Showing posts with label Ghosts 'n Goblins. Show all posts
Showing posts with label Ghosts 'n Goblins. Show all posts

Saturday, February 18, 2017

Ultimate Ghosts 'n Goblins - Thoughts


[contains minor spoilers]

Exceedingly rare is it for the newest entry in a franchise to not only properly honor its inspirations, but to also outclass them with such finesse that it practically stands in a league of its own. There are very few games capable of this feat—I think Mega Man 9/10 and Gradius V arguably achieve this—but there is no greater disparity between the quality of the old entries and the new as there is with Ultimate Ghosts 'n Goblins and its ancestors. Ultimate G'nG is the game that I always wanted the series to be: quick, bright, fun, with the right amount of challenge...

... At least, that's what I thought after I had finished the first stage. Having finally reached the true ending, I must confess that I was utterly incorrect; Ultimate Ghosts 'n Goblins is the most bloodthirsty, cruel, and violently unfun game of the bunch.


The weird thing is that it's not the hardest entry in the series—that honor still belongs Super Ghouls 'n Ghosts, mainly due to its monstrous final stage. However what makes Ultimate G'nG so much more horrifying is that instead of having to resume from a checkpoint after you die, you restart right where you were slain, provided you have the extra lives to do so. "How does this make the game bad then?" I can hear you naively cluck, not realizing that the designers account for this new checkpoint system and absolutely flood the stages with enemies and hazards, every single screen a multi-pronged attack on poor Arthur. Prepare to be bombarded by nimble foes from several directions while you wait for slow moving platforms to ferry you across bottomless chasms, death a more likely outcome than any other game in the franchise. It's less of a test of endurance like the previous games were and more a cavalcade of bullshit you're forced to wade through, eating loss after loss as you struggle to reach the next stage. Most levels aren't too grueling to survive, but the back-to-back brutality of Stage 2-2 and 3-1 will most assuredly have you empathizing with my plight.

Oh but this isn't the worst part of Ultimate G'nG—oh no, not by a long shot. That only comes after you finish the game and are forced to go back to the beginning to replay it again. "Oh but that's what the other games did!" You brazenly bleat, without understanding that you have to pick up 22 rings randomly scattered throughout the game to reach the last boss. And when I say "random" I mean random: the rings are not hinted at, they're not shown on the map, and the game refuses to tell you anything other than the total amount you have. Did you acquire 21 rings but don't know what stage to visit for that final elusive one? Tough luck, you'll just have keep exploring until you spot it near some bottomless pit or free it from one of the game's many tombstones!

And yet, somehow, it gets worse—after crushing the faux-final boss, you're sent back again to pick up 11 more rings, 5 of which are obtainable only after collecting all of the red chests in every stage. "That does sound pretty bad..." I catch you murmuring, despite that you cannot truly grasp the overwhelming amount of misery this task burdens you with. To open a red chest, you have to touch a minuscule, invisible tag somewhere on the level that will then cause the red chest to appear so you can open it. With the rings you could at least see where they are; to activate the chests you'll have to dive into pits, enemies, and traps, and I assure you I'm not exaggerating—the tags actually are located near the bottom of pits and inside enemy spawn points! It's just such an insane, dolorous, time-wasting requirement that it drains any and all enjoyment you'll feel for the game. I've had to put up with a lot of odious design in plenty of video games before (triforce hunting anyone?), but this might just take the cake.

(EDIT: Just kidding I forgot La Mulana exists)


What frustrates me to no end is that Ultimate G'nG is, at its core, the best Ghosts 'n Goblins game in the series. The introduction I wrote above was not a red herring; Ultimate G'nG feels phenomenal to play, bringing back the fiery arcade action that was present in the Genesis title. It looks great in motion on the PSP (with fairly stable frame rate to boot!), and despite the stupidly high frequency and durability of some of its enemies, the stages are cleverly crafted and contain some neat tricks. The ghostly hay castle at the end of Stage 2-2 is both terrifying and alluring, an other-worldly setting that's exactly what I want out of a G'nG game. The bosses are all excellently designed as well, once again following in Ghouls 'n Ghosts' footsteps of prioritizing sharp reactions over mashing the attack button as fast as you can. I cannot stress enough how promising this game starts, before it begins to vindictively claw at your good will and drag you into hell with its obnoxious ring collecting.

