1. The game’s brutal difficulty
Many users lament how unforgiving the NES version of Ghosts ’n Goblins is, especially the “air‑control” and “random spawn” mechanics that can ruin a jump.
“I have been playing that game since I was like 10 and I've never gotten past the fucking ghost ship.” – Loughla
“The PSP version of this game was a lot of fun, if frustrating in how the 'random spawn' of enemies really cut against some of the difficulty.” – taeric
2. Nostalgic memories of the NES and early consoles in the UK/Europe
Several comments recall the cultural context of the NES, its competition with the Master System and home computers, and the shared childhood experiences of owning a console.
“The NES was pretty popular in the UK, wasn’t it? … I remember getting Super Mario Bros 3 for Christmas one year.” – kennyadam
“I had a Gameboy before that. … Nintendo games had multi‑person dev teams instead of some poor guy looking at a video of an arcade machine and trying to recreate it on a Spectrum.” – pipes
3. Design choices that shape gameplay experience
Users discuss how specific mechanics—air control, boss rushes, the “illusion” ending message—affect playability and player perception.
“Speaking of Ghosts n' Goblins – there was a discussion on HN not too long ago about platformer controls in old video games (air control vs. non–air control), and how being able to control your character in the air mostly won out.” – vunderba
“I discovered MAME and ROM repositories, and with the aid of its cheat system, I pushed through to the bitter end of Ghosts n' Goblins. And damned if I wasn't rewarded with the message, 'This was all an illusion created by Satan.'” – Supernaut