With the recent release of Ghosts ‘n Goblins Resurrection, a lot of people are revisiting the Ghosts ‘n Goblins franchise. And it isn’t all that hard! For a franchise that is fondly remembered from the early days of gaming, there have not been that many GnG titles through the generations. Aside from a few reboots of varying quality, the franchise barely got out of the 16-bit era without all but disappearing. Maybe the Resident Evil and Devil May Cry franchises filled the “horror” shaped hole in the hearts of Capcom? Or maybe it is more similar to how the Resident Evil franchise ultimately mutated and birthed the Devil May Cry franchise? After all, we could see a mutation in real time with GnG. 1991 saw Super Ghouls ‘n Ghosts, 1994 saw Demon’s Crest, and, in 1992, we saw the middle point between the two: The Magical Quest Starring Mickey Mouse.
Admittedly, this was a bit of a deviation from the original Ghouls ‘n Ghosts formula. First of all, as keen-eyed players will notice immediately, Arthur is temporarily retired for this adventure, and has been replaced by a sentient mouse man. This is significant change in the formula, but this “Mickey Mouse” is apparently a noble warrior, not unlike Maximo or Firebrand of Demon’s Crest. And, speaking of Demon’s Crest, this was clearly the genesis of Red Arremer’s greatest skill in that title: switching between different “costumes” to utilize different abilities. Mickey does not come equipped with Arthur’s array of lances, daggers, and crossbows, but he does have the ability to switch between magical attacks, a firehose, and a grappling hook. And, if all else fails, Mickey has been granted the strength to leap on his opponents. Hey! It worked for that plumber guy!
Speaking of Mario, The Magical Quest Starring Mickey Mouse is undoubtedly one of the easiest titles in the Ghosts ‘n Goblins franchise. It is funny how a few minor changes make a difference in difficulty level. Mickey has three hearts to Arthur’s two, and additional “golden armor” hearts only make our hero even more resistant. Furthermore, there is a “shop” feature that can provide extra lives and powerups, so all those “money bags” that Arthur was always hording serve a purpose here. This would eventually be utilized in Ghosts ‘n Goblins Resurrection with the collectible sprites that offer new abilities, but here it just offers Mickey a rudimentary leg up on his opponents. But these enhancements don’t mean it’s all fun and games for Mickey. The main offensive options for the costumes all require “energy”, and, while refills are abundant (and outright repeatedly provided during boss fights where they are a requirement), Arthur never had to worry about rationing his torch output in the middle of a heated battle. And that grappling hook powerup? Let’s just say that Arthur, double jump or no, would not survive the platforming challenges Mickey would be forced to negotiate. It doesn’t matter if you’ve got a pile of hitpoints when those hearts take a dive into a pit…
But don’t worry, Ghouls ‘n Ghosts fans, once you see the worlds Mickey has to traverse, you’ll feel right at home. Presumably in an effort to draw in a new audience, this Ghosts ‘n Goblins title starts with an inviting opening stage, forsaking the traditional graveyard filled with zombies for a “happy” wooded area. But things get spooky fast, as there are malevolent, mutated bugs and bees around the forest, complete with a gigantic “dragonpillar” that recalls the three headed dragon of Super Ghouls ‘n Ghosts. From there, Mickey receives “magic powers” to simultaneously use a ranged attack and swim through a giant tree. Is this “Dark Forest” being unusually damp meant to evoke the iconic second stage of Super Ghouls ‘n Ghosts and its haunted ship and raft ride? Probably! This is a franchise known for occasionally relying on “oblique” references to older games. And this haunted forest is all topped off with an eerie giant spider invasion. Can you get scarier than arachnophobia?
Well, yes, the Fire Grotto, is where the ghouls really kick into gear. The whole stage starts with a downward elevator ride that recalls a similarly deadly situation in Ghouls ‘n Ghosts (though at least that elevator had the decency to go up). Then Mickey does the typical Demon Realm entrance thing by traipsing through a fiery Hell. Practically everything is on fire in this stage, and, while the firefighter costume does mitigate the various heated issues, you still have to deal with platforms that are apparently fueled by cranky souls. And a flaming stone guardian to top it all off? Be afraid, Mickey, be very afraid.
The following stage, Pete’s Peak, once again follows the Super Ghouls ‘n Ghosts route of including the “cave area” after its blistering welcome, albeit this level is a lot less… fleshy than its sister stage. However, the boss of this miniventure is the same Cockatrice that menaced Arthur back in the previous title. You just keep spitting eggs, you gigantic, evil bird!