This vile little title gets me so fired up that I forgot to mention that it shifts genres from action platformer to a metroidvania, now allowing you to revisit older stages to pick up spells and abilities you may have missed. While it's an interesting addition (it's pretty nice to be able to choose which spells to use for a particularly tough sections of a stage), the game absolutely stumbles with this, making poor decision after poor decision. For instance, you can only save the game after you finish a stage, meaning that any goodies you find in a level will require you to reach the end to keep them. That, or you can simply use a warp staff to go to the Red Witch's Lair and finish Stage 1-1 in a matter of seconds, which is something you're going to be doing constantly, especially when you're on the hunt for the red chests. Oh, but if you accidentally pick up a terrible weapon you get to hold onto that even if you restart a stage! Speaking of, why can't you collect weapons and swap them on the fly? And why in god's name do the warp staffs disappear in the second playthrough? You're already forcing me to replay through the game to collect all the rings, you don't need to make me jump into a pit again to pick up the Stage 4 warp staff!

I have so many minor grievances that I don't even know when to stop complaining. An interesting addition to the overall game is the dragon shield, a tool that effectively lets you fly for a limited time. I both love it and hate it: love it because it lets the player skip so many awful parts in the levels (like the ghost platforms in Stage 2-2 [why does dying reset your position and force you to ride them all over again?! Why?!]), but I hate it because it outright kills the "platforming" part of the game the series is known for. You never have to double jump again as long as you have the ability to fly over all obstacles, but try and use the dragon shield like a shield and it'll likely shatter, forcing you to find another one somewhere in the world. Shield durability is another absurd inclusion because you always use it when you duck, which means you're always putting your dragon shield at risk every time you try to avoid an enemy overhead. And it's not that hard to find a new one either—it's just extremely inconvenient.

You know, that's actually a good way to sum up a lot of design decisions in Ultimate G'nG—arbitrarily inconvenient. Like, why do the loading screens of secret areas double as stage checkpoints? Where is the challenge in the final boss rush if the game checkpoints you after every boss? Why do I have to mash the d-pad every time one of those accursed flying fish latch onto me? Why can't I use magic without my armor? Why do the transformations last so goddamn long?! It's like there was no rhyme or reason to the myriad of bad ideas here—the developers simply threw everything they could into the game and hoped it all worked out for the best. The one—one—thing I will acknowledge that could reverse my low opinion of this game is a playthrough of Ultimate Ghosts 'n Goblins Kai, a Japan-only release that rebalanced the game to be more like the traditional titles... but seeing as I only have the vanilla version in my library, that will have to wait for another day.


The Ghosts 'n Goblins titles are exemplary at showcasing why awful game design can ruin excellent gameplay systems. Each of them have their own strengths and weaknesses, by and large being decent platformers that can be fun to overcome depending on your tolerance for pain. Oddly it's the newest entry that's the most sadistic, Ultimate Ghosts 'n Goblins' stupendous controls and presentation strangled by a legion of incomprehensible (and downright spiteful) design decisions. Ultimate Ghosts 'n Goblins is—as corny as it sounds—the ultimate disappointment.
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Images obtained from: gamefaqs.com, playstation.com, gearlive.com

Saturday, October 15, 2016

Super Ghouls 'n Ghosts - Thoughts


The final console release for the mainline Ghosts 'n Goblins series stays true to its rough 'n tough roots. Being developed for the Super Nintendo instead of the arcade, Super Ghouls 'n Ghosts feels more mellow and purposeful than its jittery siblings, being polished and waxed until you can see your reflection shimmering on its surface. Ah, but the red arremer hides in the detail! Super Ghouls 'n Ghosts takes inspiration more from the first game than the second, proud to amp up the difficulty and force you to make every shot count. Lost is the Contra-like speed, brevity, and tamer difficulty that the Genesis entry had vitalized the series with; Super Ghouls 'n Ghosts is the textbook definition of "one step forward, two steps back".


