data/claims/ghosts-n-goblins-history.yamlGhosts 'n Goblins (history and reception)
Game: Ghosts 'n Goblins.
Capcom released Ghosts'n Goblins, Makaimura in Japan, as an arcade game in September 1985. Akagi Masumi's list of arcade games gives the same month for its Japanese release. ghosts-n-goblins-history/arcade-japan
1985, Sep.Released the arcade video game "Ghosts'n Goblins".アーケードTVゲームリスト 国内・海外編 (1971-2005) · 国内編 (Japan), Capcom (OCR text line 2569) — the row follows "84/12 1942" and "85/05戦場の狼" (Commando) in Capcom's section of the list's Japan part, the section 1942-history/arcade-japan reads on p. 23 (scan image 25); the auditor confirmed the row on the page image85/09魔界村 ( Ghost'n Goblin )Our translation85/09 (September 1985) Makaimura (Ghost'n Goblin)Revised after a check by a second AI model, 2026-11-06: The note now says the auditor confirmed the row on the page image.Neither source gives a day. Akagi's October 1985 rows for the game are in the list's overseas part (ghosts-n-goblins-history/arcade-us), so the two sources agree on the Japanese month.
Cited by: Ghosts 'n Goblins
By Akagi Masumi's list, Ghosts'n Goblins reached American arcades in October 1985, under Capcom USA and through the distributors Digital Control and Romstar. Computer Entertainer called it "currently in U.S. arcades" in November 1986. ghosts-n-goblins-history/arcade-us
海外編 (overseas), p. 112 (image 114), CAPCOM USA (Capcom Coin-Op) — read by the lead on the page image; the OCR drops the apostrophe; the section lists 1942 in 85/0785/10 Ghost'n Goblins (via Digital Control, Romstar)Our translation85/10 (October 1985) Ghosts'n Goblins (via Digital Control, Romstar)アーケードTVゲームリスト 国内・海外編 (1971-2005) · overseas index (OCR text line 41650) — the index's columns interleave in the OCR; the entry sits beside "Ghostn Goblins" and "85/10"Capcom/Digital Control, RomstarComputer Entertainer, Vol. 5, No. 8 (November 1986) · p. 11, More on 3rd Party Games for Nintendo System, Capcom USAGHOSTS'N GOBLINS, currently in U.S. arcadesRevised after a check by a second AI model, 2026-11-06: The row reads Digital Control, not Digital Controls, and is quoted as printed on p. 112 (image 114).The Capcom USA row is confirmed on the page image. The overseas part has two more rows for the game whose section headings the OCR loses: "85/10 Ghost'n Goblins [Capcom]" after "84/11 Lode Runner [Irem]" (line 30781), and "86/02 Ghost'n Goblins [Capcom]" among Taito and Capcom licenses (line 34293). Which distributors they file it under is open until the page images are read.
Cited by: Ghosts 'n Goblins
Marukatsu Famicom's release schedule in its 23 May 1986 issue planned the Famicom Makaimura for 30 May at ¥5,500; its 13 June issue had the plan at 13 June, still ¥5,500. Famitsu's first issue, dated 20 June 1986, also gave 13 June as the planned day, at ¥5,500. These are plans; no source read gives the day it shipped. ghosts-n-goblins-history/famicom-plans
printed p. 115 (image 111), 新作特Q 書きこみ式発車時刻表 (schedule), headed 発売予定 (planned release) — the scout read the row on the page image; the OCR doesn't hold it5月 30日 魔界村 カプコン ¥5500 期待のアーケード移植Our translationMay, 30th, Makaimura, Capcom, ¥5,500: the arcade port we've been waiting forMarukatsu Famicom, 13 June 1986 · printed p. 115 (image 91), 新作特Q 書きこみ式発車時刻表 (schedule) — the scout read the row on the page image; the OCR doesn't hold it6月 13日 魔界村 カプコン ¥5500 期待のアーケード移植Our translationJune, 13th, Makaimura, Capcom, ¥5,500: the arcade port we've been waiting forBiweekly Famicom Tsushin (Famitsu) no. 1, 20 June 1986 · printed p. 24 (image 26), 魔界村 feature — under the heading 魔界村 (まかいむら), カプコン; read in the OCR text, not on the page image5,500 円 6 月 13 日 発 売 予定Our translation¥5,500, release planned for 13 JuneChecked by a second AI model, 2026-11-06.Famitsu's 20 June cover date is not its day of sale, so its "planned" line says only that the plan stood when the issue went to press.
Cited by: Ghosts 'n Goblins
Capcom dates the release of Ghosts'n Goblins "for NES" to June 1986. The NES cartridge came out in North America in November 1986, so the June 1986 date reads as the Famicom release, an inference no source states. The Famicom cartridge is Capcom's CAP-MK. ghosts-n-goblins-history/release-famicom
1986, Jun.Released "Ghosts'n Goblins" for NES.Makaimura Famicom instruction booklet (Japan, CAP-MK) · inside cover (PDF p. 2) — the sentence thanks the buyer of Capcom's Family Computer cassette Makaimura (CAP-MK); the OCR spaces the Japanese魔界 村 (CAP-MK )Our translationMakaimura (CAP-MK)Ghosts 'N Goblins came out for the NES in North America in November 1986, with Capcom as licensee. PublisherChecked by a second AI model, 2026-11-06.Capcom's English history names the NES; Nintendo of America's list puts the North American cartridge in November 1986 (ghosts-n-goblins-history/release-nes). Marukatsu's and Famitsu's plans for 30 May and then 13 June (ghosts-n-goblins-history/famicom-plans) fit a June release but don't prove the day.
