Advance Guardian Heroes | |
---|---|
Developer(s) | Treasure |
Publisher(s) | Treasure, Ubisoft |
Designer(s) | Tetsuhiko Kikuchi Masaki Ukyo |
Composer(s) | Norio Hanzawa |
Platform(s) | Game Boy Advance |
Release | |
Genre(s) | Beat 'em up |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
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Aggregator | Score |
GameRankings | 64.91% |
Metacritic | 65/100 |
Review scores | |
Publication | Score |
Edge | 6/10 |
EGM | 6.83/10 |
Game Informer | 7/10 |
GameSpot | 6.9/10 |
GameSpy | |
GameZone | 6/10 |
IGN | 6/10 |
Nintendo Power | 3.9/5 |
Nintendo World Report | 7.5/10 |
X-Play |
Advance Guardian Heroes (アドバンスガーディアンヒーローズ?) is a beat 'em up videogame developed by Treasure for the Game Boy Advance. The game was released September 22, 2004 in Japan, September 14, 2004 in North America and February 18, 2005 in Europe. The American and European editions of the game are published by Ubisoft.
The game is a sequel to Sega Saturn's Guardian Heroes. Since Sega is the original copyright holder and wasn't interested in assuming the production of a sequel, Treasure had to license the intellectual property from Sega in order to carry out the game themselves.
Advance Guardian Heroes is a side-scrolling beat 'em up in which the playable characters can perform physical and magic attacks. Physical moves include countering and mid-air dashes. Magic attacks, which drain the MP meter, include element spells and protective barriers. It's also possible to go into "Hyper Mode", a faster, more powerful version of the playable character.
The game is separated in various stages and sub-stages with their own boss-fights, enemies, and puzzles. Gameplay modes include "Story" for up to two players, "Versus" and "Training".
Unlike its predecessor, Advance Guardian Heroes allows players to move smoothly towards and away from the screen, as opposed to switching between 3 planes. Some platforming elements have been added to break up the combat, and two new jumping manoeuvres, the air-dash and the homing jump, have been implemented. Some sequences in which these moves are used seem to be references to various 8-bit and arcade games, and some wire-fu films.
A large part of the game relies on a revised "barrier spell." All playable characters (and enemies on higher difficulty settings) have the barrier spell available, and at the cost of magic-over-time, it renders a character invincible. Properly timed use of the barrier spell allows a player to reflect projectiles and magic (in a visual effect reminiscent of Mischief Makers' Marina Liteyears throwing a laser or lightning bolt back at its source), or stun enemies who attack in melee.