HOT NEWS as Ghosts'n Goblins has arrived as a Commodore Amiga AGA edition via JOTD! [UPDATE]

If you played ' Ghosts'n Goblins ' the first game in the Ghosts 'n Goblins franchise on systems such as the Amstrad, Amiga, Atari, C64 and ZX Spectrum, or the more recent arcade overhaul that was released for the Plus/4. You'll be interested to know that as of just recently, JOTD has finally released the eagerly awaited Ghosts'n Goblins AGA for the Commodore Amiga. An enhanced version for the Amiga 1200 and above bringing it more in line with the Arcade classic. 


Left Original / Right AGA

Originally the game was being worked on by Skyzoo73 in the Scorpion Engine. However with his blessing as the game wasn't going to go any further, JOTD continued his work from scratch without the Scorpion Engine all fully transcoded with a final release today. In fact not only does the game look graphically superior compared to the original OCS version by Elite which was already very good, but it now features music by IM76, and as noted by JOTD previously "kicks ass with new new things like interrupt-based blitting and corkscrew"

Features:
  • - all 7 levels in 64 colors
  • - PAL/NTSC (NTSC recommended for smooth scrolling)
  • - exact arcade gameplay
  • - awesome music
  • - difficulty/lives settings
  • - service mode :)
  • - CD32 version with audio tracks, runs on stock CD32
  • - Requires a 2-button joystick, or the keyboard, some fast memory. But there's also a 1 button and up for jump option now.
Credits:
  • - jotd: reverse-engineering, 68000 transcode, graphics conversion, sound conversion for the Amiga.
  • - IM76: music
  • - PascalDe73: icons
  • - Capcom: original game
[UPDATE]: 

JOTD has released some new updates to the game with the following changes.
  • v1.1: CD32 version startup menu is now active. Fixed level select as well.
  • v1.2: fixed wobbly items in scrolling and other minor issues.
  • v1.2 CD32: better loading & CD music integration, no more long delays
And that's all there is to say about the game, so head on over to the link (HERE) and check out this awesome release by JOTD.

13 comments:

  1. the novelty here is that it comes with a CD32 version with CD audio tracks of the original game.

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    1. Hallo again JOTD!...another great AMIGA work...congratulations!...but...please reply me...can you create an AMIGA porting of MIKIE?

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  2. I'm loving it when it works, but it's VERY VERY crashy on Amiberry, I don't think I've ever got to start my second life without the Red And White Texty Screen Of Death :(

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    1. I think your emulation is at fault. Winuae is good for CD32 emulation but other are maybe a bit late. It works on a real machine, I tested it myself.

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  3. Thanx JOTD , this is 100 % perfect Work.

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  4. any chance we can get an adf of this? i hate burning cue files and setting up WHDload stuff.

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    Replies
    1. I read this on EAB "ADF would be possible, but there's no room for the in-game music without fast memory so that's a lot of work for people with fast memory and no hard drive."

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    2. You need to burn the .cue file only if you have a CD32 console. Else it's useless. ADF would take at least 2 or 3 floppies. I told myself that anyone with fastmem (which that game requires unless you don't want the music or you're running the CD32 CDDA version) wouldn't object using whdload. For that game, 1) install whdload in C:, 2) unpack the archive 3) click on the icon.

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  5. "ALL RIGHT RESEVED" instead of "ALL RIGHTS RESERVED"
    Two typos in the arcade game that could be fixed. ^^

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  6. Great work JOTD as usual. Big thank you.

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  7. Nice, but unfortunately unusable for a lot of AmigaOS users. Can we please get an RTG version..?

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    Replies
    1. Hopefully with continued development, we'll soon have this :) https://www.indieretronews.com/2026/09/rgb2rtg-v05-redirect-your-amiga-rgb.html

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    2. I don't have a graphical board, that would require a lot of work to convert render, and since I don't think RTG can do hardware scrolling (specially X fine scroll) that would mean that everything would have to be redrawn each time, which would kill the performance.

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