Cited by: Ghosts 'n Goblins
Capcom published the Famicom cartridge itself; the booklet's back cover gives Capcom's Tokyo telephone number. ghosts-n-goblins-history/famicom-maker
inside cover (PDF p. 2)この た び は カプ コン “ファ ミリ ー コ ンピュータ カセ ッ ト ・Our translationThank you for buying Capcom's Family Computer cassette (Makaimura)Makaimura Famicom instruction booklet (Japan, CAP-MK) · back cover (PDF p. 16) — the scout read CAPCOM, CAP-MK, a Shinjuku, Tokyo address and this number on the page image, and the line that Family Computer and Famicom are Nintendo trademarks(03)205-0231Checked by a second AI model, 2026-11-06.No source read names who programmed the Famicom version.
Cited by: Ghosts 'n Goblins
Famitsu's TOP 30 dated 18 July 1986 put Makaimura at No. 1, ahead of Super Mario Bros. 2 and Dragon Quest, and called it a regular in the popularity rankings since its arcade days. ghosts-n-goblins-history/famicom-chart
printed p. 4 (image 6), ファミ通TOP30 (7月18日付), no. 1 — the OCR reads the 1 as |今週堂々の1位は『魔界村』だ。Our translationthis week's proud No. 1 is MakaimuraBIWEEKLY Famicom Tsushin (Famitsu) no. 4, 1 August 1986 · printed p. 4 (image 6), no. 1ゲームセンターのころからの人気ランキングの常連だOur translationit's been a regular in the popularity rankings since its arcade daysBIWEEKLY Famicom Tsushin (Famitsu) no. 4, 1 August 1986 · printed p. 4 (image 6), no. 1 — the sentence opens "『マリオ2』、『ドラ・クエ』などの強敵を押さえ"などの強敵を押さえOur translationholding off strong rivals such as (Mario 2 and Dragon Quest)BIWEEKLY Famicom Tsushin (Famitsu) no. 4, 1 August 1986 · printed p. 5 (image 7), chart date — read by the lead on the page image7月18日付Our translationdated 18 JulyRevised after a check by a second AI model, 2026-11-06: Quoted the chart's date, 7月18日付, read on the page image.The chart ranks by points, not copies sold (super-mario-bros-the-lost-levels-history/famitsu-chart reads the same page). The lead read the chart's date on the page image (image 7, which holds rows 6-30); the No. 1 text is read in the OCR.
Cited by: Ghosts 'n Goblins
Ghosts 'N Goblins came out for the NES in North America in November 1986, with Capcom as licensee. ghosts-n-goblins-history/release-nes
PDF p. 5 — the row gives title, licensee, and month, not a dayGhosts 'N Goblins Capcom November 1986Checked by a second AI model, 2026-11-06.Cited by: Ghosts 'n Goblins
In November 1986 Computer Entertainer listed Capcom USA's NES Ghosts'n Goblins for November, called it a major hit on the Japanese Nintendo system, and expected the first licensed third-party NES games in stores by Thanksgiving. It described a knight rescuing a kidnapped princess from demons, dragons, giants, zombies, and a sea of fire. ghosts-n-goblins-history/nes-announcement
p. 11, More on 3rd Party Games for Nintendo System, Capcom USAGHOSTS'N GOBLINS, currently in U.S. arcades and a major hit on the Japanese Nintendo system, lets the player become a Knight to rescue a kidnapped princess.Computer Entertainer, Vol. 5, No. 8 (November 1986) · p. 11, Capcom USAThe challenges include demons, dragons, giants, zombies, and a sea of fire.Computer Entertainer, Vol. 5, No. 8 (November 1986) · p. 11, More on 3rd Party Games for Nintendo SystemThe first of the licensed third-party games for the NES should beComputer Entertainer, Vol. 5, No. 8 (November 1986) · p. 14, Availability Update, Nintendo, NovemberCommando (CAP) Ghosts'n Goblins (CAP) Gradius (KON) Karate Champ (DE) 1942 (CAP)Checked by a second AI model, 2026-11-06.Cited by: Ghosts 'n Goblins
Computer Entertainer reported that the NES cartridge was one of Capcom's two games with a full megabit of memory, and that the first run of boxes for it and Commando misprinted this as "one megabyte memory". ghosts-n-goblins-history/nes-megabit
p. 12, Critically Speaking, Ghosts'n Goblins — the OCR loses "Capcom's" before it, which the scout read on the page imagetwo games that feature a full megabit of memory.Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12The first run of packages for this game and "Commando" state that the games contain "one megabyte memory,"Computer Entertainer, Vol. 5, No. 8 (November 1986) · p. 11, Capcom USACapcom's introductions will be the first one-megabit (1024K-bit) gamesChecked by a second AI model, 2026-11-06.Cited by: Ghosts 'n Goblins
