Super Ghouls 'n Ghosts
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Super Ghouls 'n Ghosts
''Super Ghouls 'n Ghosts'', known in Japan as , is a platform video game developed and published by Capcom for the Super Nintendo Entertainment System in 1991. As the third game in the '' Ghosts 'n Goblins'' series and the first not to be released for the arcade, it again depicts knight Arthur saving Princess Guinevere and the kingdom from Emperor Sardius, who has cast a spell that has revived the Ghoul Realm. The game has been included in multiple compilations of Capcom classics. A remake was released for the Game Boy Advance which features an additional game mode with new stages. Gameplay ''Super Ghouls 'n Ghosts'' is a side-scrolling platform game with reduced emphasis on run and gun and more on platforming. As in the predecessor '' Ghosts 'n Goblins'', the player takes the role of the knight Arthur, who must save Princess Guinevere and rid the kingdom of the Ghoul Realm which is revived under a spell of Emperor Sardius (known as Samael in the Japanese version), who has ...
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Capcom
is a Japanese video game developer and publisher. It has created a number of multi-million-selling game franchises, with its most commercially successful being '' Resident Evil'', '' Monster Hunter'', '' Street Fighter'', ''Mega Man'', ''Devil May Cry'', '' Dead Rising'', and '' Marvel vs. Capcom''. Mega Man himself serves as the official mascot of the company. Established in 1979, it has become an international enterprise with subsidiaries in East Asia (Hong Kong), Europe (London, England), and North America (San Francisco, California). History Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979 by Kenzo Tsujimoto, who was still president of Irem Corporation when he founded I.R.M. He worked concomitantly in both companies until leaving the former in 1983. The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co., Ltd., both of which were devoted to the manufacture and distribution of electronic g ...
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Shoot 'em Up
Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century and the early mainframe game ''Spacewar!'' (1962). The shoot 'em up genre was established by the hit arcade game '' Space Invaders'', which popularised and set the general template for the genre in 1978, and spawned many clones. The genre was then further developed by arcade hits such as ''Asteroids'' and '' Galaxian'' in 1979. Shoot 'em ups were popular throughout the 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shooters, run and gun games and rail sho ...
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Lance
A lance is a spear designed to be used by a mounted warrior or cavalry soldier (lancer). In ancient and medieval warfare, it evolved into the leading weapon in cavalry charges, and was unsuited for throwing or for repeated thrusting, unlike similar weapons of the javelin and pike family typically used by infantry. Lances were often equipped with a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact, and beginning in the late 14th century were used in conjunction with a lance rest attached to the breastplate. Though best known as a military and sporting weapon carried by European knights and men-at-arms, the use of lances was widespread throughout Asia, the Middle East, and North Africa wherever suitable mounts were available. Lancers of the medieval period also carried secondary weapons such as swords, battle axes, war hammers, maces and daggers for use in hand-to-hand combat, since the lance was often a one-use-per-engagement weapon; assu ...
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Plate Armor
Plate armour is a historical type of personal body armour made from bronze, iron, or steel plates, culminating in the iconic suit of armour entirely encasing the wearer. Full plate steel armour developed in Europe during the Late Middle Ages, especially in the context of the Hundred Years' War, from the coat of plates worn over mail suits during the 14th century. In Europe, plate armour reached its peak in the late 15th and early 16th centuries. The full suit of armour, also referred to as a panoply, is thus a feature of the very end of the Middle Ages and the Renaissance period. Its popular association with the " medieval knight” is due to the specialised jousting armour which developed in the 16th century. Full suits of Gothic plate armour were worn on the battlefields of the Burgundian and Italian Wars. The most heavily armoured troops of the period were heavy cavalry, such as the gendarmes and early cuirassiers, but the infantry troops of the Swiss mercenaries and t ...
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Nebulus (video Game)
''Nebulus'' is a platform game created by John M. Phillips and published by Hewson Consultants in the late 1980s for home computer systems. International releases and ports were known by various other names: ''Castelian'', , ''Subline'', and ''Tower Toppler''. The game's original 8-bit release received some critical acclaim, in particular the Commodore 64 release, which garnered a Gold Medal award from UK magazine ''Zzap!64''. ''Nebulus'' was followed by the lesser-known ''Nebulus 2'' for the Amiga in the 1990s. Gameplay ''Nebulus'' is a platform game. The player character, a green creature called Pogo, is on a mission to destroy eight towers that have been built in the sea by planting bombs at the towers' peaks. The actual gameplay happens at each tower in turn. Pogo starts from the bottom and finds the way to the top. The towers are cylinder-shaped and have ledges on their outside, either horizontal, forming stairs or connected by elevators. A notable feature of the ...
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Retro Gamer
''Retro Gamer'' is a British magazine, published worldwide, covering retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became a monthly. In 2005, a general decline in gaming and computer magazine readership led to the closure of its publishers, Live Publishing, and the rights to the magazine were later purchased by Imagine Publishing. It was taken over by Future plc on 21 October 2016, following Future's acquisition of Imagine Publishing. History The first 18 issues of the magazine came with a coverdisk. It usually contained freeware remakes of retro video games and emulators, but also videos and free commercial PC software such as '' The Games Factory'' and '' The Elder Scrolls: Arena''. Some issues had themed CDs containing the entire back catalogue of a publisher such as Durell, Llamasoft and Gremlin Graphics. On 27 September 2005, the magazine's origina ...
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Earthquakes
An earthquake (also known as a quake, tremor or temblor) is the shaking of the surface of the Earth resulting from a sudden release of energy in the Earth's lithosphere that creates seismic waves. Earthquakes can range in intensity, from those that are so weak that they cannot be felt, to those violent enough to propel objects and people into the air, damage critical infrastructure, and wreak destruction across entire cities. The seismic activity of an area is the frequency, type, and size of earthquakes experienced over a particular time period. The seismicity at a particular location in the Earth is the average rate of seismic energy release per unit volume. The word ''tremor'' is also used for non-earthquake seismic rumbling. At the Earth's surface, earthquakes manifest themselves by shaking and displacing or disrupting the ground. When the epicenter of a large earthquake is located offshore, the seabed may be displaced sufficiently to cause a tsunami. Earthquakes ...
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Boss (video Games)
In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that point. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret' or 'hidden' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where the player faces multiple previous bosses again in ...
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Level (video Games)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life Half-life (symbol ) is the time required for a ...
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Glossary Of Video Game Terms
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Life (video Games)
In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest or a continue particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their health, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. The number of lives a player is granted varies per game type. A finite number of lives became a common feature in arcade games and action games during the 1980s, and mechanics such as checkpoints and power-ups made the managing of lives a more strategic experience for players over time. Lives give novice players more chances to learn the mechanics of a video game, while allowing more advanced players to take more risks. History Lives may have originated from t ...
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Degree Of Difficulty
Degree of difficulty (DD, sometimes called tariff or grade) is a concept used in several sports and other competitions to indicate the technical difficulty of a skill, performance, or course, often as a factor in scoring. Sports which incorporate a degree of difficulty in scoring include bouldering, cross-country skiing, diving, equestrianism, figure skating, freestyle skiing, gymnastics, rhythmic gymnastics, surfing, synchronized swimming and trampoline. Degree of difficulty is typically intended to be an objective measure, in sports whose scoring may also rely on subjective judgments of performance. By sport Diving The International Swimming Federation computes the degree of difficulty of dives according to a five-part formula, incorporating height, number of somersaults and twists, positioning, approach, and entry. The total judges' score is multiplied by the dive's degree of difficulty to determine the total score. Figure skating In figure skating, each jump element i ...
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