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Ghosts 'n Goblins Resurrection
- View history
Ghosts 'n Goblins Resurrection (帰ってきた 魔界村, lit. Back to the Demon World Village ) is an 2021 title in the Ghosts 'n Goblins series. The game was released on February 25 for the Nintendo Switch   and is the first mainline title released since 2006's Ultimate Ghosts 'n Goblins . The game also became avaliable to PlayStation 4, Xbox One, and PC via Steam in June 1, 2021.
Resurrection is a retelling of the first two games, merging elements of both titles while introducing new mechanics. Tokuro Fujiwara serves as the director.
- 3.1 Enemies
- 4 Development
- 8 References
- 9 External links
Gameplay [ ]
Ghosts 'n Goblins Resurrection is a 2D side-scrolling platform game. The game once again features knight Arthur, who must navigate the Demon Realm in order to battle enemies such as skeletons, zombies, and the Pigmen. Once the player finishes the game, they can complete the Shadow versions of each stage, which rearrange the placement and spawn points of enemies, as well as introducing additional environmental challenges that make each stage more difficult to navigate. The game features eight different types of weapons. This includes a lance which can be thrown, and a hammer that induces a shockwave when it strikes the ground. As the player progresses, they will collect umbral bees which can then be used to unlock and upgrade Arthur's magical and combat skills.
The game features four difficulty levels: Legends, the most difficult, Knight, Squire and Page, the easiest difficulty. If the player dies, they will respawn at a checkpoint. Difficulty in a playthrough cannot be changed permanently, but players will be given an option to lower the difficulty for the remaining part of the level after several consecutive deaths. The game also features a local two-player cooperative multiplayer mode. The second player can assume the role of Barry, Kerry or Archie, each of whom has their own abilities that can assist Arthur in his quest.
This section is currently incomplete. You can help Capcom Database by expanding it.
Characters [ ]
- The Princess
Enemies [ ]
- Green Monster
- Skeleton Murderer
- Flying Knight
- Blue Killer
- Rock Turtle
- Poisonous Flower
- Red Arremer
Development [ ]
Ghosts 'n Goblins: Resurrection was released to celebrate the franchise's 35th anniversary. A resurgence of players' interest in games featuring gameplay similar to that of Ghosts 'n Goblins also motivated Capcom to greenlight the game.   The game was designed and directed by Ghosts 'n Goblins series creator Tokuro Fujiwara.  The game adopted a new visual style, built on Capcom's proprietary RE Engine, which was initially met with a mixed reaction from fans.  Fujiwara explained that the team adopted a "animated scroll" or a "picture book" art style because they felt that it aligned better with the aesthetics of the stages which were inspired by horror theme parks. Regarding the game's difficulty, Fujiwara added that the game was designed so that player would feel a sense of accomplishment after overcoming all the obstacles in a stage.  However, unlike the first game which was known for its difficult gameplay, the team decided early in the game's development that they needed to add multiple difficulty levels to cater to players who are less skilled or experienced. 
Release [ ]
Ghosts 'n Goblins Resurrection was officially announced at The Game Awards 2020. It was released for the Nintendo Switch on February 25, 2021.  Ports for PlayStation 4, Xbox One and Microsoft Windows were announced in April 2021 and released on June 1, 2021.  
Reception [ ]
Ghosts 'n Goblins Resurrection received generally positive reviews upon release, but also received "mixed or average reviews" according to review aggregator site Metacritic. 
Gallery [ ]
References [ ].
- ↑ Ghosts 'n Goblins Resurrection - Announcement Trailer
- ↑ Nintendo Switch『帰ってきた 魔界村』Annoucement Trailer
- ↑ Mejia, Oozie (January 26, 2021). Ghosts 'n Goblins Resurrected interview: Tokuro Fujiwara on his return to the series . Shacknews .
- ↑ Watts, Steve (February 26, 2021). Ghosts 'N Goblins: Resurrection Devs On Unapologetically Hard Games . GameSpot .