The NES manual credits the game to Capcom, "premier world-wide arcade game designer", and places it in Capcom's Captain Commando "Challenge Series"; its warranty is from Capcom U.S.A. of Sunnyvale, California. It names no developer. ghosts-n-goblins-history/nes-maker
printed p. 2, A Special Message From Captain Commando — the OCR reads "CAPCQM©"created by CAPCOMGhosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 2premier world-wide arcadeGhosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 2 — the line goes on "\"Challenge Series.\"" (the OCR reads "Serles")the Captain CommandoGhosts 'N Goblins NES instruction manual (NES-GG-USA) · PDF p. 13, warrantyCapcom U.S.A., Inc.Ghosts 'N Goblins NES instruction manual (NES-GG-USA) · PDF p. 13, warrantySunnyvale. CA 94089Checked by a second AI model, 2026-11-06.Cited by: Ghosts 'n Goblins
The NES manual's Princess is kidnapped, and her lover the Knight, armed with five weapons, must pass seven gates to rescue her. An evil demon guards the end of each gate; killing it drops a key from the sky that opens the next gate, and at the seventh and last the Knight fights the Devil hand to hand. ghosts-n-goblins-history/nes-premise
printed p. 5, How to PlayOur beautiful Princess is kidnapped. Her lover, the Knight, armed with five different weapons, must pass through seven guarded gates to successfully rescue the princess.Ghosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 6, Hints on Game PlayThere are 7 gates and at the end of each gate is an evil demon. Once this evil demon is killed, a key will fall out of the sky. This key opens the next gate. At the 7th and final gate you must do battle with the Devil in hand-to-hand combat.Checked by a second AI model, 2026-11-06.Cited by: Ghosts 'n Goblins
In the NES manual, B throws a weapon and A jumps, and A then B at once throws while jumping. A first hit takes the Knight's armor and a second kills him. Jars hide the five weapons, javelins, torches, swords, axes, and crosses, and the Knight starts with the javelin. ghosts-n-goblins-history/nes-play
printed p. 5, controls — the text for button BEnables Knight to hurl up to five different weapons to destroy the enemy.Ghosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 5, controls — the text for button AMakes Knight jump and leap to avoid enemy attacks.Ghosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 6, Hints on Game PlayIf you push A then B immediately afterwards, the Knight will throw the weapon while jumping.Ghosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 6When the Knight is hit on his suit of armor, he loses his suit of armor. The 2nd hit kills the Knight.Ghosts 'N Goblins NES instruction manual (NES-GG-USA) · printed p. 7, Hints on Game PlayThroughout each scene there are Jars which hide 5 different weapons - Javelins, torches, swords, axes, and crosses. When the game begins, the Knight is armed with a javelin.Checked by a second AI model, 2026-11-06.Read in the manual's text layer; the scout checked pp. 2 and 6 on the page renders.
Cited by: Ghosts 'n Goblins
The Famicom booklet's story has an envoy from the demon world carry off the knight's beloved princess, and the knight go alone into the demon world to save her. Its strip says there are six gates before the princess is saved. ghosts-n-goblins-history/famicom-premise
PDF p. 8, story strip魔界 か ら の 使者 に 愛す る 姫 をOur translation(his) beloved princess, by an envoy from the demon worldMakaimura Famicom instruction booklet (Japan, CAP-MK) · PDF p. 8, story strip — the line before reads "さら われ て し まい 姫 を 助け る" (carried off, and to save the princess)た め に 1 人 魔界 へ 向う 騎士Our translationa knight who heads alone into the demon world (to save the princess)Makaimura Famicom instruction booklet (Japan, CAP-MK) · PDF p. 12, strip — the line before reads "姫 を 助け る まで に は" (before you save the princess); the scout checked the strip on the page image6 つの 門 が ある 。Our translationthere are six gatesChecked by a second AI model, 2026-11-06.The NES manual counts seven gates (ghosts-n-goblins-history/nes-premise); each count is that booklet's. Marukatsu Famicom counted seven stages on the Famicom (ghosts-n-goblins-history/famicom-stages).
