Ghosts 'n Goblins: all version differences

6 documented differences between the releases of Ghosts 'n Goblins, each with a source. Back to the main page for names, releases and where to play.

Category × version

CategoryFamicom/NESArcade (first release)Arcade (revision)Arcade/NES (overseas)Commodore 64Commodore 16/Plus/4AmigaGame Boy Color
Gameplay20000011
Bug fix01100000
Censorship00010000
Content00001100

Version differences

  • GameplayFamicom/NES

    The Famicom version does not loop endlessly like the arcade game: after the second round it ends in a game over, although continuing from the title screen starts a harder run.1

  • GameplayFamicom/NES

    Boss weaknesses changed on the Famicom: the cross does not work on the Cyclops, the spear does not work on the Dragon, and neither the spear nor the axe works on Satan.1

  • Bug fixArcade (first release)Arcade (revision)

    The first arcade release had a bug that allowed a pattern for endless play. A revised version fixed it and slightly lowered the difficulty, and the Wii Virtual Console Arcade release reproduces that revision.1

  • CensorshipArcade/NES (overseas)

    In the overseas versions the cross weapon became a shield for religious reasons.1

  • ContentCommodore 64Commodore 16/Plus/4

    The Commodore 64 version has only some of the levels, with music borrowing from Chopin's Prelude Op. 28 No. 20. The Commodore 16/Plus/4 version has just two simplified levels and no music.2

  • GameplayAmigaGame Boy Color

    The Amiga version starts the player with six lives and plays music only with at least 1 MB of RAM. The Game Boy Color version uses passwords to reach certain levels.2

Back to Ghosts 'n Goblins

Sources

  1. 1ja.wikipedia.org
  2. 2en.wikipedia.org

Checked: 2026-10-13