Mickey’s Stage 5 is arguably repeating Arthur’s adventure to an exact degree. The Deep Chill aka Snowy Valley outright reuses layouts from Arthur’s icy prison, though with the added fun of introducing a number of “sleds” that speed things along. This is the first stage that does not introduce a new “power”, so it is nice to see something that generally helps our hero (and confirms, once again, that Arthur’s biggest plight is that he has to slowly walk everywhere). In the case of the boss of this stage, we have no hard confirmation that SGnG’s Bēruaroken is an ice-skating walrus when thawed out, but it does seem like this monster does have a similar stance to Arthur’s icy opponent…
And then the finale of any good GnG game: the haunted castle. As alluded to in earlier levels, the final boss of this title is Pete, a giant, monarch-style creature in the vein of Astaroth, Lucifer, or Sardius. Does he have an extra face under that regal cloak? Who knows! But what we do know is that Pete’s Castle is the proper finale for this franchise, as it is a challenging, imposing area filled with monsters of all shapes and sizes. And spikes! The ol’ Capcom staple of just covering every goddamned thing with spikes and then throwing in a light boss rush is all that stands between Mickey and rescuing his princess. (… Who is a dog. And, to be clear, that is not a judgment of a princess replacement, Pluto is apparently literally a dog. At least this time the ending won’t reveal the “damsel”’s measurements.)
And that is the whole of Super Ghouls ‘n Ghosts 2: The Magical Quest Starring Mickey Mouse. Mostly. The ending implies that the whole of the adventure was a dream, and then Mickey awakens to a game of catch that is exactly how this whole plot kicked off in the first place. Does this imply that Mickey is stuck in an endless loop, forever searching for the “goddess bracelet” that would allow this hero to finally end King Pete permanently? Probably. Those loops are a GnG traditional, after all…
For anyone curious about Mickey’s future involvement with the GnG franchise, not unlike The Red Blaze, Mickey would go on to have his own “spin-off” trilogy, but would not see another title beyond the Super Nintendo. And, while many of Mickey’s most prominent features would be carried forward to Demon’s Crest, this slight deviation in the GnG canon is now just as discarded as Maximo.
Sorry, Mickey, I guess your turn to be the star of something will have to come later. Apparently history is going to remember Sir Arthur as the leading man of this franchise.
FGC #585 The Magical Quest Starring Mickey Mouse
- System: Super Nintendo, and, later, Gameboy Advance. It seems like a lot of SNES games wound up on the final Gameboy (and we are better for it).
- Number of players: 2 players in both cases, but alternating on the home console, while you can work together on the GBA. Of course, you need two cartridges to do that…
- Port-o-Call: The GBA port is obviously going to have a few more bells and whistles, as it was released a solid decade later. You can play as Minnie! And fight in competitive multiplayer games! And Disney is part of the title now, for some reason! Just in case you thought Capcom owned Mickey Mouse!
- Favorite Costume: The mountain climbing gear has so much potential, but is only really built for one level (or the level is built for the costume… whatever!). However, the utility of the firefighter costume is gigantic, and it never wavers. Would you like to extinguish flames, battle soldiers, or freeze snowballs? You can do anything with the power of firefighting!
- Goggle Bob Fact: Speaking of specific costumes, this game is inextricably linked to Nintendo Power #44, the “bonus issue” that included a fold-out cover and a “Mega Man Spectacular”. This is also the origin of a Mario vs. Wario comic which reveals that Mario used to be kind of a dick. That is appropriate, given the presence of the cover boy.
- Did you know? Speaking of Nintendo Power, the following characters/things appeared on Nintendo Power covers before Mickey Mouse: Wile E. Coyote, Darth Vader, Felix the Cat, Darkwing Duck, Scrooge McDuck, Chip ‘n Dale, the Joker, the Starship Enterprise, and Dracula’s severed head. Seminal Pugsley Addams headlined the following issue.
- Would I play again: This is a fun little game… but emphasis on “little”. Once a GnG game is less challenging, it can easily be cleared within an hour or so. And that’s not bad! It just means I probably won’t bother again for a while. But I shall return to this interpretation of the Demon Realm…
What’s next? Random ROB has chosen… Walt Disney World Quest: Magical Racing Tour! Get ready to race around your favorite theme park in pursuit of nuts! Please look forward to it!