Deep Dive · Musical Analysis

Ghosts ‘n Goblins NES

The definitive musical analysis of Masashi Kageyama’s 1986 masterwork - Stage 1 chord structure, graveyard atmosphere, hardware constraints, and how five channels create existential dread.

The Port That Rewrote the Music

Ghosts ‘n Goblins (魔界村, Makaimura) arrived on the NES in 1986. It was a port of Capcom’s 1985 arcade hit - but Masashi Kageyama did not port the music. The arcade original, composed by Ayako Mori, used a Yamaha YM2203 FM synthesis chip and an AY-3-8910 PSG - hardware fundamentally incompatible with the Ricoh 2A03 APU in the NES.

Kageyama composed an entirely new soundtrack for the NES. The melodies, harmonies, rhythms, and themes are original to the NES version. What you hear in Ghosts ‘n Goblins NES is not a transcription of the arcade - it is a wholly independent compositional work shaped by the NES hardware’s constraints and by the specific gameplay experience Tokuro Fujiwara’s NES design required.

Kageyama is credited by name in the game’s in-game staff roll, a fact documented by the VGMPF community through frame-by-frame credit screen analysis. See the People page for credit research notes, and the catalogue for all title attributions.

“Music: Masashi Kageyama” - the in-game staff roll of Ghosts ‘n Goblins (NES, 1986), documented through credit screen analysis. The NES port’s soundtrack is an original composition for the 2A03 APU; it shares the game’s title with Ayako Mori’s arcade score but not a single note.

VGMPF Wiki - Ghosts ‘n Goblins (NES), www.vgmpf.com/Wiki/index.php/Ghosts_%27n_Goblins_(NES), accessed 2026
Ghosts 'n Goblins NES box art - the Elite Systems 1986 release, featuring Arthur in the graveyard
Ghosts ‘n Goblins (NES, 1986). Elite Systems UK release. The box art’s nighttime graveyard aesthetic matches the audio atmosphere Kageyama composed.

Two Hits and Arthur Is Done

Ghosts ‘n Goblins NES is a side-scrolling action platformer. Arthur, a knight, moves left to right through stages populated by zombies, ravens, demons, and supernatural creatures, working toward the final boss sequence. The game’s defining mechanic is its two-hit damage system.

Arthur begins each stage armoured in plate. A single hit from any enemy or projectile strips his armour entirely - Arthur continues in boxer shorts, now one hit from death. A second hit ends the game. This means the player is always two mistakes from a restart, with no mid-stage recovery possible.

Arthur carries one weapon at a time. His starting lance is reliable; he can pick up a torch (short range, poor arc), a dagger (fast but limited power), an axe (slow, arcing trajectory), or a cross (returns like a boomerang when powered up). Collecting a new weapon replaces the current one - picking up an unfamiliar weapon mid-stage can strip a skilled player of their best tool without warning.

Enemies respawn when scrolled off-screen and back. There are no checkpoints within stages. Death sends Arthur back to the stage start. A lives counter that reaches zero triggers a continue screen; running out of continues restarts the entire game.

Ghosts 'n Goblins NES Stage 1 - opening graveyard with tombstones and Arthur in armour
Stage 1 opening - Arthur armoured in the graveyard. Kageyama’s main theme begins immediately. The music’s indifference to failure is part of its atmosphere; it plays through every death.

The two-loop structure is the game’s defining structural element. Completing the game once triggers a cutscene informing the player that Arthur used the wrong weapon, and the game restarts from the beginning at elevated difficulty. Only a second complete run, using the correct weapon in the true final stage, reaches the game’s actual ending.

This design creates a specific listening context for Kageyama’s score. The Stage 1 theme is not heard once per playthrough - it is heard at every restart, on every death loop. The music’s relentless energy is not background dressing. It is the sound of renewed attempt after repeated failure, and it works precisely because Kageyama composed something that does not wear out across repetition.

The Stage 1 Main Theme

The Stage 1 main theme (Ground BGM) is among the most recognisable pieces of NES music ever written. It opens in the first moments of play - Arthur drops into the graveyard and the melody begins immediately, establishing the sonic character of the entire game.

The theme is composed in A minor with borrowed chord usage. Kageyama draws on modal mixture - specifically, borrowing chords from the parallel major scale (A major / A Ionian) into the minor-key context. This creates harmonic movement that feels simultaneously familiar (the minor-key melody line) and unexpected (the borrowed chord arriving where a diatonic chord would be).

Ghosts 'n Goblins NES - Stage 1 action with enemies and Arthur without armour
Stage 1 action. The pulse-wave melody runs throughout, regardless of what happens to Arthur on screen. The music’s indifference to failure is part of its atmosphere.

Borrowed Chords and Modal Mixture

In standard diatonic A minor harmony, the chords available are: Am, Bdim, C, Dm, Em, F, G. These are all derived from the A natural minor scale.

