9.2 /10 1 Votes9.2
Initial release date 2 May 1990 | 4.6/5 Mode(s) Single player Designer Tokuro Fujiwara | |||||||||||||||||||||||||||||||||
Composer(s) Harumi FujitaYoko Shimomura Release date(s) Game BoyJP: May 2, 1990NA: July 1990UK: 19913DS Virtual ConsoleJP: June 29, 2011INT: August 25, 2011 Genre(s) Action, platform, Metroidvania Similar Ghosts 'n Goblins games, Platform games |
Game boy world 054 gargoyle s quest capcom 1990
Gargoyle's Quest: Ghosts 'n Goblins (Japanese: レッドアリーマー 魔界村外伝, Hepburn: Reddo Arīmā Makaimura Gaiden, "Red Arremer: Demon World Village Side-Story"), is an action, platformer game for the original Game Boy, with role-playing video game elements. Developed by Capcom, it was released on May 2, 1990, in Japan, then North America in July, and lastly Europe in 1991. The playable character Red Arremer (Firebrand in the U.S.) made his debut in the video game series Ghosts 'n Goblins as an antagonist character. Gargoyle's Quest was followed by two sequels, an NES game Gargoyle's Quest II in 1992 and Demon's Crest for the Super Nintendo Entertainment System in 1994.
Contents
- Game boy world 054 gargoyle s quest capcom 1990
- Jigwally s gargoyle s quest ghosts n goblins tas in 22 38 72
- Storyline
- Characters
- Allies
- Enemies
- Gameplay
- Reception
- References

Jigwally s gargoyle s quest ghosts n goblins tas in 22 38 72
Storyline
According to the fictional content of the game, Firebrand is a gargoyle predestined to carry on the namesake and identity of the Red Blaze – the powerful force that fought back the Destroyers long before this game takes place. As his destiny foretold, Firebrand saves the Ghoul Realm from evil wrath by traversing the Ghoul Realm, building his powers, and preparing to fight against the Destroyers' King Breager so as to ensure the protection of the Ghoul Real once more.
Characters

Allies

Enemies

Gameplay

The game consists of two variations of gameplay. Part of the game has the player traverse an overhead view, either on the world map or in towns. This is broken up by individual, side-scrolling, action platforming levels which sometimes feature a boss at the end. While traversing in the sections with an overhead view, the player is susceptible to random encounters like a typical JRPG of the time. The player then must defeat the enemies in order to return to the overhead-view map. There are also ghouls that can be encountered that spark a small battle level which the player must defeat in order to get past them.

Firebrand can walk, jump (varying heights depending on items obtained), cling to walls, hover for a period of time (determined by the items the player has obtained), and fire offensive projectiles. The player starts with one type of projectile: it does not travel very far, and has limited power, and progressively gains new ones. Firebrand has a small number of hit points, starting at two and increasing throughout the game based on items or blessings obtained; various enemies and objects drain different amounts of hit points.
As the user progresses, various items are gained which have differing effects. Some items are passive; they increase Firebrand's abilities outright. For example, the Fingernail of the Spectre increases his jumping ability for the remainder of the game, and there are several items that increase the length of time which Firebrand can fly, the final of which allows for him to fly infinitely. There are also items which can be used as needed, such as items to restore health. Additionally, several types of offensive projectiles are obtained throughout the game. Some have additional traits or specialized uses. The Blockbuster, for example, which is the first projectile obtained after the Firebrand's starting projectile, is twice as powerful, travels further, and can break special blocks the player may need to pass. Another projectile temporarily creates objects which Firebrand can jump from to reach necessary locations. This block-breaking power and other useful abilities leaves a use for such projectiles throughout the game, even when more powerful projectiles are obtained. Projectiles can be selected one-at-a-time from the select menu, as can items such as healing vials.
In the final boss battle, the player makes a choice which results in one of two scenarios for how the final battle is played. In one scenario, the player is stripped of all ability boosting items and powers, leaving him virtually unable to win, and must then fight the final boss. In the other scenario, resulting from the other choice, the player maintains these items and powers, and attempts to defeat the final boss and win the game.
Reception
Allgame editor Brett Alan Weiss called it a "ghoulishly entertaining, though undeniably challenging experience".