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    GNG 
      iOS 
      Capcom rebooted the Ghosts 'N Goblins series 
      with Maximo, and revitalized the series with Ultimate Ghosts 'N 
      Goblins. Both incorporated looser control and new abilities like cliff-grabbing 
      and special attacks that gave the player more leeway than the older titles. 
      Not that it made the series any easier, but it sure made it more 
      approachable. In fact, the Maximo sequel was so good that 
      it made Capcom's cancellation of Maximo 3 one of the biggest travesties 
      in modern video games. Fast-forward to the dawn of the iOS. Capcom had plans 
      for it, but I don't ever remember them saying anything about bringing their 
      most iconic IPs to it. | 
  
   
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       I never 
        liked Apple products; from the Apple IIe and Macintosh to the iMac and 
        iPod, I just never liked them. I was even wary of the iPhone when it came 
        out, carefully looking at every aspect of it. Opportunity knocked, at 
        the whim of an exceptional woman, and I had a chance to get it. I wasn't 
        going to get it just for the music or phone features; there had to be 
        more to warrant a purchase. Then it hit me that Capcom was pushing iPhone 
        titles some time back, so I researched a little and found that some of 
        Capcom's most iconic IPs were among them. Buying it was actually more 
        involved than buying a vehicle, but it was worth it because I found that 
        Capcom made a new Ghosts 'N Goblins for it! Hot on the heels of 
        the Japan-only Kai edition of Ultimate Ghouls 'N Ghosts, 
        but made on the iOS, for the iOS, from the ground up! 
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       It was the first app 
        I downloaded, and still one of the best. Instead of playing it right away, 
        I saved it for my long train rides and I was thankful I did. I had to 
        cover work for some hung-over idiot all the way out in Futt-Buck Egypt, 
        and the only thing worse than that is the train ride back. I can 
        still remember the bitter cold and how thankful I was when the train finally 
        arrived; the heated seats were instant relief as my body thawed. Ghosts 
        'N Goblins - Gold Knights made that long-ass ride go a lot 
        quicker, and without it I would have lost my mind. And it really did span 
        the whole ride; even dying a billion times, I still beat the whole 
        game that day! Even after going through the game, though, there's still 
        much more to Ghosts 'N Goblins Gold Knights and its sequel. Ghosts 
        'N Goblins - Gold Knights and its sequel are both great; not quite 
        the masterpiece Maximo - Army Of Zin was, but better-executed than 
        Ultimate Ghosts 'N Goblins. That doesn't detract from everything 
        these two games are, though. Even with the prequel/sequel relationship, 
        the two are still surprisingly different from each other. Having one means 
        you must have the other to experience it in its entirety. 
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       (Un)Separated 
        At Birth 
        Even with the "updated" Ultimate Ghosts 'N Goblins Kai, 
        the problem was that the game was still tough to pick up. It was 
        hard to enjoy all the cool stuff they worked so hard to put in the game 
        because they made so much of the game based on the rigidness of old. Maximo 
        - Army Of Zin was designed well, and ultimately a testament to series 
        progression. It controlled smoother than Maximo and its predecessors, 
        and showed that the series could stay relevant even without the enraging 
        difficulty that defined it. The nostalgic platforming was still a challenge, 
        but it was more forgiving and within bounds (control was no longer a valid 
        excuse for failure). It wasn't broke, but Capcom attempted to fix it in 
        Ultimate Ghosts 'N Goblins with unforgiving platforming and reverting 
        back to difficult control. Didn't they see that Maximo - Army Of Zin 
        controlled like a dream?!  
