Dire 51
03-12-2006, 06:42 AM
My guess - maybe you've gotten farther - is that you have to board the pirate ship (which you might have to travel a long time to see, thank goodness for the skip key on FCE Ultra) and beat the boss first. I just wasn't able to do it - I'd either die or run out of barrels. I know how to hit him reliably (wait for him to throw the knives, move off to the side a bit, chuck your barrel), but it's harder to pull off in practice because the knives move quickly, and you must be somewhat close or else he'll just destroy the barrel with his knife. Darn!

I think I beat him once. Just once. I don't recall what happened after that, though.

ACCarl
03-12-2006, 03:55 PM
So which game in the series does everyone like the most? I thought I preferred Super Ghouls'n Ghosts the most but I felt like I rediscovered Ghouls'n Ghosts again when I played it on the PS2. I also think most of the weapons and magics in Super Ghouls'n Ghosts were worthless. Another complaint is the end bosses. I like how cartoony the end bosses look on Ghouls'n Ghosts.

airraid
03-12-2006, 07:20 PM
So which game in the series does everyone like the most? I thought I preferred Super Ghouls'n Ghosts the most but I felt like I rediscovered Ghouls'n Ghosts again when I played it on the PS2. I also think most of the weapons and magics in Super Ghouls'n Ghosts were worthless. Another complaint is the end bosses. I like how cartoony the end bosses look on Ghouls'n Ghosts.


definitally DaiMakaiMura ~ Ghouls 'n Ghosts.

I was never really into MakaiMura ~ Ghosts 'n Goblins in the arcade, on NES or anywhere less, though I do play it occasionally on Saturn or Xbox.

I definitally was into Super Ghouls 'n Ghosts on the SNES but the slower nature of the game and inability to attack up or down hurt it somewhat, and prevents it from being my favorite over Ghouls 'n Ghosts.

I will say though that the new stages in Super Ghouls 'n Ghosts Remix on GBA are very interesting. I love the expanded rock-turtle village/windmill part with the large armorer (sp?) boss at the end.

Bloodreign
03-13-2006, 06:06 AM
Gotta give love to Wonderswan Makaimura as well, after playing it a bit, it retains quite well the trademark Makaimura difficulty, as well as the standard 2 quests. It's too bad it wasn't made for WS Color (same with Rainbow Islands Putty's Party) but in b/w it still looks pretty sharp.

Dire 51
03-13-2006, 06:20 AM
Ghouls 'N Ghosts here for me. There was actually a time that I hated Ghosts 'N Goblins so much that when a very good friend of mine was going to pick up Ghouls for his brand new Genesis, I tried to talk him out of it. Luckily for me, he didn't listen to me. LOL Playing the Genesis version, then eventually the arcade game made me realize exactly how great the game was, and even convinced me to give Ghosts 'N Goblins a second chance - another good thing, as I found out exactly how great it was.

airraid
03-16-2006, 11:10 PM
heh, I never played Ghosts 'n Goblins until long after I had a Genesis with Ghouls 'n Ghosts.

airraid
03-17-2006, 09:44 PM
a few small magazines pieces on the Genesis version:

first, an absolute LIE from Computer & Video Games magazine:

http://img522.imageshack.us/img522/8517/gng5bf.jpg


then, a somewhat misleading, but actually quite cool piece from EGM,
from the hilarious August-September 1989 Ironsword-Fabio issue:
http://img111.imageshack.us/img111/8785/egm34ah.jpg
page 66:
http://img139.imageshack.us/img139/6913/ghoulscarboncopy7fb.jpg


for those that can't read it...
quote EGM:


"A glimpse of the outstanding - The Genesis version of Ghouls and Ghosts is incredible in every way! It's a virtual carbon-copy of the coin-op sequel to Ghosts and Goblins and a testament to what this fantastic system can do!"



while it is not exactly true in the Genesis' case, the term 'carbon-copy' is, in my opinion, a decent term for describing what an arcade translation is or is not. It's much better than the awful, meaningless and over-used phrase 'arcade perfect'.