Cited by: Ghosts 'n Goblins
In the Famicom booklet, an armored player hit by an enemy or its shot is left bare, and a second hit is a miss and costs a life; a life is also lost when the timer at the upper right reaches 0:00. Pots that enemies carry hold weapons and other items. ghosts-n-goblins-history/famicom-rules
printed p. 4 (PDF p. 6), 3. 遊び方 (how to play) — the next line reads "英 の 弾 に 当たる と 裸 に な り" (its shot is left bare); the OCR reads 英 for 敵よろ い を 着用 し た PLAYER は 、 敵 やOur translationa PLAYER wearing armor (who is hit by) an enemy orMakaimura Famicom instruction booklet (Japan, CAP-MK) · printed p. 4 (PDF p. 6)当たる と MISS に な り 、1 人 失い ます 。Our translation(hit once more,) it's a MISS and one life is lost.Makaimura Famicom instruction booklet (Japan, CAP-MK) · printed p. 4 (PDF p. 6)画 面 右上 の TIME が 0 : 00 に な る と 1 人 失い ます 。Our translationwhen TIME at the upper right of the screen reaches 0:00, one life is lost.Makaimura Famicom instruction booklet (Japan, CAP-MK) · printed p. 4 (PDF p. 6) — the line goes on to items worth points; the scout flags the OCR's キング there as unsure敵 の 持っ て いる ツボ か ら は 武器 の 他 に 、Our translationfrom the pots enemies carry, besides weapons,Checked by a second AI model, 2026-11-06.Cited by: Ghosts 'n Goblins
Marukatsu Famicom's guide in its first issue says the Famicom Makaimura is divided into seven stages, with a powerful gatekeeper at the end of each that must be beaten to go on. ghosts-n-goblins-history/famicom-stages
printed p. 26 (image 22), 魔界村 シーン別必勝テクニック大研究, ゲームの進め方この 魔界 村 は 、 ぜ ん ぶ で 7 ステ ー ジ にOur translationthis Makaimura is (divided) into 7 stages in allMarukatsu Famicom no. 1, 23 May 1986 · printed p. 26 (image 22)わかれ て いて 、 各 ステ ー ジ の 終わ り に はOur translationdivided, and at the end of each stageMarukatsu Famicom no. 1, 23 May 1986 · printed p. 26 (image 22)強力 な 門番 が いる 。Our translationthere is a powerful gatekeeper.Checked by a second AI model, 2026-11-06.Read in the OCR text only, not on the page image. The guide's photographs are the Famicom game's except one the page marks as the arcade version (※短剣の写真のみ、アーケード版です).
Cited by: Ghosts 'n Goblins
Famitsu's first issue told the story with Satan, an envoy from Makaimura (the demon village), carrying off a princess, and her lover Arthur setting out to rescue her in Makaimura, where eerie enemies await. ghosts-n-goblins-history/famitsu-story
printed p. 24 (image 26), 魔界村 featureとある平和な国のプリンセスが、魔界村からの使者サタンにさらわれたっ!Our translationthe princess of a peaceful country was carried off by Satan, the envoy from Makaimura!Biweekly Famicom Tsushin (Famitsu) no. 1, 20 June 1986 · printed p. 24 (image 26)プリンセスの恋人アーサーは彼女を救い出すため、Our translationTo rescue her, the princess's lover ArthurBiweekly Famicom Tsushin (Famitsu) no. 1, 20 June 1986 · printed p. 24 (image 26)不気味な敵の待ちうける魔界村へと向かっていった。Our translationset out for Makaimura, where eerie enemies await.Revised after a check by a second AI model, 2026-11-06: OCR quotes replaced with the printed story box; the place is Makaimura, not a demon world.Read by the lead on the page image (the story box); the OCR garbles it. Neither manual read names the knight.
Cited by: Ghosts 'n Goblins
Elite Systems published the British home-computer versions. Its instruction sheet calls the game "the authentic home computer version" of Capcom's coin-op, carries "Copyright - Elite Systems Ltd 1985", and gives loading instructions for the Amstrad and Schneider, Spectrum, Commodore 64 and 128, Commodore 16, and BBC and Electron. ghosts-n-goblins-history/elite-versions
PDF p. 1, Introduction & ScenarioGhosts 'n' Goblins is the authentic home computer version of the classic coin-operated arcade game from CapcomGhosts 'n Goblins (Elite Systems) instruction sheet, Spectrum, Amstrad, Commodore 64/128, C16 and BBC/Electron · PDF p. 1, Loading InstructionsAmstrad/ Cass Run “ELITE” Schneider Disc Run “ELITE” Spectrum Cass LoadGhosts 'n Goblins (Elite Systems) instruction sheet, Spectrum, Amstrad, Commodore 64/128, C16 and BBC/Electron · PDF p. 1, Loading InstructionsCommodore 64/128 Cass Shift & Run/StopGhosts 'n Goblins (Elite Systems) instruction sheet, Spectrum, Amstrad, Commodore 64/128, C16 and BBC/Electron · PDF p. 1, Loading InstructionsCommodore 16 Load “Elite” BBC/Electron CassGhosts 'n Goblins (Elite Systems) instruction sheet, Spectrum, Amstrad, Commodore 64/128, C16 and BBC/Electron · PDF p. 1, foot — the OCR reads "opyright - Elite Systems Ltd" and "985" on the next line; the scout read "Copyright - Elite Systems Ltd 1985" on the imageCopyright - Elite Systems LtdChecked by a second AI model, 2026-11-06.Loading instructions show the formats the sheet covers, not that each version shipped. No review of the Amstrad, Commodore 16, or BBC versions has been read.
