There was, but it was not made by GameArts, and was instead contracted to some Korean developer. Enix/Squeenix pretty much killed GA.
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Gungriffon Allied Strike, made by karma digital and jupiter. Published by Tecmo.
We got one copy in when it came out. We still have that one copy.
You don't like it and that's cool, but maybe you shouldn't blatantly contradict yourself from one sentence to the next. While those things are more commonplace these days they weren't back then, and it also used a three-tiered plane system which was very different from the free-motion plane the majority of the genre had. Plus you had a permanent assist buddy that you could issue general commands to (and then the other stuff I mentioned before).Quote:
It's a beat 'em up fused with some light fighter game moves fused with a RPG level up system [...].
It's very rooted in the beat 'em up genre, no doubt about that, but saying it did little to change things is an outright lie. Think about the other games back then and previously: X-Men, Simpons (well, all the Konami clones), TMNT, Dungeons & Dragons, AvP, Golden Axe, Streets of Rage, Bad Dudes, Double Dragon, etc. Most followed a very similar formula and the number of special attacks usually maxed out at two moves, if that. It was very different from the rest of genre, which is one of the primary reasons it gained the following it did.
Guardian Heroes was awesome, I love those infinite juggles. Still fun today.
Popped in my head: River City Ransom is the only game in that genre I can think of that really tried to change things up like Guardian Heroes. I'm blanking on anything else in the aforementioned time frame that stepped up in such a way.
Mighty Final Fight?
You earned special moves but that was about it. It was a step backwards from RCR, really.
True true. There's Technos Samurai...
Don't know it but I'm guessing it's part of the Nekketsu "series," or however you qualify them.
H'yup. It's a lot of fun, but I've only played teh romz translated version.