- ↑ 『帰ってきた 魔界村』インタビュー。シリーズ最新作が約15年振りに帰ってきた経緯をディレクターとプロデューサーに直撃 . Kadokawa Game Linkage (March 4, 2021).
- ↑ Linneman, John (February 24, 2021). Ghosts 'n Goblins Resurrection: how Switch modernises an arcade icon - The RE Engine powers a revitalised platform classic . Eurogamer . Gamer Network .
- ↑ Epps, De'Angelo (February 11, 2021). Ghosts 'n Goblins creator opens up about Resurrection and video game difficulty . Polygon .
- ↑ Cork, Jeff (February 24, 2021). Developers Share Their Thoughts On Resurrecting Ghosts 'N Goblins . Game Informer .
- ↑ Tack, Daniel (December 10, 2020). Ghosts 'N Goblins Resurrection Is Coming To Nintendo Switch On February 25 . Game Informer .
- ↑ Romano, Sal (April 15, 2021). Ghosts 'n Goblins Resurrection coming to PS4, Xbox One, and PC . Gematsu .
- ↑ Ghosts 'n Goblins Resurrection for PS4, Xbox One, and PC launches June 1 . Gematsu (April 25, 2021).
- ↑ https://www.metacritic.com/game/switch/ghosts-n-goblins-resurrection
External links [ ]
- Official website
- Wikipedia article
- Ghosts 'n Goblins wikia article
- 1 Leon S. Kennedy
- 2 Claire Redfield
- Class E articles
- Ghosts 'n Goblins games
- 2021 video games
- Nintendo Switch eShop games
- Capcom games
- Platformer games
Ghosts 'n Goblins Resurrection
- View history
- 3 Reception
- 4 External links
Gameplay [ ]
Ghosts 'n Goblins Resurrection is a 2D side-scrolling platform game. The game once again features knight Arthur, who must navigate the Demon Realm in order to battle enemies such as skeletons, zombies, and the Pigmen. Once the player finishes the game, they can complete the Shadow versions of each stage, which rearrange the placement and spawn points of enemies, as well as introducing additional environmental challenges that make each stage more difficult to navigate. The game features eight different types of weapons. This includes Arthur’s iconic lance, which he can throw, and a hammer that induces a shockwave when it strikes the ground. As the player progresses, they will collect umbral bees which can then be used to unlock and upgrade Arthur's magical and combat skills through a tech tree. By default, Arthur can take four hits before losing a life, with the last hit in his boxer shorts, but unlike previous games, he loses his armor in pieces rather than all at once.
The game features four difficulty levels: Legends, the most difficult, Knight, Squire, and Page, the easiest difficulty. If the player dies, they will respawn at a checkpoint. Difficulty in a playthrough cannot be changed permanently, but players will be given an option to lower the difficulty for the remaining part of the level after several consecutive deaths. The game also features a local two-player cooperative multiplayer mode. The second player can play as one of three ancestral spirits: Barry, Kerry, or Archie, each of whom has their own abilities that can assist Arthur in his quest.
Reception [ ]
External links [ ].
- Ghosts 'n Goblins Resurrection at Wikipedia , the free encyclopedia
- Ghosts 'n Goblins Resurrection at GameFAQs
- 1 List of Pokémon games
- 2 List of Nintendo systems
- 3 List of Mario games
Ghosts 'n Goblins Resurrection: how Switch modernises an arcade icon
The RE Engine powers a revitalised platform classic.
One of Capcom's most celebrated and beloved franchises, Ghosts 'n Goblins Resurrection for Switch is something of a treat, modernising a classic game with Nintendo's console hybrid technology, while at the same time honoring some of its most iconic moments. It's also one of the first Switch games built using Capcom's excellent RE Engine - the other being Monster Hunter Rise. While a very different sort of game, Ghost 'n Goblins showcases just how flexible the tools and technology truly can be and while this release has proven divisive to fandom, I think it's an excellent effort overall.