My disappointment of the game notwithstanding, I have to applaud Super Ghouls 'n Ghosts for switching out vertical firing with the double jump. It's usually not a good sign to lose a major mechanic from one game to the next, but the trade-off here is balanced: you lose an offensive capability for more planar maneuverability. Now enemies directly above you pose more of a threat and a greater emphasis can be placed on pure platforming, as exemplified by the midpoints of Stage 1 and 3. You have a chance to correct for foolish jump by leaping backwards, but it also means that fudging the second jump is more costly, since it'll take you longer to hit the ground. While I was a fan of the vertical firing from the previous game, I feel the double jump brings plenty of excitement to the series, further expanding your options for approaching the challenges on the road ahead.

And what a road it is! Seven grueling stages will test your mettle as you work you way to the heart of the demon castle... and then retrace your steps for the harder second playthrough. Because Super Ghouls 'n Ghosts is slower than Ghouls 'n Ghosts, finishing the adventure will require quite a bit of endurance, especially on the last stage (more on that later). I was worried that the prettier, crisper visuals would lead to it being more "normal" than its kin, but there's plenty of kookiness and bizarre settings to be found as you charge nobly onwards to rescue poor ol' useless Prin Prin. My favorite location is the frozen mountain in Stage 5, the first half of the stage dotted by these crystalized, Seussian trees that hang overhead. It may not be as offbeat as the last game, but Super Ghouls 'n Ghosts remains a gorgeous title with a heckuva lot of charm.


Where I start to wane on the title is under the inspection of its design. Stage 1, 4, and 6 are perhaps the only levels that I don't really have qualms with—every other stage in the game is hampered by some questionable piece of design that slows it down. Stage 2 has the loooong raft section that overstays its welcome, Stage 3 has these bland and listless towers, Stage 5 doesn't do enough with its cool avalanche mechanic, and Stage 7 is just a god-awful gauntlet. Compounding this are bosses that are pretty hit or miss, losing a lot of the simplicity that made them so fun to fight in the last game. The second boss can't be jumped over for some reason, the third boss is pretty unintuitive and confusing, the fourth slows the screen to a crawl, and the fifth is just plain stupid (it only has one real attack and looks absolutely dopey without its legs). These are admittedly minor nitpicks that don't significantly detract from the overall experience, except with regards to Stage 7.

Stage 7 is bad—Ghosts 'n Goblins Stage 6 bad. I have no idea who thought it was a good idea to place so many cockatrice heads in the vertical climb at the start, but it makes playing through that section a vile chore every time you die. Some parts of the stage are laudable—the dual cockatrice fight in that one chamber and the ghosts harassing you as you bolt to the boss are clever (and fair!), but needing to get through all this (and a red arremer!) to face two similar, tanky bosses at the end is extremely taxing. Perhaps you'll feel that this degree of challenge is to be expected while running through it the first time, but it's the second playthrough that pushes this endeavor beyond humane limits, requiring you to basically not get hit once the whole level (since you have to have the gold armor to stand a chance against the boss). Reducing the health of everything on this level by 50% would alleviate a lot of my complaints, but as it currently stands it's arguably worse than Ghosts 'n Goblins Stage 6, largely because it takes so much more time to beat.

