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  • Chō Makaimura (Capcom, 10/4/91)

    Posted on June 8th, 2010 keving 2 comments

    It’s easy to spot an early-era SNES game. There’s slowdown in places where you wouldn’t expect any slowdown. The Mode 7 effects are a bit janky and look a lot better in screenshots than live. The music is really tinny throughout — an issue Capcom seemed to struggle with all through the console’s life, come to think of it.

    Nevertheless, Super Ghouls ‘n Ghosts is a decent platformer, just as hard as any other in the series, and this TAS attempts to get through the game while defeating the absolute bare minimum of enemies — the bosses, and a set of cockatrice heads that must be killed in order to remove a wall blocking your way. The results are pretty spine-tingling, and even though this is a TAS and you know Knight Arthur is never going to die, it’s still thrilling to watch him take this leisurely stroll through the demon world.

    Note that this video begins with the final boss of the first playthrough to save time, since (like with most Ghosts ‘n Goblins titles) you must beat the game twice in a row to get the real ending. Stick around for that ending and you’ll also get to see an interesting bug that was fixed for the SNES release. In the Super Famicom Chō Makaimura, if you reconfigure the button assignments in option mode and then finish the game, Arthur’s movements in the ending will grow more and more haywire, until he finally dies in one part of it. If you beat the game with 0 lives left, the ending is then halted by a Game Over and you have to “continue” to see the rest of it. (Doing this kills the ending music, and the credits roll at the very end is completely silent as a result, which is why it was cut out of this video.)


     

    2 responses to “Chō Makaimura (Capcom, 10/4/91)” RSS icon

    • I have few distinct memories of sheer joy and wonder from my childhood (not that it was a bad one, just a poorly remembered one).

      One of those is using a Game Genie on Super Mario World and watching some of the codes screw up the title demo. It felt like I had defeated the game somehow, shattered the illusion of computer perfection…

      This video called back to that pleasant memory.

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