Personally, I love the way that the high-end RE Engine combines with hand-drawn imagery to deliver a game that looks modern but feels like an evolution of the series' 2D roots. It's a look that really grew on me as I played but it is certainly unusual at first glance. Unlike, say, the two Ori games, which uses multiple layers to build its scenes with soft, alpha edges, Ghosts 'n Goblins looks a little different. Pixel edges are visible within the artwork - so it's slightly more aliased than, say, Ori or Cuphead. However, it does reveal the rendering resolution with relative ease. When docked, this artwork is displayed at a fixed 1080p resolution while portable mode drops to 720p instead.
These visible edges certainly result in something that feels like a hybrid of 2D and 3D, but it looks great overall. Each stage features significant depth in the parallax scrolling with many overlapping layers. Scenery is highly dynamic as well - of course, you can expect storms with rain and blowing trees, much like Ghouls 'n Ghosts, but there's much more here including stages that break apart as you progress leading to unexpected shifts in design. It's this flexibility that allows for some of the most ambitious level designs in the series' history while still building off the original designs. There's equal love for Ghost 'n Goblins and Ghouls 'n Ghosts here to the point where you have your choice of intro levels which pay homage to each of the series titans in turn - they're much longer than the originals but retain many of the same beats. It sets the stage for the modernising work that persists through the entire game and I feel it's a fantastic way to approach the design - it's mostly new in terms of layout but it recalls so much of those classics and looks beautiful doing it.
The control system is based on the second game, that means there's no double jumping but you do have multi-directional attacks. To put it bluntly, Arthur requires commitment - the timing of every jump is so crucial to success and it feels just as rewarding learning the game. The series is well known for its brutal difficulty and the necessity to learn - and it's just the same here as it was in the originals. Animation is possibly the most divisive element of the game. Essentially, characters animate almost like puppets with tweened limbs flopping around. I believe this style of animation is where comments suggesting it looks like a Flash game are coming from and I think I understand that - the concept is similar. However, I feel that's selling the animation work here short here - it's simply the approach Capcom decided to take in modernising the game while still delivering a recognisable experience. The same goes for the control as well - it's responsive but the style of animation combined with the slow movement speed is proving divisive.
But it's the use of the RE Engine technology that I find especially interesting - dynamic lighting creates far more interesting effects, while gameplay ties into the graphical innovation. One stage sees you snuffing out candles, making it much more difficult to see enemies - but it's essential to do so as the flames cause damage. It's an example of an effect that just wouldn't have been possible back in the day. I was also taken by the subtle camera work. Essentially, the camera zooms in or out depending on the scene leading to a very dynamic side view of the action. It looks excellent in motion and works well in perfectly framing the action.
Performance? This is an interesting topic as the series hasn't always been known for smooth frame-rates. The Super NES game was often very slow while the PSP game was capped at 30fps. With this new Switch game, however, 60 frames per second is the target - as it should be - but it's not without flaws. By and large, the game does manage to reach the target frame-rate the vast majority of the time but it's not 100 per cent stable, particularly when taxing weather effects or flame dominate the screen, where you can drop to 50fps territory. The other performance metric we can discuss is loading times - but that they are relatively brief and inoffensive. You also restart quickly upon death - I only mention this as long loading times could have spelled disaster for the game due to how often you're likely to die while learning the game.
Overall, Ghosts 'n Goblins Resurrection is an interesting release. RE Engine performs well but at the same time, it's a step down from the nigh-on flawless Mega Man 11 in terms of overall consistency. The presentation is beautiful, I feel, but also divisive - which is also true of the game itself. I know some fans have been disappointed by the game while others absolutely adore it. Personally, I love it. While I still prefer the second arcade game and perhaps even the Super NES rendition, I do feel this is a solid entry. The team clearly understands what makes these games tick and delivers an exceptional set of stages to play through. I also appreciate the difficulty selection. This is a tough game - really tough - but each difficulty setting scales in a way that anyone should at least be able to have fun with it.So while it's not perfect, I do feel that this is a game that stands proudly next to the likes of Bionic Commando Re-armed and Mega Man 11 in how it brings a classic franchise back on a modern platform. It's difficult but rewarding and I know I'll be playing and replaying it over the coming weeks.