Besides the unjustified whipping I got while trying to finish the game, there's a couple of odd discrepancies that hampered my enjoyment of Super Ghouls 'n Ghosts. Continues are now limited but can be restocked by collecting money (I think?) such that it's not really a problem... though their presence adds unnecessary stress. The bronze armor and shield add some more flavor to the game, but the shield requires you to stop moving to work and getting hit once outside of that immediately reduces you to your underpants. Your weapons are slower so there's barely a reason to use anything outside of the knives/lance/crossbow combinations (all of them being the fastest firing weapons), and the red arremer is absurdly obnoxious this time around, being able to instantly dodge all of your attacks unless you hit them as they're swooping down upon you or have an upwards firing weapon. It really is something you have to experience for yourself; even the original red arremer incarnation was more fair than this! Again, none of these are game-breaking problems, it's just that they contribute to how exhausting it feels to play through the game twice in a single sitting.


I wanted to be blown away while playing Super Ghouls 'n Ghosts—after all, I naturally lean more towards SNES games than Genesis, so I had high expectations diving in. What I had yet to experience was just how prickly this game was; limited continues, longer stages, and a ferocious final level barred my entry to the credits, Capcom asking if I had what it took to best their devious design team. There were certain moments throughout my journey where Super Ghouls 'n Ghosts astounded me with its creativity and visuals, but far too often I found myself groaning in frustration or questioning if certain sections could've been made better or more interesting. Perhaps during a replay I'll look upon it with a fonder gaze (I still do want to replay it after all), but that horrid requirement for a second playthrough will likely continue to keep my appreciation at bay.

Wednesday, September 28, 2016

Ghouls 'n Ghosts - Thoughts


Capcom's second attempt at the Ghosts 'n Goblins franchise is—without a doubt in my mind—a superb improvement over their original formula. There's a greater variety of stages, more interesting weapons, a gentler difficulty curve, snappier controls, and better design overall. It's still loyal to the G'nG formula (ie, you're going to die and you're going to die a lot) but it no longer leans so heavily on you fighting against lightning-fast foes. Whereas I felt the first experience was surprisingly devoid of merit, the Genesis port of Ghouls 'n Ghosts is when the franchise finally comes into its own, letting you truly enjoy running around in your underwear.


Before I begin, I have to get something off my chest: I think being required to finish the game twice before reaching the credits is dumb. I didn't know before diving into the series that this was a part of every game, believing it to be a design choice that made the first game—not the franchise—infamous. Besides artificially extending the length of the game, it constrains the player into a particular playstyle (since you need to wield a certain weapon to reach the endboss) and makes the loop typically reserved for experts unfortunately mandatory. In most games, replayability is naturally enforced by tiered difficulties or optional paths; forcing the player to retrace all their steps under a specific condition is cruel and unusual. I firmly believe that axing the second replay would go a long way towards making the series more approachable, and dare I say appreciable.

The compulsory replay really gets my goat because I think Ghouls 'n Ghosts is an excellent game barring that one criminal exception. It's similar to Castlevania but sped up to play more like Contra, requiring a mastery of your arced jump but with the stipulation of a sharp reaction time to neutralize any problem you'll suddenly encounter. Sir Arthur doesn't feel responsive but you actually have a surprising amount of control over what happens onscreen, provided you respond quickly enough. Granted, you'll get cornered into plenty of instances that are impossible to escape unharmed, but with infinite lives and two checkpoints per stage on your side, no death should theoretically break your indomitable spirit. The journey ahead is not an easy one, but thankfully nothing like Stage 6 from the original awaits you on your quest.


What sticks out to me the most about Ghouls 'n Ghosts is how frankly odd the levels are. While you still have to traverse through a mountain to reach a hell castle, the locales are a bit more... exotic, shall I say? This time around you'll be traipsing through a stormy forest, climbing windmill-dotted dunes, hopping across a mountaintop of stone heads, and a delving into a gem-encrusted cave, each setting vibrant and distinct from the last. The bosses too are a delight to look at (and battle!), my favorite probably being the double-screen filling slug in Stage 4 that requires you to keep track of its numerous babies in-between attacking its throbbing lung sacs. Though certainly colorful, the game isn't exactly a looker in the same way its Super Nintendo sequel is, but thankfully the bizarre locations and enemies more than make up for it.