Cited by: Ghosts 'n Goblins
Elite's sheet frames the game as the classic fighting-fantasy story of a heroic knight rescuing a beautiful maiden from a demonic Overlord. The Spectrum version plays on keys that can be redefined, or a Kempston or Sinclair joystick; the Commodore 64 and 16 versions on joystick only. ghosts-n-goblins-history/elite-premise
PDF p. 1, Introduction & ScenarioGhosts 'n' Goblins is the classic fighting fantasy story, heroic knight to rescue beautiful maiden from clutches of demonic Overlord.Ghosts 'n Goblins (Elite Systems) instruction sheet, Spectrum, Amstrad, Commodore 64/128, C16 and BBC/Electron · PDF p. 1, Playing Instructions, Spectrumor redefine keys, or use Kempston or Sinclair Joystick Interfaces.Ghosts 'n Goblins (Elite Systems) instruction sheet, Spectrum, Amstrad, Commodore 64/128, C16 and BBC/Electron · PDF p. 1, Playing InstructionsCommodore 64/128 Use joystick only. Commodore C16 Use joystick only.Checked by a second AI model, 2026-11-06.Crash reviewed Elite's ZX Spectrum version, at £8.95, in its July 1986 issue, credited to the author Keith Burkhill. The review takes the knight through a graveyard and its overweight demon, an ogre called Fatty Stomper, the Ice Palace, a ghost town, the Monsters' Den, and the Cavern System; one reviewer wrote that the conversion "only contains three levels". ghosts-n-goblins-history/crash-review
p. 28 (image 28), Ghosts and Goblins, header — the OCR reads "Producar: Ellt* Syatams"; the scout read the header on the page imageProducer: Elite SystemsCrash, issue 30 (July 1986) · p. 28 (image 28), header — the OCR reads "Retail Pric^: ^.65"; the scout read £8.95 on the page imageRetail Price: £8.95Crash, issue 30 (July 1986) · p. 28 (image 28), header — the OCR reads "Author: K#lth Burkhili"; the scout read the header on the page imageAuthor: Keith BurkhillCrash, issue 30 (July 1986) · p. 29 (image 29), comment — the scout read this on the page image; the OCR reads "AithfHigh tha converafoni p^niiy contains thrae levels (the original waa nMsalve)"Although the conversion only contains three levels (the original was massive) there's more than enough to keep you busyCrash, issue 30 (July 1986) · p. 29 (image 29), review text — "build" as printed; the OCR reads "byild at)qve water"; read by the lead on the page imagethe Ice Palace is build above waterCrash, issue 30 (July 1986) · p. 29 (image 29), review text — the OCR reads "ttie Cavem Smlem"; read by the lead on the page imagethe final section of the game - the Cavern SystemCrash, issue 30 (July 1986) · p. 29 (image 29), review text — read by the lead on the page imageOnce the knight has managed to get through the perils in the graveyard, there's a rather large overweight demon to destroy.Crash, issue 30 (July 1986) · p. 29 (image 29), review text — read by the lead on the page imagean ogre, affectionately called Fatty Stomper by his friendsCrash, issue 30 (July 1986) · p. 29 (image 29), review text — read by the lead on the page imageAfter the Ice Palace comes a ghost townCrash, issue 30 (July 1986) · p. 29 (image 29), review text — read by the lead on the page imagethe Monsters' DenRevised after a check by a second AI model, 2026-11-06: Two OCR-garbled quotes replaced with the printed lines, and the demon, Fatty Stomper, ghost town, and Monsters' Den quoted.Crash prints no reviewer's name on the review; "Author" in its header is the game's programmer, whom the second comment names too ("Keith Burkhill has proved my intuition well and truly and completely wrong"). The text layer is badly garbled; the scout read the header and comments on the page images.
Cited by: Ghosts 'n Goblins
Crash made the Spectrum version a Crash Smash at 95% overall, with 89% for use of computer, 92% for graphics, 95% for playability, 91% for getting started, 96% for addictive qualities, and 93% for value for money. ghosts-n-goblins-history/crash-score
Value
{
"review": "Crash",
"of": 100,
"scores": {
"use of computer": 89,
"graphics": 92,
"playability": 95,
"getting started": 91,
"addictive qualities": 96,
"value for money": 93,
"overall": 95
}
}p. 29 (image 29), ratingsGraphics 92%Crash, issue 30 (July 1986) · p. 29 (image 29), ratings — the OCR reads "Playabiyty 95%"Playability 95%Crash, issue 30 (July 1986) · p. 29 (image 29), ratings — the OCR reads "Use of computar B9%"Use of computer 89%Crash, issue 30 (July 1986) · p. 29 (image 29), ratings — the OCR reads "Ge tti nfl started 91 %"Getting started 91%Crash, issue 30 (July 1986) · p. 29 (image 29), ratings — the OCR reads "Addictive quaHtiea 96%"Addictive qualities 96%Crash, issue 30 (July 1986) · p. 29 (image 29), ratings — the OCR reads "Wl ue for m oney 93%"Value for money 93%Crash, issue 30 (July 1986) · p. 29 (image 29), ratings — the OCR reads "Overall 9S%"; the scout read 95% and the Crash Smash badge on the page imageOverall 95%Checked by a second AI model, 2026-11-06.Crash rates each heading as a percentage. The scout read the whole ratings box on the page image.
Cited by: Ghosts 'n Goblins
Crash's ratings box called it "yet another very competent Capcom conversion from Elite" and "very playable and addictive". One reviewer called it "a genuine first rate copy of the arcade game"; another, who had doubted Elite could convert it, found an excellent interpretation of the arcade original with perfectly smooth scrolling. ghosts-n-goblins-history/crash-verdict
p. 29 (image 29), general rating — the scout read this on the page image; the OCR reads "%t en€«w very conpelent Capoom cofiverskHi from Elite, tery ptayabte and addictive"Yet another very competent Capcom conversion from Elite. Very playable and addictiveCrash, issue 30 (July 1986) · p. 28 (image 28), first comment — the scout read this on the page image; the OCR reads "Eltte haM cocna up wHh Ano^ief afi#ada wbiiM^ Gh<^ts orid OobMfva le a gemikie 1mm rata copy ol the aroadi gititit"Elite have come up with another arcade winner. Ghosts and Goblins is a genuine first rate copy of the arcade game.Crash, issue 30 (July 1986) · p. 29 (image 29), second comment — the scout read this on the page image; the OCR reads "has gmui and pnmioeid an axcallertt Ifiierpretatlofi of the arcade OTigtnat equips P<kJ with perfectly amcKyth scrolttng"has gone and produced an excellent interpretation of the arcade original equipped with perfectly smooth scrollingChecked by a second AI model, 2026-11-06.The review prints no reviewers' names.