Ghosts ’n Goblins creator opens up about Resurrection and video game difficulty
Tokuro Fujiwara on the games’ ‘horror theme park’ concept and the truth about Arthur’s underwear
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Take our mittened hand and let Polygon’s Winter Games package for 2021 guide you through the playground of wintertime games — what’s great, what’s not, and what exciting features await you in the games coming out in February and March.
When the description “most difficult video game” comes to mind, many jump to titles like Dark Souls and Cuphead . Before those came Ghosts ’n Goblins , a game from the brilliant mind of Tokuro Fujiwara that defines the word “difficult” and lives on as an enjoyable nightmare in the dreams of ’80s kids everywhere. Fujiwara directed many early Capcom titles, such as Sweet Home , the horror classic that inspired the Resident Evil series, as well as the legendary platformer Bionic Commando . But Ghosts ’n Goblins is still recognized as his baby and his first true breakout title.
It’s now been 15 years since the release of the last true mainline Ghosts ’n Goblins title, and years since Fujiwara served as one of the designers of Mad World . Now Fujiwara and Ghosts ‘n Goblins are reunited again for a promising new entry in the series, Ghosts ’n Goblins Resurrection — which he spoke on, among other things, in this interview with Polygon.
Polygon: How does it feel coming back to Ghosts ’n Goblins after all these years?
Tokuro Fujiwara : It’s been 35 years since the original Ghosts ’n Goblins released, and I’m very grateful that fans continue to cherish this series. It makes me incredibly happy to deliver a brand-new title following the series’ 35th anniversary.
How has the world of gaming changed in your eyes since you worked on the first Ghosts ’n Goblins back in 1983?
Over the years, many new game genres have been born. The world of gaming has become so diverse that there’s game content that seems to cater to each person’s enjoyment. I imagine you feel the same way, but I think games continue to be loved because what players enjoy totally varies from person to person. There are so many game creators crafting experiences that accommodate those needs and interests with various genres and means of expression. There are titles that are appealing because they change and evolve, but on the reverse side, there are also titles that are attractive because they stay the same. The fact that there are a variety of players with different tastes makes me very happy and gives me a sense of purpose in my work.
Have any recent video games influenced any elements of the classic Ghosts ’n Goblins formula for you while developing this new title?
I wanted this game to focus on what I believe are the series’ hallmarks, so didn’t particularly take any inspiration from other titles. From the beginning, the stages were inspired by a “horror theme park”-like concept and filled with obstacles that provide players with the sense of accomplishment one feels when they conquer a difficult challenge through their own efforts. These two extremely important elements were top of mind in my approach to Ghosts ’n Goblins Resurrection .
I’ve heard that you’re a big fan of creating a true challenge for players, and game difficulty is a very hot topic these days. What do you feel counts as real difficulty in video games versus cheap obstacles?
I touched on this in my previous response, but an important element that I wanted players to enjoy throughout this series is a sense of accomplishment. I’m delivering a “challenge” in order for players to reach this sense of accomplishment, but the “challenge” part isn’t the main objective.
Players feel that sense of accomplishment when they are able to overcome challenges in a difficult game through their own creativity and efforts. I believe players get frustrated and feel the game is being cheap when there are too many accidental or haphazard elements that become the challenge and affect the player’s progression, rather than allowing players to use their own creativity and effort.
This new installment now features more difficulty options, much like Ultimate Ghosts ’n Goblins . How do you feel about this? If you could go back to the original and add difficulty options, would you?
Considering the player base at the time, I probably wouldn’t have created multiple difficulty levels for the arcade or console version of Ghosts ’n Goblins . When Ghosts ’n Goblins launched, there wasn’t a significant difference in the level of proficiency between players, so they were able to compete against each other on a similar playing field.
