đ Gargoyles Cheats & Secrets
Looking to spice up your playthrough of Gargoyles on the SEGA Genesis/Mega Drive? This dark and challenging platformer, based on Disney's animated series, is known for its tough enemies and tricky levels. Luckily, a set of hidden cheats can make your journey with Goliath a little easier - from skipping levels to unleashing fireballs. Below you'll find five of the most useful codes to try out.

Level Skip
If you want to jump straight to the next stage, press Enter to pause the game and then enter the code:
LKLSpaceLLKL
The game will immediately skip you ahead to the following level.

Energy Regeneration
Need a quick health boost? Press Enter to pause the game and then enter the code:
LKLSpaceLLKL
Unpause the game and your life bar will instantly refill to 100%.

Fireballs
Want to unleash some extra power? Press Enter to pause the game and then enter the code:
LKLSpaceLLK
Then resume play and press L - Goliath will now throw fireballs.

Invincibility
To become immune to damage, pause the game by pressing Enter and enter:
LKLSpaceLLK
Your invulnerability will last until you pick up a Shield or leave the level. If that happens, simply reenter the code to continue.

Flying
To soar freely across the screen, pause the game and enter:
SpaceLLSpaceLK
This sequence is often remembered as "CALL A CAB" on the original SEGA controller. Resume play, then hold down all three buttons L+K+Space to fly anywhere you want. While flying, Goliath is also invincible.
đĻ About the Game
Released in 1995 for the SEGA Genesis/Mega Drive, Gargoyles is a side-scrolling action platformer based on Disney's animated series of the same name. Players take control of Goliath, the leader of the gargoyles, on a quest to stop the Eye of Odin, a powerful magical artifact that could bring chaos if it falls into the wrong hands.
What made Gargoyles stand out at the time was how ambitious it felt on the Genesis/Mega Drive. The game delivered smooth character animations and detailed gothic backdrops that captured the dark atmosphere of the cartoon. From leaping across rooftops to climbing walls and slashing through enemies with Goliath's claws, every movement felt dynamic and true to the show's spirit.
The challenge quickly became part of its legacy. Gargoyles is notorious for its demanding platforming, tricky enemy placements, and levels that punish mistakes but reward precision. Many players recall it as one of the tougher titles on the Genesis/Mega Drive, yet also one of the most satisfying when mastered.
Although it never received sequels, the game left a lasting mark on fans. For those who watched the animated series in the 1990s, it was a rare chance to experience that world interactively. For modern retro gamers, it stands as a cult classic - a licensed game that proved the Genesis/Mega Drive could deliver atmosphere, style, and challenge all in one.
đ Fun Facts
đĻ Based on the Disney series
Gargoyles for the SEGA Genesis/Mega Drive wasn't just loosely inspired by Disney's show - it directly pulled from the animated series that aired from 1994 to 1997. The story centers on Goliath, the stone-skinned leader of the clan, and his struggle to stop the Eye of Odin, a mystical artifact that grants great power but also brings destruction. The tone of the game reflects the show's darker atmosphere, which was unusual for a Disney cartoon at the time. Instead of bright colors and family-friendly humor, Gargoyles leaned into gothic visuals, moody environments, and a brooding hero, giving players an authentic extension of the TV series.
đ°ī¸ A late 16-bit release
By the time Gargoyles hit the shelves in November 1995, the SEGA Genesis/Mega Drive was nearing the end of its life. The 32-bit era had already begun - the PlayStation and SEGA Saturn were competing for attention, and gamers were shifting focus to the next generation. Because of this timing, Gargoyles didn't receive the same marketing push or wide recognition as earlier SEGA hits like Sonic the Hedgehog 2 or Streets of Rage 2. Many players discovered it only years later, which contributed to its cult status rather than mainstream success.
đ§ Five challenging stages
Unlike other platformers that stretched across a dozen or more levels, Gargoyles featured just five large stages. Each one was packed with hazards - crumbling rooftops, collapsing bridges, and enemies that swarmed without pause. Every stage ended with a boss battle that tested different skills, from quick reflexes to careful timing. Between levels, short cutscenes pushed the story forward, keeping the pace tight and cinematic. The game's brevity made it approachable, but its difficulty gave it staying power. Beating all five stages in one sitting felt like an achievement to brag about.
đŧ Music by Michael Giacchino
The soundtrack of Gargoyles was created by Michael Giacchino, who was still early in his career at the time. He would later rise to fame as an Academy Award-winning composer for films like Up, The Incredibles, and Rogue One: A Star Wars Story. Listening to Gargoyles today, you can hear the beginnings of his dramatic style - atmospheric tracks with tension and weight that fit perfectly with Goliath's dark world. It's fascinating to look back and realize that a game from the Genesis/Mega Drive era gave Giacchino one of his first opportunities in the entertainment industry.
đ§ą No passwords or saves back then - but you can save here
One of the game's biggest challenges wasn't just the enemies or platforms - it was endurance. Gargoyles had no save system and no passwords, which meant the only way to finish it was to complete all five stages in one sitting. Players had a limited number of continues, so every mistake mattered. This design made the game infamous for its toughness. Today, though, things are different - on this site, you can use browser-based saves, making it much easier to take breaks and return to the action without starting over.
đšī¸ Controls that felt like the show
The development team wanted Goliath to feel unique, not just another platforming hero. He was animated with care to reflect his cartoon counterpart: climbing walls with claws, clinging to ceilings, leaping with heavy momentum, and slashing enemies in close combat. These mechanics made him feel heavier and more grounded than the agile heroes of other platformers. While some players found the controls clunky, others appreciated how much they captured the sense of being a powerful gargoyle navigating a hostile world.
đ§Š The canceled SNES version
During development, a Super Nintendo version of Gargoyles was in the works, planned for release in late 1995. However, it was canceled before launch, likely because of the market's transition to newer consoles. Early prototypes and promotional materials exist, confirming its development. Fans have always been curious about how it might have compared to the Genesis/Mega Drive version, but it never saw the light of day.
đ "CALL A CAB" - the famous cheat
Cheat codes were a staple of the 1990s, but Gargoyles had one that stood out. The code for Unlimited Flying is remembered with the phrase "CALL A CAB", which matches the button sequence on the SEGA controller. Entering it correctly even triggers a voice shouting "SEGA!" - a detail that fans still smile about today. The code not only let Goliath fly freely around the stage but also made him invincible while doing so, turning one of the toughest games on the Genesis/Mega Drive into a playground.
đŧī¸ Gargoyles Remastered
In October 2023, nearly three decades after the original, Gargoyles Remastered was released for Nintendo Switch, PlayStation, Xbox, and PC. The remaster featured hand-drawn visuals closer to the TV show, a rewind function to undo mistakes, and a toggle between the original 16-bit graphics and the updated art. It also included achievements and modern save features. Reception was mixed - many loved the visual upgrade and nostalgic value, while others criticized the game's unchanged difficulty and stiff controls. Still, it gave a new generation the chance to experience Goliath's world.
đ° Mixed critical reception
When Gargoyles first launched, critics praised its visual presentation, especially the smooth animation and atmospheric design. But they also pointed out issues with the controls, calling them heavy and sometimes unresponsive. This combination of admiration and frustration has defined the game's reputation ever since. It's remembered as a title that looked stunning and captured the feel of the cartoon, but also demanded patience and persistence to enjoy fully.