Cited by: Ghosts 'n Goblins
Looking back in January 1988, Crash's history of the magazine recalled that the July 1986 issue, released on 26 June, carried Ghosts 'N Goblins, and called Elite's version "one of the best conversions from an arcade original yet seen". ghosts-n-goblins-history/crash-history
printed p. 60 (image 78), The CRASH History, July 1986, Issue No. 30July 1986 Issue No. 30Crash, issue 48 (January 1988) · printed p. 60 (image 78) — the OCR reads "pulled it offj and Ghosts 'NGablins"; the scout read the line on the page imageThey pulled it off, and Ghosts 'N Goblins was one of the best conversions from an arcade original yet seen.Checked by a second AI model, 2026-11-06.The history gives the issue's release day ("Released on June 26th", read by the scout on the image), not the game's.
Cited by: Ghosts 'n Goblins
On Crash's Hotline Top 30, compiled from the votes of Crash readers and not from sales, the Spectrum game was second in October 1986, behind Elite's Commando and ahead of its Bomb Jack, and first in November 1986. ghosts-n-goblins-history/crash-charts
p. 34 (image 34, no folio), Hotline Top 30 for October — the OCR reads "GHOSTS AND GOBUNS taking second in coin-|mmd with BOMB JACK m third p^ace this mesns that Elite takes the hat -|trick"With GHOSTS AND GOBLINS taking second in command with BOMB JACK in third place this means that Elite takes the hat-trickCrash, issue 33 (October 1986) · p. 34 (image 34), Hotline Top 30 — the row "2 (3)"; the OCR reads "GHOSTS AHD GOBLINS"GHOSTS AND GOBLINS ELITECrash, issue 34 (November 1986) · image 114 (no folio), Top Thirty for November — the OCR reads "this month's numer o|uno, GHOSTS AND GOBLINS. alM from Elite."; the row reads "1 (2)" on the page image (scout)this month's numero uno, GHOSTS AND GOBLINS, also from Elite.Crash, issue 34 (November 1986) · image 114, chart notecompiled from the votes of CRASH readers is the most realistic chart for gaugingChecked by a second AI model, 2026-11-06.The chart counts readers' votes for the games they are playing; the note says "not the games that are in the shops this week or month".
Cited by: Ghosts 'n Goblins
Zzap!64 reviewed Elite's Commodore 64 version, at £9.95 on cassette and £14.95 on disk, joystick only, in September 1986. It describes the Demon King's domain in four areas, three minutes to pass each, a first hit that takes the knight's armor and a second that kills, lances as the starting weapon, and only the most recently picked-up weapon in use; rescuing the damsel starts the game over. ghosts-n-goblins-history/zzap-review
p. 18 (image 18), headerGHOSTS N ' GOBLINS Elite, £9.95 cass, £14.95 disk, joystick onlyZzap!64, issue 17 (September 1986) · p. 18comprises of four different areasZzap!64, issue 17 (September 1986) · p. 18three minutes to pass through each area, and failure to do so within this time limit results in the loss of a life.Zzap!64, issue 17 (September 1986) · p. 18The first time Mr Knight collides with one of the Demon King's underlings he loses his armourZzap!64, issue 17 (September 1986) · p. 19 (image 19)a second encounter proves fatal for the knight in shining undiesZzap!64, issue 17 (September 1986) · p. 19 (image 19)Mr Knight is initially armed with an infinite supply of sawn-off lancesZzap!64, issue 17 (September 1986) · p. 19 (image 19)only the most recently aquired weapon can be used.Zzap!64, issue 17 (September 1986) · p. 19 (image 19)If Mr Knight manages to rescue Ms Damsel, then, just like a bad dream, he has to start all over againRevised after a check by a second AI model, 2026-11-06: Four quotes moved to p. 19 (image 19), where the lead read them.The text layer is clean for these lines; the lead read the p. 19 lines on the page image.
