The plot was, however, quite text heavy between levels, with your boss and characters having dialogues before and after each cleared mission. This was one of the main distinguishing gimmicks of the series not only did every character have an insane number of special moves by themselves, they also had specific co-op special moves depending on who they paired with. Fortunately and unlike early Capcom ports, the two player mode was kept intact. Only the Ryu lookalike and titular Makai, the beast girl Iyo and the cyber-enhanced Belva made the cut for home use. In the arcade original you had a cast of six strange and wonderfully zany characters to pick from, but on the Super Famicom edition (rebranded “ Ghost Chaser Densei”) due to cartridge ROM size constraints that number was cut in half. The biggest lapse was the playable character roster. Yet like many other arcade-to-Super Nintendo ports, some concessions had to be made. But not all hope was lost, as Banpresto published a rather solid conversion for the Super Famicom, giving avid import gamers a chance to experience the action in the comfort of their homes. Like so many others they stubbornly remained Japan-only affairs, with both games (the titular “ Denji Makai” and the sequel “ Guardians”) sticking to Japanese arcades. You may not be familiar with Winkysoft’s rather decent and zany “ Denjin Makai” series of scrolling beat’em ups.
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