      Even with a newly-added 
        ability to grab onto and hang from cliffs, so many parts of the game were 
        ridiculous and barely fair; Ghosts 'N Goblins - Gold Knights and 
        its sequel aren't like that, though. With 
        its touch-based controls, Ghosts 'N Goblins - Gold Knights and 
        its sequel control better than the original Maximo and Ultimate 
        Ghosts 'N Goblins both! I rarely fail the platforming parts, and I 
        know it's my fault when I actually do. Lancelot can even Mario-jump 
        enemies in Ghosts 'N Goblins - Gold Knights! It's the perfect addition 
        to make the game more approachable, but the ability sadly didn't make 
        it to Ghosts 'N Goblins - Gold Knights II. With great control similar 
        to Maximo - Army Of Zin, and visual similarities with Ultimate 
        Ghosts 'N Goblins, the Ghosts 'N Goblins - Gold Knights and 
        its sequel feel essentially like a hybrid. 
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       It felt like Arthur 
        did almost nothing in previous GNG entries. Even with upgraded 
        armor to make him stronger, it was like he was hamstrung by some sort 
        of uncontrollable weakness. The charm of Maximo - Army Of Zin lied 
        in how much damage you could do. You didn't just feel like you 
        were doing a ton of damage; you saw it in explosions all around 
        you as enemies fell helplessly to your immense firepower. Trails of dropped 
        power-ups from the fallen were a testament to that power. Ultimate 
        Ghosts 'N Goblins (and its supposedly easier upgrade) had the armor 
        upgrade system, too, but it seems to better even out the odds in Ghosts 
        'N Goblins - Gold Knights and its sequel. There's nothing quite like 
        anticipating armor upgrades, then drenching enemies in a hail of arrows 
        when you finally do get it. There's a plethora of ways you leave 
        chaos in your wake with all the different weapon upgrades, and that's 
        not even counting the age-old charge attack from previous GNG entries! 
        It's back again, and it's devastating as ever, stopping enemies dead in 
        their tracks. Determined by character armor and weapon upgrades, 
        these attacks release a violent display of destructive, screen-filling 
        pyrotechnics from lightning storms and energy starbursts to boomerang 
        volleys, fire storms, and even dragons. 
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       Knights 
        Of The Round 
        Those features (though varied) are in both Ghosts 'N Goblins - Gold 
        Knights and Ghosts 'N Goblins - Gold Knights II, but the most 
        noticeable thing of each title is different playable characters, stages, 
        bosses, and endings. There are even weapon variations for each of the 
        three characters (axes, crossbows, etc)! Ghosts 'N Goblins - Gold Knights 
        started out with the familiar Arthur, adding the handsome Lancelot 
        as an alternate. If I'm not mistaken, this marked not only the return 
        of Lancelot since Capcom's own 16-Bit masterpiece, Knights Of The Round, 
        but also the first alternate playable character in the Ghosts 'N Goblins 
        series. Enjoy Lancelot's easily-approachable, Mario head-jumping antics 
        in GNGGK, though, because he was replaced by the unfortunate-looking 
        Percival in GNGGKII. 
       Capcom followed Lancelot's 
        general rendition from Knights Of The Round, but with Ghosts 
        'N Goblins - Gold Knights II they dropped the ball; Percival just 
        doesn't look cool anymore, and his in-close fighting "abilities" 
        don't really benefit him or make him fun to use like jumping flexibility 
        did for Lancelot. They tried to give his sword attacks some benefits with 
        splash damage and fireballs, but they're still basically Arthur's sword 
        attacks from the older games. GNGGKII is probably the bigger, more 
        epic game of the two, having improved upon GNGGK in every aspect, 
        but Percival should have been in the first entry and then Lancelot saved 
        for the second. Don't get me wrong, both games are absolute must-haves, 
        and everyone has different taste, but I thought Lancelot was cooler all-around 
        than Percival. 
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       Despite its name, GNGGKII 
        is easily mistaken for a mere upgrade of GNGGK, even though it's 
        actually a full-on sequel. GNGGKII picks up directly where GNGGK 
        left off, and each game has a unique enemy cast in addition to unique 
        heroes. Save for common enemies like zombies and ghosts, there's 
        hardly any overlapping. Different enemies and bosses inhabit each game's 
        unique locales, and it's especially noticeable when you play the titles 
        in order. New abominations are everywhere, and a good example is the hulking 
        lizard warriors in GNGGKII who replace the beefy wolfmen in GNGGK. 
