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
| Category | Famicom/NES | Arcade (first release) | Arcade (revision) | Arcade/NES (overseas) | Commodore 64 | Commodore 16/Plus/4 | Amiga | Game Boy Color |
|---|---|---|---|---|---|---|---|---|
| Gameplay | 2 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| Bug fix | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |
| Censorship | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 |
| Content | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 |
Version differences
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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
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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
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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
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CensorshipArcade/NES (overseas)
In the overseas versions the cross weapon became a shield for religious reasons.1
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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
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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
Sources
Checked: 2026-10-13