Super Ghouls 'n Ghosts is an SNES-exclusive sequel to Ghouls 'n Ghosts, itself a sequel to Ghosts 'n Goblins . Like its predecessors, its claim to fame (or infamy) is being ridiculously hard. Super Ghouls 'n Ghosts follows the formula of Ghosts 'n Goblins to a tee. You control a knight named Arthur who must rescue Princess Guinevere by battling endless hordes of monsters and demons: Zombies, Ghosts, Weredogs, Bats, Red Arremers, and even Mimics (the D&D monster that disguises itself as a treasure chest). He picks up various weapons along the way but can only hold one at a time. Some of them (especially the torch) are worse than the throwing spears he begins with. Three new weapons are the crossbow, scythe, and tri-blade. The crossbow is good because it shoots two arrows at once, at about 45 and 30 degree angles upward. I avoid the scythe because Arthur can throw only one at a time and the ability to arc it downward by holding ↓ does not compensate for this. The ...