airraid
03-18-2006, 03:21 AM
more shots of the early

~~~~ Choumakaimura ~ Ghouls And Ghosts 3 ~
~~~~~~~~~ Super Ghosts 'N Ghosts ~~~~~~~~

http://img123.imageshack.us/img123/4299/earlychoumakaimura16rg.jpg

airraid
03-18-2006, 04:52 AM
Computer & Video Games magazine on the Megadrive-Genesis version:

http://img522.imageshack.us/img522/8517/gng5bf.jpg


http://img101.imageshack.us/img101/8702/ghoulsarcadebridgecrop3wq.jpg

http://img101.imageshack.us/img101/1659/ghoulsgenesisbridge4rv.jpg

http://www.welovetheiraqiinformationminister.com/images/07-minister.jpg
"THERE ARE NO DIFFERENCES BETWEEN MEGADRIVE AND ARCADE
GHOULS 'N GHOSTS"
THE MEGADRIVE VERSION IS A PIXEL-FOR-PIXEL COPY"

InsaneDavid
03-18-2006, 05:01 AM
:deadhorse:

Ed Oscuro
03-18-2006, 05:49 AM
It's much better than the awful, meaningless and over-used phrase 'arcade perfect'.
GnG x68000 is arcade perfect, as I understand - same speed, same graphics, minor (if any) palette differences stemming from monitor and hardware settings, instead of hardware.

Nice blue pot in that early Chohmakaimura pic LOL

airraid
03-18-2006, 06:05 AM
It's much better than the awful, meaningless and over-used phrase 'arcade perfect'.
GnG x68000 is arcade perfect, as I understand - same speed, same graphics, minor (if any) palette differences stemming from monitor and hardware settings, instead of hardware.

Nice blue pot in that early Chohmakaimura pic LOL


i do like that blue pot. and the ropes tied around the stump. and the dudes with clubs.

X68000 Ghouls n Ghosts is not arcade perfect, as I've explained on page 2, but it's extremely close.

I don't even count the very minor palette difference
against it.

but the real differences, that prevent it from being an absolute carbon-copy of the arcade, are:

1.) Arthur's feet do not get hidden behind the grass in stages 1-1 and 1-2. watch a video of the ARCADE version showing the grass-effect (http://www.youtube.com/watch?v=cOAi3-jYw_M) that is exclusive to it, that no home version has, that you can only see in the arcade or emulating the arcade ROM.

2.) there are some noticable audio differences in the music and sound effects, but nothing major.

3.) it's very likely the screen resolution is not the same as the arcade's 384x224, but I'm not entirely certain about that.

X68000 Ghouls 'n Ghosts is the closest home version of the game. it's 99 percent exact.

in almost every case of a close arcade to home port, there is no such thing as arcade perfect. that term should be outlawed, lol.

the terms 'carbon-copy' or 'near carbon-copy'
or 'not a carbon-copy' is much better, IMO.

'arcade perfect' is a completely meaningless term.

airraid
03-18-2006, 06:22 AM
I forgot something very significant about X68000 and CPS Arcade hardware, though it's not really to do with
Ghouls 'n Ghosts specifically.

the X68000 is not as powerful as the CPS hardware that drives Ghouls 'n Ghosts and Strider, or any CPS Arcade game for that matter

Strider on the X68000 is a pretty close port, but it's not a
carbon-copy of the arcade. Strider on X68000 is not as close to the arcade as X68000 Ghouls 'n Ghosts. I have not compared it extensively, but it seems to be a 90% accurate port.

the CPS hardware can outperform the X68000 very significantly, if fully taken advantage of.



sprites:
CPS can push 256 sprites on the screen at once -
X68000 can only push 128 sprites. that might be by far the most significant difference right off the bat. CPS has twice the sprite pushing power.

colors:
CPS can display at least 2048 colors on-screen at one time, out of a palette of 65,536. The X68000 has the same huge color palette of 65,536, but it can only display 256 colors on-screen at once, far less than CPS.

background layers
CPS has, in graphics hardware, 3 background layers that it can display, the X68000 only has two background layers. the X68000, therefore, is roughly equivalent to the Genesis and SuperGrafx in this specific area (hardware bg layers) even though X68000 is much more powerful than those consoles overall.

Forgotten Worlds, the first-ever CPS Arcade game, has a TON of sprites moving around on screen at once, especially in the later levels (check it out in Capcom Classics Collection). It obviously makes good use of CPS's ability to push 256 sprites around the screen, even if FW does not max out the CPS.

