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Ghosts ‘N Goblins (Mobile) -Capcom (2006) -Played on a Motorola Slvr
Summary Arthur just can’t seem to keep his armor on when he goes to rescue the princess. My Thoughts
What has been added to this version is an auto-fire for Arthur. You don’t have to worry about throwing a weapon in time to kill an enemy. Arthur will do it himself while standing still and jumping. The auto-fire works great if Arthur is equipped with the normal lance, but becomes a little handicapped when carrying other weapons. He throws the lance one right after another so as not to miss any ghouls or ghosts. The axes, daggers, and torches, however, are more spaced apart and you must try to time the auto attack right to be successful. You could switch to manual fire, but then it would be another button press that doesn’t quite work all the time. You’re better off just sticking to the lance throughout the game, if you can. There are times that you have no choice but to pick up a weapon because you can’t avoid it. I’m not complaining about the default difficulty of the game because that is the nature of the Ghosts ‘N Goblins games. They are designed to be immensely difficult. The platforming challenges are just as they were from the original as well as the enemies that appear in certain parts of the levels. It is just that the shoddy controls make it more, artificially difficult. The controls in the game needed some work. Jumping and ducking didn’t quite work as well as they should have. I want a mobile phone game to entertain me for a few minutes, not make me want to throw my phone against a wall. While the graphics are pretty close to the NES version, only the signature, yet stripped down, Ghosts ‘N Goblins music track made it into the game. The stages have been reduced to a mere three, eliminating the appearance of a few baddies. At least there is a stage select so you don’t have to keep running though the first two stages and Arthur doesn’t waste any more time in his boxers.
-Shawn
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