Cited by: Ghosts 'n Goblins
Zzap!64 gave the Commodore 64 version a Gold Medal at 97% overall, with 93% for presentation, 98% for graphics, 96% for sound, 98% for hookability, 95% for lastability, and 96% for value for money. The presentation note regrets that arcade quality means no restart option or pause. ghosts-n-goblins-history/zzap-score
Value
{
"review": "Zzap!64",
"of": 100,
"scores": {
"presentation": 93,
"graphics": 98,
"sound": 96,
"hookability": 98,
"lastability": 95,
"value for money": 96,
"overall": 97
}
}p. 20 (image 20), ratingsPresentation 93% Arcade quality, which sadly means no restart option or pause facilityZzap!64, issue 17 (September 1986) · p. 20, ratingsGraphics 98%Zzap!64, issue 17 (September 1986) · p. 20, ratingsSound 96%Zzap!64, issue 17 (September 1986) · p. 20, ratings — the OCR reads "Hookabillty"Hookability 98%Zzap!64, issue 17 (September 1986) · p. 20, ratings — the OCR reads "Instability 95%"; the scout read Lastability on the page imageLastability 95%Zzap!64, issue 17 (September 1986) · p. 20, ratingsValue For Money 96%Zzap!64, issue 17 (September 1986) · p. 20, ratingsOverall 97%Zzap!64, issue 21 (1986-1987 Christmas Special) · p. 56, year's recap — the OCR reads "Sizziers"; the next sentences give the other Gold Medal to Elite's conversion of Ghosts 'n' GoblinsThere were four other Sizzlers and TWO Gold Medals.Zzap!64, issue 21 (1986-1987 Christmas Special) · p. 56, year's recap — the sentence ends "mark on the head with their superb conversion of Ghosts 'n' Goblins" (the OCR reads "markon the head with theirsuparty")The other went to Elite, who with Chris Butler at the helm finally hit the licensingRevised after a check by a second AI model, 2026-11-06: Added Zzap!64's December 1986 recap line naming Elite's conversion.Zzap!64 rates each heading as a percentage. The Gold Medal badge is on p. 18 (image 18).
Cited by: Ghosts 'n Goblins
Zzap!64's ratings box called it "an outstanding arcade conversion". One reviewer called it "a brilliant translation of the arcade game, and well worth a tenner"; another, after waiting since the arcade game, found it "absolute perfection" and said it had ousted Dropzone as his favorite Commodore game. ghosts-n-goblins-history/zzap-verdict
p. 20 (image 20), overall rating — the OCR breaks it "conver- sion"An outstanding arcade conversion.Zzap!64, issue 17 (September 1986) · p. 18 (image 18), commentGhosts 'n' Goblins is a brilliant translation of the arcade game, and well worth a tenner.Zzap!64, issue 17 (September 1986) · p. 20 (image 20), commentWhen it finally arrived I was amazed, it's absolute perfection!Zzap!64, issue 17 (September 1986) · p. 20 (image 20), commentDropzone was previ- ously my favourite game on the Commodore, now I can safely say that a year later, Ghosts and Goblins has ousted it from its position.Checked by a second AI model, 2026-11-06.The comment boxes carry caricatures and initials, which the scout read as CP, PS and JR (PS on the "well worth a tenner" box, JR on the "absolute perfection" one); they are not expanded here.
Cited by: Ghosts 'n Goblins
Zzap!64's reviewers credit Elite's Commodore 64 conversion to Chris Butler, with music and effects by Mark Cooksey. ghosts-n-goblins-history/c64-credits
p. 18 (image 18), commentChris Butler has made a marvellous job of converting the gameZzap!64, issue 17 (September 1986) · p. 18 (image 18), commentMark Cooksey's music and FX are also superbZzap!64, issue 21 (1986-1987 Christmas Special) · p. 56, year's recapThe other went to Elite, who with Chris Butler at the helm finally hit the licensingChecked by a second AI model, 2026-11-06.Both lines are in the issues' OCR text. The scout read the p. 18 comment on the page image only at low resolution (it read "has done" where the OCR has "has made"), and the Zzap 21 recap only in the OCR; neither page image has been rechecked at full size.
Cited by: Ghosts 'n Goblins
On Zzap!64's Games Top 30 in December 1986, a chart of readers' votes, Elite's Commodore 64 version was fourth, as in the month before, with 4% of the votes. ghosts-n-goblins-history/zzap-chart
p. 124, Games Top 304 (4) GHOSTS 'N' GOBLINS (4%)Zzap!64, issue 21 (1986-1987 Christmas Special) · p. 125, chart voting couponCHART VOTING COUPONChecked by a second AI model, 2026-11-06.Read in the OCR text only; the page images haven't been checked. The percentage reads as the game's share of readers' votes; the page doesn't say so in the text read.
Cited by: Ghosts 'n Goblins
Computer Entertainer reported in November 1986 that the U.S. division of Capcom had announced its first conversions of coin-op games for the Commodore 64 and 128: 1942, Gunsmoke, and Ghosts'n Goblins. Its January 1987 review called the Commodore 64 game an adaptation of Capcom's own arcade game. ghosts-n-goblins-history/c64-capcom
p. 5, Japanese Arcade Games for C64/128Capcom's first C64/128 entries are "1942"Computer Entertainer, Vol. 5, No. 8 (November 1986) · p. 5GUNSMOKE (Western shoot-out), and GHOSTS'N GOBLINS (rescue aComputer Entertainer, Vol. 5, No. 10 (January 1987) · p. 9, Critically Speaking, Commodore 64 Compatible — the line reads "GHOSTS'N GOBLINS (♦♦♦1/2/♦♦♦1/2) is an adaptation of Capcom's own popular arcade game"; the OCR loses "Capcom's", which the scout read on the page imageis an adaptation ofComputer Entertainer, Vol. 5, No. 8 (November 1986) · p. 5, Japanese Arcade Games for C64/128 — the sentence opens "The U.S. divisions of two Japanese arcade giants, Konami and Capcom"Capcom, have announced their first conversions of coin-op games for Commodore 64/128 computers.Revised after a check by a second AI model, 2026-11-06: Capcom's U.S. division announced its Commodore 64 conversions; the claim no longer says it released them.No source read names the publisher of the Commodore 64 program Computer Entertainer reviewed in January 1987 (ce-c64-review), or says whether it is Elite's conversion.