If Forgotten Worlds had been brought to X68000, they would've had to significantly cut back the amount of sprites on-screen in some areas, preventing X68000 from getting an exact carbon-copy of the arcade.

Arcade Ghouls 'n Ghosts doesn't push a ton of sprites around, it does more with background animations.
it's not an intense shooter like Forgotten Worlds is.

with that said... a later, more famous CPS game did make it to X68000 without any major downgrade in graphics: Street Fighter II Champion Edition -- which obliterates both SNES SFIIs, the PC-Engine, and Genesis versions.


however, because of CPS's higher specs, it's completely possible to have games on it that could not be ported to X68000 without downgrades.... though not as severe as the downgrades that happened to SuperGrafx and Genesis translations of CPS games.

still, the X68000 was an awesome machine. it came out in 1987, almost a year before the CPS was introduced with Forgotten Worlds. the X68000 was more powerful than low-end arcade hardware of its time.

Ed Oscuro
03-18-2006, 06:34 AM
with that said, a later, more famous CPS game did make it to X68000 without any major downgrade in graphics: Street Fighter II Champion Edition -- which obliterates both SNES SFIIs, the PC-Engine, and Genesis versions.
Capcom stated that SFII CE was arcade perfect. This may be due to the fact that the game requires a higher spec system than the default x68000.

I checked out some screenshots (were you Xexex on Gaming-Age Forums, by any chance?), and yes, I see the differences. Some noticable palette changes in the background, and a bit of a border along the top of the screen.

airraid
03-18-2006, 02:05 PM
with that said, a later, more famous CPS game did make it to X68000 without any major downgrade in graphics: Street Fighter II Champion Edition -- which obliterates both SNES SFIIs, the PC-Engine, and Genesis versions.
Capcom stated that SFII CE was arcade perfect. This may be due to the fact that the game requires a higher spec system than the default x68000.

I checked out some screenshots (were you Xexex on Gaming-Age Forums, by any chance?), and yes, I see the differences. Some noticable palette changes in the background, and a bit of a border along the top of the screen.

which screens did you check out? I didn't see much if any notable difference in color on SFII CE on X68K, it seemed to replicate the arcade nicely, but I actually have not spent much time on X68K SFIICE. Yeah on Gaming-Age Forums (God Bless that place) I was Xexex, named after the Konami shmup. It's too bad that game never came home. there was supposed to be a PS2 version but it apparently did not happened. all there is, is a little Xexex mini game in Super Famicom Ganbare Goemon 2
(Mystical Ninja 2 iirc).

whenever I play Aldynes on the SuperGrafx, I can't help but think that Xexex should've been made for the 32-bit PC-FX.

airraid
03-18-2006, 02:23 PM
I just wanted to say that I wish PSP
Ultimate Ghosts 'n Goblins had been done using 2D sprites and 2D parallax background layers, instead of polygons and textures. I also wish it was more of a Ghouls 'n Ghosts game than a Ghosts 'n Goblins game.

still looking forward to it though.

airraid
03-19-2006, 04:28 PM
I uploaded some hastily-captured digital camera (thus, low framerate) videos of the SuperGrafx (http://www.youtube.com/watch?v=Jt5ACAijBEE) and Saturn (http://www.youtube.com/watch?v=anmrhByf_uY) versions so you can compare the animation of the trees, and the rain.


longer video of the SuperGrafx version (http://www.youtube.com/watch?v=3UxLfllpAiU) check out the less-detailed parallax background behind the 'rope-tied stumpy' bridge where the tenticles are.
the parallax background looks like some pixelated trees, not nearly as vivid as the arcade or arcade-quality home versions.

longer Saturn video of the same segment (http://www.youtube.com/watch?v=3L6NfdczfZ8)


SUPERGRAFX now with video (http://www.youtube.com/watch?v=8Z7zYoDuS6Q)
http://img97.imageshack.us/img97/5889/sgxghoulsbridge4fo.jpg
not-colorful, un-detailed ^pixelated trees^ of the parallax background


ARCADE now with video (http://www.youtube.com/watch?v=dxCesAFwT-s)
http://img210.imageshack.us/img210/2789/ghoulsarcadebridge26ew.jpg
nice parallax forest-swamp scene^ with lots of detail and color


equivalent scene from MegaDrive-Genesis with video (http://www.youtube.com/watch?v=DwiXUDKhHM4)
http://img101.imageshack.us/img101/1659/ghoulsgenesisbridge4rv.jpg
completely missing ^stumpy-roped bridge, ^missing parallax layer




below you can see the striking lack of detail in the SuperGrafx version compared to the arcade, and the severe lack of detail in the Genesis version.