Mechanically, Ghouls 'n Ghosts doesn't play any different from its predecessor except in one major area (well, besides fixing the controls): you can fire up! This shows how an adjustment as small and innocuous as adding another direction of attack can vastly change the way you approach foes, Sir Arthur now able to swat them out of the sky before they descend upon his fragile person. You'll often find that if you're struggling with a section or boss battle, it's probably because you're not thinking vertically; even the new and improved red arremers will hastily fall victim to a flurry of knives in the rear. True, the game isn't all that difficult thanks to it (I managed to beat the final level of the second loop on my first try!), but being able to complete the adventure in a single sitting is personally a godsend, not a curse.


Ghouls 'n Ghosts isn't as cutthroat as Ghosts 'n Goblins but it's a far more fun experience by journey's close. Though the mandatory second playthrough still irritates me to no end—especially since if you play on "normal" since there's no noticeable difficulty increase in loop #2—it's impossible to spite the game for it. Its improvements are in equal parts level design and player control, having more fun things to throw at the play along with updating the movement so you can now deal with oncoming threats. No longer do repeated deaths feel like the game is pummeling you into oblivion until luck is on your side—there's always a way out and you're always learning. I think as time spirals on, I'll look back on Ghouls 'n Ghosts and envision of it fondly as one of the best platformers in the Genesis library.

Monday, September 19, 2016

Ghosts 'n Goblins - Thoughts


I am not one to shy away from a gaming-related challenge—in most instances, I welcome it. But drawing the line between something that is "challenging" and something that is "unfair" can often be tricky, especially when looking at the entries from gaming's prepubescence. Nestled between the classic arcade era and nascent modern design (difficulty settings, saves, point-less), games of the third console generation had their fair share of problems finding a way to be challenging without being cheap (though not that many cared). What best typified a product caught between the two was the NES port of Capcom's Ghosts 'n Goblins—a game so tremendously daunting that it demands that you to beat it twice. Relentless enemies and cruel design choices await you if you dare tread upon its accursed grounds (after two hits you're dead!), but spend enough time with it and eventually you'll grow used to its sadistic nature.


While Ghosts 'n Goblins may share many similar external traits with Castlevania—reaction-framed platforming, predestined jumps, high difficulty despite infinite continues—the comparison diverges when you spend time with both. The latter is what I'd champion as a stellar example of how to make a difficult game with a precise control scheme while the former is... considerably less-than-stellar. Around Stage 2 of Sir Arthur's adventure it'll become apparent that Ghosts 'n Goblins is a very sloppy game: the frame rate is choppy, character movements are jittery, flying enemies are far too nimble, ducking tends to glue you in place, and bosses easily outpace and ram the player. Having played most of the notoriously difficult games in the NES library, I can honestly say that none of the other titles handle this poorly.

That's not to say it's impossible to get accustomed to the game's programming, but you certainly have a steep hill to climb if wish to survive until the end (er, both ends). The first red arremer you encounter is the harbinger of ill-tidings that await you, as you'll notice there's not much of a rhyme or reason to certain enemy attacks. Since the smirking devil is locked to your screen and not the location, avoiding his dives and getting hits off on him feels entirely like a gamble, each victory earned under the sweet grace of lady luck (and learning to get those two hits in before he's off the ground). Sure, the game is predictable enough that a no-death run is technically possible, but the initial foray into the world will have you scratching your head at every obstacle. Three separate sections in particular immediately spring to mind: Stage 2-2, Stage 3-2, and Stage 6; the rest of the journey is astoundingly tame in comparison.