Borrowed chords (modal mixture) introduce chords from the parallel major - for A minor, this means chords from A major: A, Bm, C#m, D, E, F#m, G#dim. The most common borrowings are the major I (A major), the major IV (D major), and the ♭VI (F major from Aeolian) already available in natural minor, but also the major VI (F#m-related borrowings) and the ♭VII (G major from Mixolydian).

In the Stage 1 theme, the borrowed chord creates a momentary harmonic surprise - the melody line continues in minor, but the harmony beneath it shifts to a chord outside the pure minor scale. This produces the characteristic sense of epic minor-key drama that distinguishes the GnG NES soundtrack from contemporaneous platformer music of the same era. In 1986, most NES composers worked entirely within diatonic major or relative minor. The borrowed-chord technique was unusual enough in the context of the NES library that the chip music analysis community noted it retroactively.

The Graveyard Theme

The Graveyard BGM (Stage 2) establishes a different harmonic and rhythmic character. Where the Stage 1 theme is driving - pulse, forward, urgent - the Graveyard theme is oppressive. The pace is slower, the harmonic movement more deliberate, the noise channel providing rhythmic texture that implies a heartbeat or funeral drum.

The Graveyard theme is widely regarded, alongside the Stage 1 theme, as the most musically distinctive piece in the GnG NES soundtrack. Its use of the minor key at a slower harmonic pace creates a dread that matches the visual atmosphere of the stage: a literal graveyard, populated by the undead, at midnight.

Ghosts 'n Goblins NES - mid-game stage demonstrating the game's atmospheric design
GnG NES mid-game. The atmospheric density of the game - graveyard, castle, demon world - is matched by Kageyama’s harmonic density across the soundtrack.

The Village Theme

The Village BGM (Stage 3) is the most harmonically contrasting piece in the GnG NES score. After two minor-key stages - the graveyard urgency of Stage 1 and the oppressive weight of Stage 2 - the Village theme shifts register: brighter, more major-leaning, with a melodic character that implies relief rather than dread.

This is deliberate tonal architecture. Continuous minor-key writing would desensitise the player; the Village theme exists to provide contrast, so that the return to minor-key music in subsequent stages registers as a fresh shock rather than background noise.

Contrast by Design: Major-Key Borrowing in the Other Direction

Where the Stage 1 theme borrows chords into a minor context (modal mixture from parallel major into minor), the Village theme works in the opposite direction: its primary tonality is closer to major, with the characteristic GnG harmonic colour produced by the borrowing of minor-mode chords into that brighter context.

The effect is a piece that sounds comparatively cheerful - but is not actually diatonic major. Kageyama keeps the same borrowed-chord harmonic language throughout the soundtrack, maintaining compositional unity while varying the emotional register. The Village theme uses the same technique as the Stage 1 theme; only the direction of borrowing shifts.

This gives the GnG NES soundtrack a structural coherence unusual for NES game music of 1986: every stage uses a consistent harmonic palette, varied by tonality and tempo rather than by wholesale stylistic change.

Ghosts 'n Goblins NES - late game stage showing the game's visual density
GnG NES late-game. Kageyama’s Village BGM provides tonal relief earlier in the game before the score returns to minor-key dread in the later stages.

How Five Channels Create Dread

The Ricoh 2A03’s hardware constraints are not just technical limitations - they are aesthetic materials. Kageyama used the specific sonic properties of each channel to construct an atmosphere that the higher-fidelity FM synthesis of the arcade could not replicate on the NES.

The pulse channels (Square 1 and Square 2) produce a thin, cutting timbre at medium duty cycles. This is not a warm orchestral string - it is a hard, insistent tone that demands attention. At full duty cycle (50%), the pulse channel sounds closest to a square wave; at 12.5%, it produces a thin, reedy sound. Kageyama uses this timbral variation deliberately.

The triangle channel’s stepped waveform produces audible aliasing at lower pitches - a characteristic “grit” that gives NES bass lines a rough, somewhat oppressive quality. In a major-key, brighter NES game, this artefact is barely noticed. In a minor-key graveyard game, it contributes to the atmosphere of menace.

The five-voice allocation Kageyama uses in the GnG NES soundtrack: Pulse 1 carries the primary melody; Pulse 2 provides countermelody or harmony; the Triangle drives the bass line; the Noise channel supplies rhythmic texture; DPCM delivers drum hits and impact samples. No channel is wasted. Each contributes a distinct function. The constraint is the architecture.

Nintendo Entertainment System console and controller
The NES hardware platform. The Ricoh 2A03 APU inside provides five audio channels - the complete sonic palette Kageyama had available. The limitation is also the instrument.

Ghosts ‘n Goblins NES - Full Longplay. The complete two-loop run, with Kageyama’s full soundtrack heard in context. The music never lets up; neither does the game.