Arcade (now with video) (http://www.youtube.com/watch?v=_eHdYl9iv2g)
http://img238.imageshack.us/img238/3549/ghoulstentbones600x4504xq.jpg


SuperGrafx with LOTS of missing detail (now with video) (http://www.youtube.com/watch?v=jYX-WQSwO_4)
http://img130.imageshack.us/img130/8957/ghoulssgxtent640x4800tk.jpg


MegaDrive-Genesis with even less detail
(video (http://www.youtube.com/watch?v=voqEjvS3ka4))
http://img503.imageshack.us/img503/7479/ghoulsgenesis21640x4809wb.jpg



all my video (http://www.youtube.com/profile?user=AirRaidX)

Ed Oscuro
03-20-2006, 02:22 AM
with that said, a later, more famous CPS game did make it to X68000 without any major downgrade in graphics: Street Fighter II Champion Edition -- which obliterates both SNES SFIIs, the PC-Engine, and Genesis versions.
Capcom stated that SFII CE was arcade perfect. This may be due to the fact that the game requires a higher spec system than the default x68000.

I checked out some screenshots (were you Xexex on Gaming-Age Forums, by any chance?), and yes, I see the differences. Some noticable palette changes in the background, and a bit of a border along the top of the screen.

which screens did you check out? I didn't see much if any notable difference in color on SFII CE on X68K, it seemed to replicate the arcade nicely, but I actually have not spent much time on X68K SFIICE.
Whoops, I meant Strider, for having less colors. Whoops! LOL

Anyhow, I was playing around a bit with Ghouls 'n Ghosts and Daimakaimura (SGX) - the SuperGrafx game has far worse music, but the sound effects are better! Strange.

There are some problems with animation in the SGX one - the reapers are "lagged" when they swing their scythe at you; you'll be knocked backwards before they even swing. Secondly, and I played a few times to make sure this is reproducible, the first reaper in the SuperGrafx game you'll see poking his head out from behind grass/a corner pokes his head out from nothing. There's nothing like that in the Genesis version.

Hard to say - nicer colors, worse details in levels, worse sound effects, but much better music on Genesis, or the opposite for Daimakaimura/SGX? I honestly have to say that Daimakaimura on SGX just looks bad with the lack of color, and it's hard to get past that. It's nice to have the extra detail, but that was due to having more storage space...

Bloodreign
03-20-2006, 04:43 AM
The thing (really the only thing) that bothered me with the Genesis version was the sharp clang when weapons struck rock/objects, and when you collected bonus statues, both produced an ear splitting high pitched clang. The SGX version had a softer sound for the weapons hitting rocks/objects and for the bonus statues.

airraid
03-20-2006, 03:12 PM
SuperGrafx Daimakaimura does use more colors (74) than the Megadrive-Genesis version (34) compared to the arcade (at least 200) according to this guy's webpage (http://www.gamepilgrimage.com/16bitArcadeComp.htm)

Ghouls 'n Ghosts on both Genesis and SuperGrafx did not push the limits of what either system could do as far as max on-screen colors, 64 and 256+ respectively.


however, Sega made better use of its limited colors than NEC Avenue did with its roughly 2x amount of colors in the game.

It just blows my mind that SuperGrafx version doesn't use more colors and make better use of them, because I've seen normal PCEngine-TurboGrafx games that are more colorful than SuperGrafx Ghouls 'n Ghosts.

of course, color is just one aspect of graphics. it has nothing to do with the amount of detail, of which, the arcade has far more of.

Ed Oscuro
03-20-2006, 03:22 PM
It just blows my mind that SuperGrafx version doesn't use more colors and make better use of them, because I've seen normal PCEngine-TurboGrafx games that are more colorful than SuperGrafx Ghouls 'n Ghosts.
Even Keith Courage, it seems. Well, Daimakaimura SGX seems roughly on par with The Legendary Axe, no? Sprites seem smaller, though.