Stage 2-2 will see you wrestling with dozens of ladders and beefy ogres that chuck blue orbs at you from above. As soon as you climb to their plane they'll charge at you and camp on top of your character, ensuring death if you allow them to reach you. Combining this with the undulating crows can create nasty situations, since if one approaches your backside while you're keeping the big monster busy, you have to quickly fire a lance at the bird and hope it hits. Tack onto this an awkward platforming section and two unicorns—the Stage 1 boss—lying in wait at the end (the first of which will jump behind you and ram you if you try to power through it), and you have a very bitter drink to swallow not five minutes into your quest.

A whole level later, Stage 3-2 assaults you with a cold nest of red arremers to stop you dead in your tracks. While it's hard enough fighting off one and surviving, having to battle 4-5 of these little devils in a row is a real test of willpower, since two hits is enough to end Sir Arthur. The fact that they lock themselves onto your screen once aggroed will make it tough to shake them (though occasionally they'll fly away), and as I said, trying to predict what angle they'll swoop in at you is infeasible for a beginner. Even when you have the correct route through the level mentally mapped, you'll die, die, and die again trying to figure out the precise timing you need to most quickly dispatch them. Topping off this soul-crushing sundae is a serpent-like dragon boss at the end that's also locked to your screen, meaning its lengthy swoops are just as deadly (oh, and it's immune to your starting weapon, meaning that if you're still carrying the lance you have to swap it out for the awful torch weapon).

Stage 6 is the final trial of the game and an arduous one, asking that you to fight a unicorn, dragon, two ogres, a red arremer, a legion of randomly spawning ghosts, and two Stage 5 bosses all while carrying a specific weapon. Think of something like Ninja Gaiden's Stage 6-2 or Batman's Stage 6 in terms of relentlessness, except instead of insane precision you just need six lucky die rolls in a row. During both playthroughs I had only a fraction of the formula required to make it through this hellhole unscathed, unable to figure out how to avoid damage for each part (towards the end I was kinda understanding how to beat the Stage 5 boss I guess). It's not only tedious and repetitive, but sometimes a skeleton will awaken too soon or a ghost will spawn on your position while you're on a ladder, meaning that if the game desires you dead it'll certainly find a way to make that happen. Your only reward is that the final boss is one of the most hilariously impotent foes outside of Gradius' big brain; there's nothing but a hollow victory awaiting you at the top of this troublesome tower.

I hope it comes across crystal clear from my descriptions, but a lot of this game is about you—the player—not being in control. For every instance where you conquer a red devil a ghost will fire a spike through your skull. Every time you narrowly avoid a stray projectile an ogre will camp a ladder. Every successful battle you have with the dragon on Stage 6 will allow the unicorn to charge right through you on your next attempt. If you touch the game after finishing loop two you'll likely notice you do in fact have a lot more power over your character than you thought, but it never feels like mastery; there's always some situation that will arise that you have no appropriate response for, other than to exhale and bite the dust. And in challenging games like these, as long as you could've deduced a solution, a death doesn't feel wasted—so expect a lot of wasted deaths.


I don't think that Ghosts 'n Goblins is by any means a bad game—I've reached its "proper ending" twice now and don't really harbor any anger or regret towards it. However, I do feel that the game could've been ported better, made more stable, or programmed to be less temperamental... axing loop two entirely from the equation (or rendering it optional) would go a long way to polishing its fondness. It's not a game I'm eager to replay but it's also not something I've sworn off and sold; Ghosts 'n Goblins occupies this weird territory where I want to like it more, but simply don't. The haphazard design, merciless encounters, and wonky controls make it so the experience can only be appreciated through nostalgia or a masochistic lens—viewed any other way, and it's impossible to understand why this game received any sequels.


(please excuse my cruddy laptop camera)

Saturday, February 14, 2015

Gargoyle's Quest - Thoughts


Video game spin-offs often present an opportunity to create a novel idea. Mainline entries may be expected to tow the line, but when given the keys to a universe with an established setting and characters, designers can crank out some brilliant variations. With that being said, Ghosts 'n Goblins is a series I wouldn't have said deserved a spin-off—Sir Arthur's brutal action adventures have always been fun romps that deserve their merit, but creating yet another platforming game in the same (relatively uninvolved) universe seemed unnecessary.

