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''The Guardian Legend'' (known as ''Guardic Gaiden'' in Japan) was a hybrid ActionGame and ShootEmUp created by Creator/{{Compile}} and published by Creator/{{Irem}} (in Japan) and Creator/BroderbundSoftware (in North America) for the UsefulNotes/NintendoEntertainmentSystem. Released around 1988, it's likely forgotten by all but the most hardcore of gamers, but this game did a great job of blending the two genres.

The game is about a [[RobotGirl female combat android]], codenamed "the Guardian", who is commissioned with stopping an alien-infested planet called Naju from [[ColonyDrop crashing into Earth]] and killing everyone. To do this, she must set off ten strategically-placed explosives within the corridors (by transforming into a spaceship and flying through them) and defeat the bosses within.

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''The Guardian Legend'' (known as ''Guardic Gaiden'' in Japan) was a hybrid ActionGame and ShootEmUp created by Creator/{{Compile}} and published by Creator/{{Irem}} (in Japan) and Creator/BroderbundSoftware (in North America) for the UsefulNotes/NintendoEntertainmentSystem. Released around 1988, it's likely forgotten it passed without notice by all but the most hardcore of gamers, but this game did a great job of blending the two genres.

The game game's protagonist is about a [[RobotGirl female combat android]], codenamed "the Guardian", who whose mission is commissioned with stopping to prevent an alien-infested planet called Naju from [[ColonyDrop crashing into Earth]] and killing everyone. To do this, In her quest, she must set off ten strategically-placed explosives within the corridors (by transforming into uses two different modes: her humanoid mode to explore Naju's surface on foot, and a spaceship and flying through them) and defeat mode to traverse Naju's corridors, where she will fight the bosses within.
guarding the self-destruct mechanism that she must activate to destroy Naju and save Earth.



* BulletHell: While this one is not a true Bullet Hell game in the modern sense, some of the late-game corridors will throw an impressive amount of projectiles and enemies at you.



* CoversAlwaysLie: The North American box art for the game, shown above, has pretty much nothing to do with the game. The European box art ([[https://static.tvtropes.org/pmwiki/pub/images/guardian-legend-european-box_7490.jpg seen here]]) and the Japanese box art ([[https://static.tvtropes.org/pmwiki/pub/images/guardian-legend-japanese-box_4961.jpg seen here]]) are slightly better in that they least show a RobotGirl, even if said girl looks nothing like the protagonist. Pretty much the only thing either the American or European covers get right is the phrase "[[PasswordSave Includes Password Feature]]". Oh, ''boy'' does this game include a password feature.

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* CoversAlwaysLie: The North American box art for the game, shown above, has pretty much nothing to do with the game. The European box art ([[https://static.tvtropes.org/pmwiki/pub/images/guardian-legend-european-box_7490.jpg seen here]]) and the Japanese box art ([[https://static.tvtropes.org/pmwiki/pub/images/guardian-legend-japanese-box_4961.jpg seen here]]) are slightly better in that they least show a RobotGirl, even if said girl looks nothing like the protagonist. Pretty much the only thing either the American or European covers get right is (tragically) the phrase "[[PasswordSave Includes Password Feature]]". Oh, ''boy'' does this game include a password feature.


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* LateToTheTragedy: The first log that you find was written by ''someone'' who previously tried to destroy Naju, but failed to overcome the enemies guarding the self-destruct mechanism. Also, it is explicit that Naju used to be a peaceful world before most of its inhabitants [[FaceHeelTurn became evil]].
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** This also one of a surprisingly small number of NES games where the hero's main weapon can be fired repeatedly by leaning on the fire button, without the use of a controller with "turbo" functionality. In fact, the secret to opening one of the corridors is to do this; if you use a "turbo" controller, it won't work (as this troper discovered after too many tries decades ago)

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* AutoScrollingLevel: All of the corridor flying sequences. Some of them scroll by at high speed, notably the first level, and many speed up and slow down at somewhat arbitrary points. At the time of this game's release many players thought this made the game much more difficult, even though there are no obstacles to dodge and the enemies all spawn and move at the same relative speed regardless.