According to Wikipedia, the SGX can theoretically do 481 colors ("241 background, 240 sprite"), though in practice this would be most unusual. Still...

74 colors, you say? I'll have to take a look at that, mess around with indexing the colors to see if that number's consistent across areas. I'd be kinda surprised if it uses that many in the first area, for example.

Also, I forgot to mention last night that both games have annoying "jitter" when you run into a barrier, like the stocks in the beginning of the first area. The foreground bounces back and forth as the game decides to clip you back after letting you slip through collision for a pixel or so, over and over.

airraid
03-20-2006, 04:14 PM
I haven't played it for some time, but I would tend to agree that PCE~TG16 Legendary Axe's amount of colors on-screen is roughly on par with SuperGrafx Ghouls 'n Ghosts. that's not a technical comparison though, heh.

74 colors for SuperGrafx version and 34 colors for the Genesis version, these are not my figures, but those of the guy that made that website. he used some kind of program that can detect upto 256 colors. I don't know how accurate it is. however, looking at the games and then his figures on the colors, it seems reasonable.

Although it is not on his page (at least I didn't see it) he said the arcade used 200 colors for the intro and the beginning of the actual game. I'm not sure if that is accurate either, but it would explain why the Sharp X68000 version does *not* look downgraded in color from the arcade, the X68000 version --- although has a slight coloration differences as NeoGeoman pointed out in his comparison, it's still as good as the arcade in color (it seems so, to my eyes anyway).

The point is, X68000 is supposedly limited to 256 colors on screen at once--though I'll bet it's theoretically capable of more just as the PC-Engine and SuperGrafx are supposedly capable of 481 on screen. Anyway, since X68000 version looks on par with the arcade, that tends to support that guys claim of the arcade using 200 colors on-screen.

btw as I said before, the CPS / CP-System is capable of at least 2048 colors on screen, possibly 4096. the older Forgotten Worlds arcade *seems* actually more colorful than arcade Ghouls 'n Ghosts but I don't know what FW actually uses.

Ed Oscuro
03-20-2006, 05:21 PM
74 colors for SuperGrafx version and 34 colors for the Genesis version, these are not my figures, but those of the guy that made that website.
Photoshop, convert it to indexed color (as for a classic GIF). Other programs have this function, as well, but I've always been spoiled with PS. :P


btw as I said before, the CPS / CP-System is capable of at least 2048 colors on screen, possibly 4096. the older Forgotten Worlds arcade *seems* actually more colorful than arcade Ghouls 'n Ghosts but I don't know what FW actually uses.
Those numbers seem very high for an original CPS game. It's gotta be less than that.

Gonna check this out.

airraid
03-20-2006, 07:20 PM
no, that's what the hardware is capable of.

CPS has a color palette of 65,536 colors and can display at least 2048 colors on-screen at once (http://www.mameworld.net/hardware/arcade.html), maybe 4096.

The CPS2 can definitally display 4096. (http://www.system16.com/hardware.php?id=795)

CPS2 was an upgraded CPS


as I said, that's what the CPS hardware is capable of.

Ghouls 'N Ghosts, the 2nd CPS game, makes use of around 200 colors on-screen.

airraid
03-27-2006, 12:25 PM
http://www.youtube.com/watch?v=jSklbO4d6ts

here's most of ending for Daimakaimura ~ Ghouls 'n Ghosts on Saturn Capcom Generation volume 2 where they have dramtically changed the way the ending music sounds, for the worse IMO.

airraid
03-28-2006, 08:26 PM
I've uploaded the Ghouls N Ghosts ~ Daimakaimura ending music (http://www.bolt.com/airraidx/audio/) from the SATURN version from Capcom Generation vol 2, as well as the Arcade, Genesis, SuperGrafx and Xbox versions.

jsiucho
03-28-2006, 09:30 PM
Get over it dude



JS

InsaneDavid
03-28-2006, 09:40 PM
Get over it dude

Thank you.

airraid
03-29-2006, 12:29 AM
Get over it dude



JS


.....

-SuperYoshi-
03-29-2006, 01:13 AM
The only GnG games I own are the Genesis version and Capcom Classics Collection's versions of the 3 games on there. I can never stand beating Ghouls n Ghosts twice, so once I beat that giant bug boss, I use the level select code and go right to Loki LOL

blissfulnoise
03-29-2006, 02:02 PM
While some of the responses have been a bit snobbish and could have been articulated better, I have to applaud airraid for the detailed detective work.