Thank god I was wrong though—Gargoyle's Quest is one of the best platformers on the Game Boy.


The game stars Firebrand of the Red Arremer tribe (those nasty crimson buggers that hound Sir Arthur throughout all of his perilous adventures) and lets you take control of the fiend as he trudges his way through the Ghoul Realm to save it from destruction. The story is less incidental than its parent series but only goes skin deep, hitting plenty of often-plucked notes the hero's journey is known for. It can be amusing at times (like encountering a town where its inhabitants punish loafing with cannibalism), but the prose is far from the main course—that dish belongs to the flight-fancy gameplay.

Gone is the notorious swoop from Firebrand's genetic arsenal—instead the player must balance limited flight time with wall climbing. This slows the gameplay down but allows for considerably more horizontal & vertical interaction as you scale up walls and hover over tracts of spikes. Later on you get the ability to spit a gooey orb which will stick to sharp surfaces, enabling safe contact with them and leading to some pretty gnarly gameplay sections. As the game progresses, Firebrand will learn new skills and increase his endurance, but the traps and enemies become more devious to compensate (although I'd argue the tower in the first part of the game is probably the hardest challenge).

Looking over these bullet points may not make the game seem that impressive, but the level design is excellent and suits the mechanics well. Enemies are wisely implemented and your options for movement are limited, forcing you balance out of your flight meter as best as possible (which gets complicated when you're climbing up a serrated tunnel with homing creatures on your tail). Since movement is slow it feels a bit more like Castlevania than Ghosts 'n Goblins, demanding the player have a mastery over the controls and enemy placement in order to survive; rarely is the absurd precision G'nG demands present here. The use of vertical movement may not seem like much but it's a unique approach to traversing a stage that's rarely seen in platformers (or implemented well).


There's an overworld latched onto the journey that helps expand the gameplay beyond it's admittedly sparse six "main" levels, though it's not without its unflattering bumps. The enemy encounter rate can feel bloated at times, especially after you figure out how to best win the battles. The towns often feel more like side-shows than places you'll be excited to visit, and the mini-stages scattered around, while fun and clever the first time, get stale upon sequential retreads. It's nothing egregious, but overall the overworld can start to drag on when you're sent back to a town after yet another game over.

Luckily the meat of the game remains untarnished—the main levels are far and away the best thing the game has to offer, each long trek ending with a frantic boss battle. The treacherous arenas you encounter the bosses in only serve to aid their attack patterns, making every engagement kinetic and frightening. The final showdown features an impressive screen-filling devil but ironically winds up being the most boring and repetitive fight of the bunch. The other colossal beasts are enormously fun to tackle though, especially Rushifell, who launches a homing projectile at you as you work your way around a bottomless pit (with only small blocks available to replenish your wing meter). The levels themselves are quite entertaining too, remaining challenging even up to the final stage (where you'll have unlimited flight, which must have been a headache to develop a stage around). However, one last negative tally goes to the penultimate stage's drills for being absolute garbage, requiring absurd timing to pass through unscathed—probably the biggest design choice that I was scratching my head over.



Besides the few off-kilter diversions, Gargoyle's Quest is a fantastic game. It introduces a flurry of great mechanics that put it well beyond being a simple platformer, challenging the player with wall climbing, wing management, and a whole lot of projectile dodging. Besides the overworld, nearly everything about it is engaging, the difficulty ramping up quite nicely throughout the quest. Gargoyle's Quest sums up to be something more than just a pocket adventure, and joins the Game Boy's hierarchy of sublime video games.
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Images obtained from: consoleclassix.com, playeronepodcast.com,  gametheory.com