Cited by: Ghosts 'n Goblins
Computer Entertainer's December 1986 review of the NES version rated it four of four for graphics and four of four for game play and recommended it at about $30. It found a seven-stage rescue game, fast and challenging, was glad of a continue feature given the difficulty, noted a slight flicker, and called it "a terrific game with enough depth and variety" to keep players going a long time. ghosts-n-goblins-history/ce-nes-review
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 4,
"game play": 4
}
}p. 12, Critically Speaking, Ghosts'n Goblinsthe designers have done a superb job bringing this home version to the Nintendo system.Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12 — the OCR breaks it "It is|a seven-stage"It is a seven-stage rescue game, each stage composed of several screens.Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12we were very glad to see a continuous play feature, which allows you to pick up where you left off in the next game when your knight is killed.Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12very slight amount of flicker in some of the figures.Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12GHOSTS'N GOBLINS is a terrific game with enough depth and variety to keep you playing and discovering its surprises for a very long time.Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12Recommended. (MSR approx. $30)Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 12, ratings — the OCR reads "(¢¢¢¢4¢/¢¢¢4¢4)"; the scout read four diamonds on each side on the page imageGHOSTS'N GOBLINS (♦♦♦♦/♦♦♦♦)Computer Entertainer, Vol. 5, No. 9 (December 1986) · p. 2, The Rating System — the key; the first set rates the graphics2nd set=quality of game playChecked by a second AI model, 2026-11-06.The newsletter prints no reviewers' names. The review adds "(Solo or 2-player alternating; Pause.)"
Cited by: Ghosts 'n Goblins
Computer Entertainer's January 1987 review of the Commodore 64 version rated it three and a half of four for graphics and for game play and recommended it at $29.95. It found the graphics clear and well animated but less detailed than the NES version's, with fewer screens, which it was told came from the limits of disk capacity, and called it "a great arcade translation" for anyone without the NES game. ghosts-n-goblins-history/ce-c64-review
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 3.5,
"game play": 3.5
}
}p. 9, Critically Speaking, Commodore 64 Compatible, ratings — the OCR reads "(¢¢¢1/2/¢¢¢1/2)"GHOSTS'N GOBLINS (♦♦♦1/2/♦♦♦1/2)Computer Entertainer, Vol. 5, No. 10 (January 1987) · p. 9Graphics are clear and well animated, although not as richly detailed as the first home version of this game for the Nintendo Entertainment System.Computer Entertainer, Vol. 5, No. 10 (January 1987) · p. 9There are fewer screens in the Commodore 64 version than there are in the NES version, also. We're told that this is due to limits in disk capacity.Computer Entertainer, Vol. 5, No. 10 (January 1987) · p. 9the C64 version is a great arcade translation and a game that's a lot of fun toComputer Entertainer, Vol. 5, No. 10 (January 1987) · p. 9Recommended. (MSR $29.95)Computer Entertainer, Vol. 5, No. 10 (January 1987) · p. 2, The Rating System4 SYMBOLS = EXCELLENTRevised after a check by a second AI model, 2026-11-06: No source names the reviewed program's publisher, so it is no longer called Capcom's.The review adds "(Solo play; Joystick.) C64/128 version reviewed. Also available for Nintendo Entertainment System; coming soon for Apple II."
Cited by: Ghosts 'n Goblins
By March 1988 Elite had put the game in its compilation Best of Elite Vol. 2, with Paperboy, Battleships, and Bombjack II. An Elite advertisement in Crash in May 1988 packed it with Paperboy, Enduro Racer, The Living Daylights, Dragon's Lair, and Escape from Singe's Castle, quoting Zzap!64's and Crash's reviews. ghosts-n-goblins-history/compilations
p. 28, Elite advertisementBEST OF ELITE Vol.2 1) PAPERBOYCrash, issue 50 (March 1988) · p. 28, Elite advertisement — the OCR reads "2) GHOSTS IM GOBLINS"; the list goes on "3) BATTLESHIPS" and "4} BOMBJACK 11" and the ad says "NOW AVAILABLE"2) GHOSTS 'N GOBLINSCrash, issue 52 (May 1988) · p. 3, Elite advertisement — the ad's panels also name Paperboy, Enduro Racer, The Living Daylights, Dragon's Lair and Escape from Singe's CastleGHOSTS 'N' GOBLINSCrash, issue 52 (May 1988) · p. 3, Elite advertisement — credited to Zzap 64; the ad also quotes Crash, "This game is compelling beyond belief"brilliant translation of the arcade gameChecked by a second AI model, 2026-11-06.Read in the OCR text only. The scout names the May 1988 pack 6-Pak Vol. 3 from its heading on pp. 2-3, which the OCR doesn't hold; the page images haven't been checked.
Cited by: Ghosts 'n Goblins