/applaud

To be honest, I never really stood the different versions of Ghouls 'N Ghosts side by side and it's pretty impressive to look at the big differences between them.

Thanks NZ for another excellent post, and thanks airraid for helping to clear up some of the misconceptions about the ports/conversions and their likenesses to the source material.

I like to think of myself as a "hardcore" gamer and then posts like this come along to make me realize I'm not even in the same league as some of you folks.

airraid
04-01-2006, 05:40 PM
Blissfulnoise - glad you found my comparisons worthwhile, I was happy to do the best job that I could.

one thing that surprised me was,
I found out that the original arcade CPS Daimakaimura ~ Ghouls 'N Ghosts ROM-size was 32 megs, not 16 megs as I had previously thought.

which means that the 5-meg MegaDrive-Genesis and 8-meg SuperGrafx versions are even further away from the arcade, than if someone (such as me) previously thought that the arcade was 16-megs.

it seems that the X68000 version which comes on two disks, is roughly 2 MegaBytes in size,
which is 16-megs ~ megabits,
compared to the arcade's 4 MegaBytes ~ 32 megabits.

This puzzles me a little because the X68000 version is *so* close to the arcade, with no real downgrades that I could percieve, other than a few very minor differences. It could be better compression was used for the X68000 discs. It could also be the sampling or type of audio in the X68000 is different and doesnt take up as much space, but I'm not an expert in this area so I don't have solid answers.


anyway, I've shown that there is truly NO arcade-identical, carbon-copy of this game for home (remember the grass thing).... but X68000, Saturn, Playstation, PS2 and Xbox all provide an arcade-level, arcade-quality experience even though they're not 100%


happy spring, happy April ^__^

airraid
04-28-2006, 02:34 PM
shout-out to the peeps on pcenginefx.com


in the end, i love all versions of Daimakaimura ~
Ghouls 'N Ghosts, the original arcade and all the imperfect home versions :P

airraid
02-17-2007, 02:17 PM
hey, even in 2007, i love still this thread :D

Arasoi
02-17-2007, 05:20 PM
I have always wondered how many spinoffs and remakes this series had for collecting purposes, I certainly got my answer. It would be more than a moderate amount of time to collect all these.

Kudos to thread starter, very informative!

rbudrick
02-19-2007, 02:39 PM
A couple weeks back I finished Ultimate GnG for the PSP with all 30 rings found. A total bitch and I was pretty damn proud of myself when I found them all. The ending is 100X better than if you didn't find them all. If you beat this game, you must do it with all the rings, or it doesn't count! ;)

-Rob

agbulls
02-19-2007, 03:31 PM
How is Demon's Crest? I'm collecting a "best of SNES" games series and love the G&G games. Any opinions?

airraid
02-20-2007, 07:57 PM
Demon's Crest is awesome. it's 16-meg
(twice as much ROM-space as Super Ghouls N Ghosts)
and has fantastic artwork & gameplay. the game starts of with an awesome boss-fight against a mighty rotting Dragon.

http://www.findmeagame.com/images/6/637566.jpg

no Ghouls 'N Ghosts game ever did that.

Demon's Crest is a must-have.

50s Brawler
02-20-2007, 08:05 PM
i love all versions of Daimakaimura ~
Ghouls 'N Ghosts, the original arcade and all the imperfect home versions :P

...yes this would explain why you assaulted 90% of Cyberspace last year on every major gaming forum about the freckin' grass and what not in ports of Daimakaimura right? I'm not hating on you or anything as I did find those posts (and your Internet Blitzkreig) hilarious, but what was the point of all that if you LOVE all versions of DaiMakaimura in the end? Just a bit confused on that is all.

http://i179.photobucket.com/albums/w318/50s_Brawler/DuckHunt-Dog.gif

rbudrick
02-21-2007, 10:56 AM
All of the Gargoyle's Quest games RULE. I'd argue they are better than most GnG games.