A lot of fans have had very polarizing reactions to the new art style of Resurrection , in comparison to the usual style of Ghosts ’n Goblins. What are your thoughts on the new look?
Seeing many different reactions and opinions on the art style after the announcement made me realize how much love and fond memories players have for the series, and knowing this brings me a lot of joy. I believe the original Ghosts ’n Goblins had a great, enjoyable art style. For Ghosts ’n Goblins Resurrection , we really wanted to utilize concepts like an “animated scroll” or a “picture book” motif that we felt would be at home with the series’ “horror theme park” inspiration. I think as people play it, they will agree it meshes well with the series.
Did you have any nerves about coming back to “resurrect” the series? What did you think would be the most challenging thing about remaking this game?
I was extremely happy to get this opportunity and return to the Ghosts ’n Goblins series. Since this title is a reboot of both Ghosts ’n Goblins and Ghouls ’n Ghosts , it required me to go back a lot of years, but the memories from those times came back to me quickly.
Regardless of the title, game development is a massive undertaking. I was very excited that I was able to express this title in such a large scale compared to the limitations we had with the original Ghosts ’n Goblins . However, I was also simultaneously aware of the challenges involved.
Now that Ghosts ’n Goblins is back, are there any other games you’d like to revive? (Maybe Gargoyle’s Quest ?)
The team came together and worked very hard to create Ghosts ’n Goblins Resurrection , so my attention is still on making it the best experience possible. I can’t say much else at the moment, but I hope you are looking forward to the game.
Where did the idea for Arthur’s famous heart-patterned underwear come from?
There’s one very important detail I need to share with you that people might not know: the pattern on his underwear is actually strawberries.
Arthur has this air of ruggedness when he has his armor on, but on the inside, he gets a little fancy and wears his favorite boxers.
However, his underwear isn’t simply just something that he likes to wear. It was actually a gift from the princess and acts as a “charm” to protect Arthur in battle.
It’s probably safe to say the strawberry design was something the princess was fond of.
Ghosts ’n Goblins Resurrection will be released Feb. 25 on Nintendo Switch.
CORRECTION (Feb. 12) : This article has been updated to clarify the release timeline of Ultimate Ghosts ‘n Goblins , as well as Fujiwara’s involvement with Mad World .
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Ghosts 'n Goblins Resurrection
- Nintendo Switch
- PlayStation 4
Ghosts 'n Goblins Resurrection is a reboot of the classic franchise for Nintendo Switch, Xbox One, PlayStation 4, and PC.
Summary short summary describing this game..
Ghosts 'n Goblins Resurrection last edited by Mopopolis on 04/26/21 07:40AM View full history
Ghosts 'n Goblins Resurrection is a side-scrolling action game developed and published by Capcom for Nintendo Switch on February 25, 2021, and June 1 of the same year for PlayStation 4 , Xbox One , and PC .
- Ghosts 'n Goblins Resurrection Official Site
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Ghosts 'n Goblins Resurrection
Ghosts 'n Goblins Resurrection
This page is a stub . Help us expand it , and you get a cookie.
Table of Contents
- Achievements and trophies
- Ghosts 'n Goblins
- Ghouls 'n Ghosts
- Super Ghouls 'n Ghosts
- Makaimura for WonderSwan
- GOLD KNIGHTS
- Maximo: Ghosts to Glory
- Maximo vs. Army of Zin
- Arthur to Astaroth no Nazomakaimura: Incredible Toons
- Gargoyle's Quest
- Nintendo Switch
- PlayStation 4
- Guides at completion stage 0
- Single player
Ghosts 'n Goblins Resurrection features a drop in/drop out co-op mode that lets a second player take control of three unique spirits to assist Arthur on his journey through the demon world. This setting can be turned on/off at anytime in the pause menu, allowing multiplayer to be toggled on the fly.
Learn more about how to use multiplayer and what the spirits are capable of in our guide below.
How to Activate Multiplayer
Multiplayer can be switched on at any time from the pause menu, even when you are already in the middle of a level. Open the menu, find "2 Player Settings" and switch it to "On", then have the second player press the A button on their controller to drop in.
