![]() Guardians tells the story of, I really don't fucking know. Of course, 1995 is awful late for a beat-em-up and way too late for any arcade game to survive outside of Japan, hence the obscurity of Guardians. The sequel, Guardians, followed a year later, expanding the roster and move-set even further. It got a Super Famicom port called Ghost Chaser Densei and as the name suggests never made it out of Japan. It's some 1994 beat-em-up by no-names Winky Soft with an unusually large (I think six-character) roster and decent move sets. "Little to nothing" is the correct answer. Hey, guy - whaddyou know about Denjin Makai? (that was kinda like a little song). ![]() So what we're going to do henceforth (starting with Guardians) is play each game twice - once from beginning to end as a "demo" play (so that we can tell you about all the characters and stages and bosses) and a second time as a "pro-run" with a fixed number of credits to be determined by our performance on the demo play. A game can seem unfairly hard before you learn how to play it. There have been aspects of certain games (particularly the entirety of Growl) I've felt we may not have "got" because we weren't trying hard enough to play well, or at least weren't being forced to. ![]() I haven't been super-happy with the occasions on which this's led us to write "there might be more depth to the bosses, I didn't have enough time to learn in one playthrough". So far Golem and I have been sitting down and playing these games from beginning to end in one sitting for the first time ever, just quarter-feeding our way through. WEEKLY BEAT-EM-UP BREAKING NEWS ANNOUNCEMENT: That's why Golem and I are taking on one classic arcade-style beat-'em-up a week and bringing you this. Luckily the video game medium has provided us with a safe, harmless environment in which to release our overflowing rage. We here at GNG find that it helps to beat up as many people as possible at a regular interval. Weapons have limited uses and will disappear if the player is disarmed by an enemy too much or when the player moves to a new area.Everyone needs to let off a little steam sometimes. Items such as weapons, health recovery items, and items awarding extra points can be picked up by standing over one and pressing the attack button. ![]() A thrown enemy can be tossed at another for additional damage. When an enemy is grabbed, the player can perform a grab attack by pressing the attack button or perform a throw by tilting the joystick left or right. When two players play, they can perform team-based special moves.Įnemies can be grabbed simply by walking into one of them. The player also can perform a jump attack. The final blow of the combo can be changed to a throw if the player moves the joystick in the opposite direction just before landing it. Pressing the attack button repeatedly when attacking an enemy or multiple enemies will cause the player character to perform a combo. The controls consist of an eight-way joystick and two buttons for attacking and jumping respectively. In the home version, only three (Makai, Iyo, and Belva) out of the six characters are playable and the other three (Kurokishi, Zeldia, and Tulks) were turned into bosses one stage was also removed. Health gauges are displayed for both player and enemy characters, while energy bars are displayed for special moves. A sequel, Guardians, was released in 1995.ĭenjinmakai can be played by up to two players simultaneously. It was later ported to the Super Famicom under the title Ghost Chaser Densei ( ゴーストチェイサー電精 ). Denjinmakai ( 電神魔傀 ?), or Denjin Makai, is a 1994 side-scrolling beat 'em up developed by Winkysoft and published by Banpresto that was originally released as a coin-operated arcade game.
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