-Rob

Damaramu
02-21-2007, 12:26 PM
hey, even in 2007, i love still this thread :D

Airraid, what did you think of the Maximo series? I've heard complaints that the games were too difficult, but I loved them.

airraid
02-21-2007, 03:30 PM
...yes this would explain why you assaulted 90% of Cyberspace last year on every major gaming forum about the freckin' grass and what not in ports of Daimakaimura right? I'm not hating on you or anything as I did find those posts (and your Internet Blitzkreig) hilarious, but what was the point of all that if you LOVE all versions of DaiMakaimura in the end? Just a bit confused on that is all.

1.) I was kinda bored during those few weeks last year
2.) it wasn't anything personnal, i just have an extreme intolerance for anything being called 'arcade perfect' when it's not.
3.) lol @ "and your Internet Blitzkreig"



Airraid, what did you think of the Maximo series? I've heard complaints that the games were too difficult, but I loved them.


I have basicly no opinions or thoughts on the Maximo series - I honestly haven't played the games other than a demo of the first one. all I can say is, I didn't find it to be Ghosts 'N Goblins or Ghouls 'N Ghosts realized in 3D.

Arasoi
02-21-2007, 03:38 PM
Does anyone around here collect Makaimura/GnG series?

A complete/near complete collection would be pretty impressive looking, considering all the ports and odd offshoot games.

Also, does anyone know why the Makaimura MMORPG was canceled? It seemed like a promising concept..

Bloodreign
02-21-2007, 05:15 PM
Not a collection so to say, but NES Ghosts N Goblins, GBA Super Ghouls N Ghosts, SNES SGnG, Genesis Ghouls N Ghosts, Ultimate Ghosts N Goblins, and the original GnG trilogy on Capcom Classics Collction 1. One day must hunt down the Japanese version of Capcom Generations 2 just for the hell of it, the the GBC Ghosts N Goblins port.

Arasoi
02-21-2007, 05:22 PM
BR, thats definetely a good collection. Best one I've heard of so far, though maybe some of the more hardcore GnG enthusiasts have amassed some of the more obscure titles.

MarioMania
02-21-2007, 06:13 PM
I do..I have both the Super Famicom & the SNES version..The NES version, the Genesis one, The GBA one & on the CCC Vol. 1 on the Xbox

I want to get the Famicom Mini one, The CG 2 on the Saturn & the Famicom Version


Does anyone around here collect Makaimura/GnG series?

A complete/near complete collection would be pretty impressive looking, considering all the ports and odd offshoot games.

Also, does anyone know why the Makaimura MMORPG was canceled? It seemed like a promising concept..

50s Brawler
02-21-2007, 06:32 PM
1.) I was kinda bored during those few weeks last year
2.) it wasn't anything personnal, i just have an extreme intolerance for anything being called 'arcade perfect' when it's not.
3.) lol @ "and your Internet Blitzkreig"



* I kind of figured you were bored or something when that global event happened.

** Well at the time those GNG games were released to the Hyper 8-Bit and 16-Bit markets the world was a simpler place man. To everyone around who didn't have immediate access to either an upright cab, a SuperGun to power up a PCB, or that computer port you mentioned... well it would appear to be "arcade perfect". I certainly thought the MD version was honestly until you decided to take your war of Ghouls 'N Ghost truth campaign to the web.

*** Well that's more or less what you did man.
:band:

airraid
02-21-2007, 07:08 PM
* I kind of figured you were bored or something when that global event happened.

** Well at the time those GNG games were released to the Hyper 8-Bit and 16-Bit markets the world was a simpler place man. To everyone around who didn't have immediate access to either an upright cab, a SuperGun to power up a PCB, or that computer port you mentioned... well it would appear to be "arcade perfect". I certainly thought the MD version was honestly until you decided to take your war of Ghouls 'N Ghost truth campaign to the web.

*** Well that's more or less what you did man.
:band:

yeah yeah, I really over did it, kinda. yet i'm not called AirRaid for nothing you know :)

seriously though, even back in 1989-1990, when I saw the Genesis renditions of Altered Beast and Ghouls 'N Ghosts, I thought they were a long way off from being "exactly like the arcade".

rbudrick
02-22-2007, 10:30 AM
I personally thought the comparisons were pretty cool, airraid. It was interesting to see those differences. It's pretty amazing what they left out.

