Super Ghouls ‘n Ghosts/Chōmakaimura (SNES/PS1/SAT, 1991/1998)
Graphics-8.5 Sound-8 Control-6/6.5* & ** Challenge-9/8.5**
Level Design-7/7.5** Frustration-9.5/9*/8.5** Fun-7/7.5** Originality-6
Overall Score-7/7.5**
*32-bit ver. (much less slowdown)
**Super Arthur+Restoration hacks
+
Very good variety
Some good bosses
Difficulty options (on higher difficulties enemies are more abundant, some obstacles are sped up, and bosses take more hits to kill. It also takes more money bags to gain additional credits, no. of lives per credit)
Well made horror atmosphere
5 different weapons and 2 armor upgrades (allowing for powered up attacks)
Shield power up (blocks smaller projectiles)
Double jump (still set length/height on each)
Good art direction
With Restoration+Super Arthur hacks:
-Removes most of the slowdown
-Power decrementation on hit (return to previous armor instead of losing your armor completely)
-Weapon inventory (switch between them with the L/R buttons; this also helps when a homing projectile doesn't do what you need it to since it's canceled when switching) - this also lets you switch weapons during the second run (as long as you have the bracelet equipped when picking up the key you're fine)
-Makes it where you can access the hidden menu (sound test+level select) with the first controller by holding L and pressing Start as well
-Restores the crosses that appeared in the background of stage 1 and on the zombie’s coffin from the Japanese version, and changes the names of Asutaroto to Astaroth and Sardius back to being called Samael once again as well
+/-
Enemies start spawning in some places if you stand still for too long
Some invincibility time during and after special attacks
The scythe special attack (tornado) is pretty overpowered
Dropped weapons from chests are randomized and never disappear (can be a problem in one or two spots when you don't want to pick the weapon up)
Various instant death hazards
The armors don't add to your protection - you still only have 2 HP even with the gold armor
Low rate of fire unless using the torch (two on screen at once) or the knife (three)
Shields only block attacks if standing still (and only projectiles?) however the upgraded one also speeds up your charge meter
Can't attack while walking (can do it while jumping) - see Mega Man
Can't move particularly far backwards in a level and there are often frequently respawning enemies
Super Arthur hack:
-Shields that will not break by blocking with them
-A slightly slower timer
-
Slowdown (you can't even fire your weapon sometimes)
Extreme trial & error (enemy positions and patterns, traps, boss patterns, finding some chests, the shield doesn't block if you're ducking or jumping (but does block on ladders?))
Slow walking and overall primitive controls (can no longer shoot upwards, can't jump onto or off of ladders, can't move while crouching, no weapon inventory, fall straight down after walking off a ledge)
Most weapons are ineffective (or their charged attacks are, for example the axe and the boomerang knife)
Once again having to find some hidden item to even be able to reach the final boss (need to replay the entire game on the next difficulty level and stick with that weapon (found on level 1) which has no special attack, have to do this even on easy mode)
Hit detection is a bit off at times (sometimes unforgiving but mostly forgiving)
Most bosses are much easier than their levels if you have the golden armor (level 4-5 bosses are easy if you have the green or gold armor)
Some tedious waiting for moving platforms and traps, Spongy final and second to final boss on the second run (can at least switch between weapons if using the hack)
Some palette swapped enemies as early as stage 3
Notes:
-PS1 and SAT versions: Little to no slowdown, no audio or visual changes
-The PAL version was made a bit easier (some missing or differently placed enemies)
Level Design-7/7.5** Frustration-9.5/9*/8.5** Fun-7/7.5** Originality-6
Overall Score-7/7.5**
*32-bit ver. (much less slowdown)
**Super Arthur+Restoration hacks
+
Very good variety
Some good bosses
Difficulty options (on higher difficulties enemies are more abundant, some obstacles are sped up, and bosses take more hits to kill. It also takes more money bags to gain additional credits, no. of lives per credit)
Well made horror atmosphere
5 different weapons and 2 armor upgrades (allowing for powered up attacks)
Shield power up (blocks smaller projectiles)
Double jump (still set length/height on each)
Good art direction
With Restoration+Super Arthur hacks:
-Removes most of the slowdown
-Power decrementation on hit (return to previous armor instead of losing your armor completely)
-Weapon inventory (switch between them with the L/R buttons; this also helps when a homing projectile doesn't do what you need it to since it's canceled when switching) - this also lets you switch weapons during the second run (as long as you have the bracelet equipped when picking up the key you're fine)
-Makes it where you can access the hidden menu (sound test+level select) with the first controller by holding L and pressing Start as well
-Restores the crosses that appeared in the background of stage 1 and on the zombie’s coffin from the Japanese version, and changes the names of Asutaroto to Astaroth and Sardius back to being called Samael once again as well
+/-
Enemies start spawning in some places if you stand still for too long
Some invincibility time during and after special attacks
The scythe special attack (tornado) is pretty overpowered
Dropped weapons from chests are randomized and never disappear (can be a problem in one or two spots when you don't want to pick the weapon up)
Various instant death hazards
The armors don't add to your protection - you still only have 2 HP even with the gold armor
Low rate of fire unless using the torch (two on screen at once) or the knife (three)
Shields only block attacks if standing still (and only projectiles?) however the upgraded one also speeds up your charge meter
Can't attack while walking (can do it while jumping) - see Mega Man
Can't move particularly far backwards in a level and there are often frequently respawning enemies
Super Arthur hack:
-Shields that will not break by blocking with them
-A slightly slower timer
-
Slowdown (you can't even fire your weapon sometimes)
Extreme trial & error (enemy positions and patterns, traps, boss patterns, finding some chests, the shield doesn't block if you're ducking or jumping (but does block on ladders?))
Slow walking and overall primitive controls (can no longer shoot upwards, can't jump onto or off of ladders, can't move while crouching, no weapon inventory, fall straight down after walking off a ledge)
Most weapons are ineffective (or their charged attacks are, for example the axe and the boomerang knife)
Once again having to find some hidden item to even be able to reach the final boss (need to replay the entire game on the next difficulty level and stick with that weapon (found on level 1) which has no special attack, have to do this even on easy mode)
Hit detection is a bit off at times (sometimes unforgiving but mostly forgiving)
Most bosses are much easier than their levels if you have the golden armor (level 4-5 bosses are easy if you have the green or gold armor)
Some tedious waiting for moving platforms and traps, Spongy final and second to final boss on the second run (can at least switch between weapons if using the hack)
Some palette swapped enemies as early as stage 3
Notes:
-PS1 and SAT versions: Little to no slowdown, no audio or visual changes
-The PAL version was made a bit easier (some missing or differently placed enemies)