Two Composers, One Title

The arcade Ghosts ‘n Goblins (1985) used Capcom’s arcade board hardware - the same board as Legendary Wings - incorporating Yamaha YM2203 FM synthesis and AY-3-8910 PSG for sound. Composer Ayako Mori wrote the arcade score.

FM synthesis produces a fundamentally different timbre from the 2A03 pulse wave. The arcade score has a warmth and tonal complexity unavailable on the NES. Mori’s arcade compositions take advantage of FM’s ability to produce bell-like, organ-like, and bass-heavy timbres through operator modulation.

Kageyama’s NES score does not attempt to replicate this - it works with the 2A03’s specific properties to produce something harmonically and atmospherically distinct. The NES score is harsher, thinner in timbre, but arguably more immediately recognisable - the pulse wave melody cuts through with a directness that FM synthesis does not have.

The arcade and NES scores are independently valuable compositions, each expressive of its hardware. VGMPF documents both soundtracks separately, attributing the arcade score to Ayako Mori and the NES score to Masashi Kageyama. The two share a game title, a set of stage concepts, and an atmosphere. They share no music.

For most Western players in 1986, the NES version was the first - and often only - version they encountered. For that audience, Kageyama’s score is not a port or a lesser approximation. It is Ghosts ‘n Goblins. The arcade original is, for many, the version that came second.

Heard at Every Restart

Ghosts ‘n Goblins released on Famicom in Japan in September 1986 and on NES in North America in November 1986, part of Capcom’s push to establish its arcade properties in the home market. The game sold well, and its reputation spread quickly through the mechanisms available in 1986: rental market word of mouth, magazine coverage, and playground discussion.

Famitsu covered the Famicom Makaimura release and noted the game’s difficulty and its faithfulness to the arcade original. Nintendo Power, the dominant North American NES publication, covered the NES version - the game’s extreme difficulty was featured prominently in reviews, described appreciatively rather than critically, as the kind of challenge that defined a game’s identity.

Period reviews focused on gameplay over music. The soundtrack’s quality was noted as part of the atmospheric package - not separately analysed in depth. The vocabulary for describing NES chip music as independent compositional work had not yet developed in mainstream gaming press of 1986.

The music’s reputation built differently from the gameplay’s. Difficulty was noted on release; the soundtrack’s harmonic sophistication was not articulated until the chip music community developed tools and vocabulary for examining 2A03 composition in the 2000s. By the time the VGMPF community began systematic credit documentation and the chip music analysis scene started writing about borrowed chords in NES music, GnG NES had already been recognisable for fifteen years.

The OC ReMix community published arrangements of GnG NES music, with the Stage 1 theme receiving multiple remix treatments across different genres and styles. The VGMPF wiki dedicated a full page to the NES soundtrack’s technical documentation. Both represent organised community appreciation that accumulated over decades, not immediate critical acclaim.

The Graveyard That Launched a Franchise

GnG NES was commercially successful enough to justify a Capcom franchise. The series continued with Ghouls ‘n Ghosts (Mega Drive, 1988), composed by Tamayo Kawamoto with a distinctly different sonic character. Super Ghouls ‘n Ghosts (SNES, 1991) followed, and the franchise continued with multiple later entries including Ultimate Ghosts ‘n Goblins (PSP, 2006) and Ghosts ‘n Goblins Resurrection (Nintendo Switch and PS4, 2021).

Each entry had its own composer and its own sonic identity. Kageyama’s contribution - the 1986 NES score - is the one most commonly encountered by players who came to the franchise through the original NES hardware in North America. For that generation, the GnG NES soundtrack is not a starting point for a franchise sound; it is the franchise sound. The subsequent entries were departures from it, not continuations of it.

Why the NES Score Outlasted the Hardware

The Stage 1 theme’s recognition has only grown since 1986. It appears consistently in “greatest NES music” discussions, chip music retrospectives, speedrunning streams, and YouTube analyses. The community that built around NES music documentation - VGMPF, NSFC, OC ReMix - returned repeatedly to the GnG NES soundtrack as a reference point for what the 2A03 hardware was capable of when used with compositional intent.

The durability is partly attributable to the game’s ongoing difficulty reputation. GnG NES remains in active rotation among NES players and speedrunners; the music continues to accumulate replay alongside the gameplay. Unlike soundtracks for games that players completed once and set down, the GnG NES score keeps accruing listening hours because the game keeps accruing play hours.

Kageyama’s score also set a template for Capcom’s more serious NES action titles - the combination of minor-key urgency, hardware constraint as aesthetic material, and compositional coherence across a full soundtrack became a reference point for Capcom’s NES output in the years that followed. For the Capcom NES house style, GnG NES was not just a product; it was a demonstration of what was possible.

Makaimura Famicom Japan box art - the original Japanese Ghosts 'n Goblins release
Makaimura (魔界村) - the Famicom release that started it all. Kageyama’s NES score accompanied this release in Japan and the North American NES launch months later. See the catalogue for the full title list and the music page for OST embeds.