-Rob

Damaramu
02-22-2007, 11:22 AM
Ditto. It makes you apprciate the work the design team did on the arcade game. You pointed out a lot of detail that for some reason I overlooked (backgrounds, stage detail, etc.).

Hell, reading the whole thing made me want to fire up a game of GnG!

airraid
02-22-2007, 03:35 PM
I personally thought the comparisons were pretty cool, airraid. It was interesting to see those differences. It's pretty amazing what they left out.

-Rob



Ditto. It makes you apprciate the work the design team did on the arcade game. You pointed out a lot of detail that for some reason I overlooked (backgrounds, stage detail, etc.).

Hell, reading the whole thing made me want to fire up a game of GnG!


I've got some updated, cleaner pictures, that now includes the near-exact X68000 version. although these pics are not in the correct resolution & aspect ratio, they show the differences in detail pretty well.



Arcade
http://img517.imageshack.us/img517/9718/arcadegng1as9.jpg
.
.
MegaDrive-Genesis
http://img522.imageshack.us/img522/228/genesisghouls1ew6.jpg
.
.
SuperGrafx
http://img483.imageshack.us/img483/8154/supergrafxghoulsnghostsyl7.png
.
.
Sharp X68000
http://img522.imageshack.us/img522/7868/x68000gng1ey5.jpg

Ed Oscuro
02-22-2007, 04:31 PM
Why does the SuperGrafx version have scanlines while the others don't?

airraid
02-22-2007, 08:22 PM
Why does the SuperGrafx version have scanlines while the others don't?

Because that's how I had the emulator configured. I didn't turn off scanlines on MagicEngine. It doesn't really change what is there, and not there, in terms of color and detail.

Bloodreign
02-23-2007, 02:33 AM
It's good to see this topic alive and well again, this series is good enough to talk about for a long time.

RadiantSvgun
02-23-2007, 01:59 PM
I forget the name, but there is a Puzzle game spin off on the Saturn of GnG.
I believe it is called "Nazomakaimura"


http://cgi.ebay.com/S087-INCREDIBLE-TOONS-Sega-Saturn-JP_W0QQitemZ8183502582QQihZ020QQcategoryZ62053QQrd Z1QQssPageNameZWD1VQQcmdZViewItem#ebayphotohosting

airraid
02-24-2007, 12:19 AM
I forget the name, but there is a Puzzle game spin off on the Saturn of GnG.
I believe it is called "Nazomakaimura"


http://cgi.ebay.com/S087-INCREDIBLE-TOONS-Sega-Saturn-JP_W0QQitemZ8183502582QQihZ020QQcategoryZ62053QQrd Z1QQssPageNameZWD1VQQcmdZViewItem#ebayphotohosting

yup, it came out for both the Saturn and PlayStation1.


Long before the recent GokuMakaiMura / Ultimate Ghosts 'n Goblins for PSP came along, I had wanted Capcom to make a really huge Ghouls 'N Ghosts game for both the CP System III (CPS3) as well as the Saturn or Dreamcast.

In the game I had envisioned, the arcade version would be a linear game with say, 7 stages, each stage split into 3 pieces as with Ghouls N Ghosts (i.e level 1-1, 1-2, boss). then the console version would be expanded into a larger, non-linear game with adventure/RPG elements, in the vein of Demon's Crest, but still with pure lightning fast Ghouls 'N Ghosts gameplay. In both versions of the game I had imagined, Arthur gets to be on horseback for parts of the game (remember Shinobi III) and he is seeking the ultimate weapons such as the Sword Excalibur and the Holy Grail to defeat Lucifer and Satan. ^__^ like, you get the Excalubur Sword when you reach the end of the game the first time, and face Lucifer. then the 2nd quest is for the Holy Grail and to the final battle against Satan in all of his unholy glory. All with Street Fighter 3 quality animation, done in 2D sprites and TONS of parallax backgrounds & foregrounds. no polygon mess whatsoever, which is my only complained about Ultimate Ghosts 'n Goblins.

maybe an influential Capcom designer will see this post and try to make it happen on Xbox 360, Wii or PS3.

Konami is doing major fan-service to Dracula X: Rondo of Blood,
in the form of Castlevania: The Dracula X Chronicles.
I'd love to see Capcom out-do Konami with Capcom's rival to Castlevania; Ghouls 'N Ghosts ^__^