        Even bosses were replaced in GNGGKII from GNGGK, and the 
        proof really is in the order; a cyclops replaces the gargoyle, a rampaging 
        monster replaces the giant bug, a floating bladed eyeball monstrosity 
        replaces the rolling centipede, the demon lord replaces the skull helmet 
        boss, a mysterious dark knight replaces the demon lord, and a dark knight 
        monster replaces the demon throne endboss. Different, 
        familiar versions of usual suspects "Red Areemer" and the Demon 
        Lord round-out the Halloween-themed cast.  
      Enemies are so profoundly-detailed 
        that they range from surprisingly freaky to downright disturbing. The 
        best example of this is the bladed eyeball boss. As if the pulsating and 
        rotating blades weren't bad-enough already, the eyeball looks disturbingly 
        alive and real. It must be seen to be believed. The giant, hideous insect 
        bosses are a close second because they look so disgusting. Though less 
        detailed, GNGGK series bosses are actually more menacing 
        and intimidating than ones from the UGNG series; some of them are 
        so huge that they fill most of the screen with just their head! 
        I haven't seen production this good in the series since MAOZ. The 
        surprise of new threats awaiting in each stage really keeps you on guard 
        and in the game. It's hard to get bored when you have no idea what's going 
        to come out at you next, and both GNGGK titles do well at scaring. 
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       Detailing 
        A Nightmare 
        And it's masterful craft 
        across both games that scare, and really showcase the graphics capabilities 
        of the iOS. The visuals are like higher-resolution PlayStation-era titles 
        with added lighting and effects; had Capcom made a 32-Bit entry of this 
        series back then, it'd probably look like this. Who knows? Maybe parts 
        of these titles were salvaged remains of the canceled Nintendo 64 game. 
        While not quite as visually-stunning as Maximo - Army Of Zin or 
        Ultimate Ghosts 'N Goblins Kai, there is an incredible amount of 
        detail in both Ghosts 'N Goblins - Gold Knights titles. Where MOAZ 
        and UGNGK showcased a wide variety of lush, brilliant environments 
        across every end of the spectrum, GNGGK and its sequel depict a 
        darker, more sinister variety of locales that bring the nightmarish enemies 
        and bosses to life in frightening fashion. 
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    | Depth perspective 
      is particularly noteworthy in these games because even though stages don't 
      rotate, twist, and turn quite as much as in UGNG, their scale 
      is better. What that means is that there's more space and ceilings are higher, 
      making gameplay much less stressful. The stages aren't as intricate 
      and/or detailed as the branching ones in UGNG, but they come close, 
      and seem to have more destructible parts. The destructible parts noticeably 
      add to the overall experience with secret passages, collapsing structures, 
      landslides, and crumbling walls. Pieces of structures actually fall and 
      tumble toward the screen at you! There's even an Indiana Jones-style part 
      in GNGGKII where a hulking monster chases you, splitting solid rock 
      pillars with fireballs! Nothing like using Carmello Anthony hit-&-run 
      tactics... | 
  
   
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       Of course, all of that 
        detail wouldn't be much without equally impressive special effects to 
        compliment it, and both games display tons of splashy fireworks in marvelous 
        Capcom fashion. Enemies violently explode into pieces, foliage springs 
        to life, waterfalls rage, and fireballs blaze out of control. Charge-attacks 
        display a variety of screen-filling pyrotechnics ranging from slithering 
        translucent dragons and brilliant starbursts, to mesmerizing vortexes 
        and blinding lightning. And the cool thing is that charge attacks actually 
        look different in both games, so you see different effects for each type 
        in each title. These special effects even cast light on surrounding enemies! 
        I really haven't seen any other game on the iOS as flashy, brilliant, 
        and full of character as GNGGK or its sequel. There are hiccups 
        when you combine all these special effects with humungous bosses, chaotic 
        backgrounds, and destructible environments, but its not constant and both 
        games still run fine. If these two games aren't an accurate demonstration 
        of what the iPod Touch/iPhone/iPad is capable of, then I don't know what 
        is! 