The Three Wise Men
The second player has the ability to take control of three spirits that Ghosts 'n Goblins has dubbed "The Three Wise Men". Barry, Kerry, and Archie are ancestral spirits that can float through the air, fire projectiles, and each even has their own unique power that can assist Arthur. Their abilities are detailed below:
Barry : Can fire a single projectile in any direction, and can create a barrier around Arthur that protects him from attacks. This barrier dissipates over time and will break if Barry gets too far away from Arthur.
Kerry : Can fire a projectile that falls downward in an arc, and can pick Arthur up and carry him for a short time.
Archie : Can fire a three pronged projectile in any direction, and can create a long platform that Arthur can climb on. The platform disappears after a short time.
Up Next: Characters
Top guide sections.
- Umbral Bees
- Cheats and Secrets
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In this guide.
- Main characters
- View history
Hades is the Lord of Darkness who governs the Demon World in Ultimate Ghosts 'n Goblins and Ghosts 'n Goblins Resurrection . He had orchestrated his scheme carefully after watching the rise and fall of his predecessors- Astaroth , Lucifer , and Sardius . Hades sought two goals in his invasion of the Human Realm - The first was to use the princess to create a mixed-blood union between Humans and Demons, giving demons dominance over humans. The second is the destruction of the Demon Realm's most hated enemy, Arthur . He plots his scheme, with Astaroth serving as his lieutenant and the Black Palace as his stronghold.
Appearance-wise, Hades is a towering giant with wicked features, a pair of tattooed eyes on his chest, and a pair of rotten wings protruding from his head. It may be possible that Hades was an angel that fell from Heaven. Unlike the demon lords who came before him, Hades does not require having a certain weapon in order to reach him, but access to his chamber is anything but easy. First, players must acquire 22 Light Rings to access Dark Astaroth's chambers and then defeat the demon near the end of Stage 5. After which, if the player has more than 11 rings, access to Hades' Chambers will be unlocked; otherwise, the player will be sent back to the first stage to find the remaining 11 rings.
In Ghosts 'n Goblins Resurrection , Hades' appearance is vastly different, appearing vaguely like a demonic satyr. The true mastermind behind the game's events, Hades does not appear until the game's true ending, when the Demon Orbs which Arthur collects through the game teleport the knight to the Demon Realm and force him to go face-to-face with Hades himself.
Strategy [ ]
The final battle occurs in 3 phases:
- In the first, Hades will use his fists in three ways: the first, he slams both of them on the ground, making earthquakes to freeze the player. The second, which usually follows after, he brings his fists together in the center of the screen to crush the player, meaning an instant kill. The last one, he will try to slam one fist on you as you move around; otherwise, if you stand under his head, Hades will vomit on you. In this stage, Hades' weak spot is his head. After sustaining enough hits, Hades will bring his hands together and slam down on the floor, breaking it and (assuming you dodge the fists) opening the way to the second arena and the second phase.
- In the second phase, Hades turns a purplish color and is situated in a pool of fire with trials and pitfalls surrounding the player. Hades will change tactics, fighting with laser beams shot from his fingers, summoning tornadoes to close off areas of the arena, and using targeting spells that will shatter all suits of armor if the player is caught in the line of fire when it activates.
- The last stage is an intensified version of the 2nd phase, with more tornadoes, more laser blasts and the hands which try to close in on the player. In this stage, the player must be fast to avoid harm and even faster to inflict damage. After enough hits, Hades will explode, sinking into his molten pool.
Veterans from the series will likely know that Hades's appearance and behaviors are based heavily off Lucifer with a few upgraded modes of attack; however, they are not the same character. If playing in beginner or standard modes, players have a better chance of enduring hits in this fight. When they lose lives, they can continue where they died. Playing on ultimate mode, however, garners only two hits- losing a life means starting the battle from the beginning.
Gallery [ ]
- 1 Super Ghouls 'n Ghosts
- 3 Demon's Crest