![]() More commonly known as Denjin Makai, the game features 3 playable characters: Mikai, Iyo, and Belva. ![]() Ghost Chaser Densei is a 1994 side scrolling beat’em up arcade game for the Super Nintendo Entertainment System (SNES). As a note, this whole series(technically a duology, but whatever), never left Japan.Ĭharacters(clockwise): Makai, Iyo, Belva, Kurokishi, Tarukusu, & Zeldia(the armored alien thing in the above image)īutton 1: Attack (up to 4 hit combos)/pick up objectsįinal Fight style, you can combo into a throw, by pressing the reverse direction on the last strike, but more often than not, you'll probably turn your character around than actually pull this off, leaving them vulnerable to an undefeated enemies attack.Criminals called Ghosts have infiltrated the country! Control one of the three special agents and stop the Ghost terrorists in Ghost Chaser Densei! Grab your enemies and toss them around to gain bonus damage in this side scrolling action game! ![]() Away + 1 performs a reverse strike, for enemies that try to sneak up behind you. ![]() 2, then 1 = jump attack 2, forward & 1 = alternate jump attack & 2, Down & 1 = dive attack. 2+1 = special(drains the meter under your health bar, which refills much quicker if you stand still. If you run out, your character either struggles to do anything, or does a much weaker version of the move.), but it can also be done while running(double tap Left/Right and hold the direction the 2nd time). Since you're holding forward as you run, there's a 3rd jump attack with 2, then 1. Half circle, back to forward, & 1/2+1/2 then 1, will instantly perform one of hose attacks without running.ġ while running is an alternative strike, but an instant knockdown for little damage, compared to the full strike combo. Walk into enemies to grab, which then leads to: Striking with 1(up to 3 hit combo), throw with Left/Right + 1(pressing Up/Down with 1 just does the strikes. Each direction is a different throw for Iyo and Tarukusu), alternative throw with 2. Zeldia has a grab special(2+1) that can heal her, as long as the enemy is organic. Everyone has an automatic attack when they get up. Unfortunately, without any guides or anything, I know there are special moves that I haven't figured out yet. Zeldia has a fire breath attack that has something with Up, Down(or Left, Right) & 1(possibly holding it, or even starting from a guard). She also has some multi-rocket attack that I haven't even begun to come close to figuring out(I think it's like a desperation attack when health is extremely low, but what do I know?). That's just what I know I haven't figured out for her.Ģ players can double team by having one throw the other at the enemies. The thrown player can pull off their jump attacks. In MAME, there is a dipswitch setting for English, but all that happens is you can read the characters names on the character select screen.Īlternatively, they can both risk half their special move meter, by having one throw the other with 2+1, for a super double team attack. The story aspects only show up in the Japanese language. On the whole it seems a very quarter eating experience, but it's still excellent for the first try of a company known for strategy RPG's involving anime robots(literally the giant mechs from licensed anime). at least the sprites, not so much the screwing up background.), this is a screen capture from a bootlegged attempt to port it to an arcade cabinet.Īlso even though this is how the Super Famicom version looks(er. Noticeable by the wide screen resolution that a Super Famicom/SNES would not have. This is effectively a port of Denjin Makai, but with an entire stage, and 3 characters(Kurokishi, Zeldia, and Tarukusu) missing(though they show up as bosses, which shouldn't be surprising, as 2 of them had clones for bosses in the arcade game).Ĭontrols(can be changed in the options menu): This one is the actual Super Famicom version. New special moves include guarding, then press either Down, Up or away, forward and let go of Y immediately after the second direction. A super special move is performed if you hold Y still after either combo, and then let go as the charge glows yellow. These moves may have been in the arcade version, but if they are, they're much trickier to pull off. Also, the super double team is now pulled off with B(jump) alone.
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