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       Topping-off the detailed 
        models and splashy special effects is Capcom's signature touch of smooth, 
        fluid animation. Playable heroes, enemies, and bosses alike animate appropriately; 
        zombies shuffle, lizard men salivate, fishmen lumber, insects slither, 
        wolfmen sneer, and a host of other monsters display razor-sharp teeth. 
        Together with the audio and moody environmental details, the animation 
        breathes life into the Halloween theme the series is known for. Adding 
        to all that are the effects and animation used in the cinematic sequences, 
        too (which are even better in the sequel)! 
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       The 
        Sounds Of Horror 
        Seeing as how Apple hardware is designed with particular emphasis on music, 
        it's no surprise that both versions of GNGGK couldn't sound better. 
        This aspect is level with UGNG. From the title screen to the very 
        end, GNGGK and its sequel sound just as they should (epic and scary). 
        Rotten retro sound effects compliment a rotten cast of enemies and Halloween-themed 
        locales rounded-out by a beautifully-orchestrated score that brings it 
        all to life. Familiar tunes bring back memories of the old 8-Bit Ghosts 
        'N Goblins and the 16-Bit entries Ghouls 'N Ghosts and Super 
        Ghouls 'N Ghosts; the first stage of GNGGK will bring fans 
        back to the days of 16-Bit frustration. Hearing the map screen in both 
        games will plunge you back into the excruciating difficulty of Ghosts 
        'N Goblins (one of the toughest NES games ever). Both games 
        evoke memories of past entries in the series, and audio plays a big part 
        in the process.  
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    | The customization 
      system was yet another good thing carried over from Maximo, and across 
      both games there are the hilarious "Boxers," "Classic," 
      and "Skeleton" modes. The additional modes are pretty-much self-explanatory, 
      but the customization is different this time around because it's centered 
      around downloadable content for special abilities and such. The DLC is all 
      about stuff like unlimited lives, rapid fire, increased armor durability, 
      and increased power. Don't like platforming? get triple jumps or take it 
      out of the game completely! Don't like dying? Purchase unlimited lives! 
      Hate those wretched magicians? Remove them from the stage! Hate being bound 
      to one weapon? Enable weapon changing! There's even one that allows you 
      to use magic no matter the condition of your armor! This is all great stuff 
      to make the game more approachable for players of all types. Even 
      with DLC, though, it must be noted that the system isn't quite as intricate 
      as UGNG. That may sound like a bad thing, but I thought it was good 
      because it keeps the game simple and easy. The vast item and weapon system 
      in UGNG can be daunting to a player who just wants to experience 
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       The GNGGK entries 
        are a return to the series' humble roots, but without everything that 
        left Arthur hamstrung in the past. Yes, even moreso than the UGNG entries 
        (which many considered to be a return to form when it came out). Simplicity 
        is the reason why. The UGNG entries complicated simplicity with 
        modern equipment concepts from Maximo, then offset it with control concepts 
        of old. The GNGGK entries stayed simple and took the best elements 
        from both by complimenting the old armor upgrade system with the user-friendly 
        control of Maximo - Army Of Zin. Contrary to the thought that touch 
        controls cannot be well-executed, I thought both GNGGK and its 
        sequel controlled as well as MAOZ did, and even better than the 
        rest of the series. I 
        can see why so many fans consider UGNG to be the best in the series 
        (great visuals, deep stages, equipment depth), but I like GNGGK 
        and its sequel more because they're actually fun. After all, that's 
        what video games are all about, right? If you're not a fan of past entries, 
        these two may actually appeal more simply because the learning curve isn't 
        as high. GNGGK and its sequel are, by far, the best iOS games out, 
        period. Titles like this arguably make the iPod Touch/iPhone/iPad a game 
        machine. With games like these, how can it not be considered a 
        legitimate game machine?  
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