Overview and Gameplay
Firebrand begins as a young gargoyle training in Etruria when the Black Light drains magic from the Ghoul Realm. He travels through overhead towns and countryside, speaks with rulers and residents, collects quest items, and enters side-scrolling action areas filled with enemies, hazards, and bosses.
Progression grants stronger magic, additional stamina, higher jumps, and longer flight time. Passwords received during the adventure allow play to resume from established progress points.
Controls And Mechanics
Firebrand can jump, cling to walls, and fly for as long as his Wing meter permits. Fireball provides the starting attack, while later magic destroys special blocks, creates temporary platforms, makes hazardous walls climbable, or delivers stronger damage.
Vials serve as currency and can be exchanged for extra lives. Hearts restore stamina, and the Essence of the Soulstream restores it completely. The status menu displays stamina, flight capacity, lives, tools, and equipped magic.
Release And Credits
- Release year: 1992
- Developer: Capcom
- Publisher: Capcom
- Original platform: Famicom and NES
- Japanese title: Red Arremer II