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* AutoScrollingLevel: All of the corridor flying sequences. Some of them scroll by at high speed, notably the first opening level, and many speed up and slow down at somewhat arbitrary points. At the time of this game's release many players thought this made the game much more difficult, even though there are no obstacles to dodge and the enemies all spawn and move at the same relative speed regardless.


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** The North American box art is oddly similar to that of [[http://1.bp.blogspot.com/-IMahZWDIKLI/TYtQosidAbI/AAAAAAAADEE/Xcu0SukBjWs/s1600/creature-tgl.jpg Creature]], a forgotten 80s science fiction movie that also has nothing in common with Guardian Legend.
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* AutoScrollingLevel: All of the corridor flying sequences. Some of them scroll by at high speed, notably the first level, and many speed up and slow down at somewhat arbitrary points. At the time of this game's release many players thought this made the game much more difficult, even though there are no obstacles to dodge and the enemies all spawn and move at the same relative speed regardless.
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* GiantSpaceFleaFromNowhere: It (a.k.a The Final Guardian), the FinalBoss, who appears out of nowhere after the BossRush, just when you think you're home free.

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* GiantSpaceFleaFromNowhere: It (a.k.a The Final Guardian), the FinalBoss, who appears out of nowhere after ''after'' you've finished the BossRush, just when last BossRush and blown up Naju. Your stated mission is thus already completed, yet you think you're home free.must beat this gratuitous boss battle in order to finish the game.
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* ApocalypticLog: The corridors are peppered with notes from a deceased native of the place that tells you how to unlock some of the trickier doors.

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* ApocalypticLog: The corridors are peppered with notes from a deceased native of the place Naju that tells you how to unlock some of the trickier doors.



* BonusDungeon: Corridors 11-20 are not actually necessary to complete the game; corridors 1-10 are the ones that give you keys and are required to open the final corridor 21. That said, the bonus items you get for completing the other 10 corridors will definitely help. You can also rack up a lot of points as well to gain more health.
* BossRush: "Corridor 21", and "Arcade Mode", (password 'TGL') which puts you through only the flying stages.

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* BonusDungeon: Corridors 11-20 are not actually necessary to complete the game; corridors 1-10 are the ones that give you keys and are required to open the final corridor 21. That said, the bonus items you get for completing the other 10 corridors will definitely help. You can also rack up a lot of points as well to gain more health.
* BossRush: "Corridor 21", and 21". Also "Arcade Mode", (password 'TGL') Mode" (accessed with password 'TGL'), which puts you through only the flying stages.



* DeadManWriting: When you first enter the labyrinth you are treated to an ApocalypticLog from what used to be the last survivor of the good aliens on Naju. Their first words are "If anyone is reading this, it will mean that I have failed."

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* DeadManWriting: When you first enter the labyrinth you are treated to an ApocalypticLog from what used to be the last survivor of the good aliens on Naju. Their first words are "If anyone is reading this, it will mean that I have failed."



* DiskOneNuke: The Fireball Level 1, doing 16 damage toe enemies. It is very early to retrieve this weapon after completing the first corridor and an easy sub-boss. This weapon, while not dependent on gunpower, is powerful enough to defeat sub-bosses and mini-bosses very quickly shots and can get you out of a jam against a barrage of enemies and small projectiles common in the earlier levels; since boss damage cap is 5, the fireball in the early runs is the most optimal choice. This Level 1 weapon will get you through the game until Areas 5 and 6 are open, where weapon upgrades are available, including the Fireball Level 2.

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* DiskOneNuke: The Fireball Level 1, doing 16 damage toe to enemies. It is very early to retrieve this weapon after completing the first corridor and an easy sub-boss. This weapon, while not dependent on gunpower, is powerful enough to defeat sub-bosses and mini-bosses very quickly shots and can get you out of a jam against a barrage of enemies and small projectiles common in the earlier levels; since boss damage cap is 5, the fireball in the early runs is the most optimal choice. This Level 1 weapon will get you through the game until Areas 5 and 6 are open, where weapon upgrades are available, including the Fireball Level 2.
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** Corridor 4 caused a lot of players trouble. For that corridor the only hint given on how to open the gate was "Ask the round creature for help." Most players quickly realized the "round creature" was a giant Blue Lander who operated a DungeonShop nearby, but what they didn't know was that "asking for help" meant leaving and re-entering the room a large number of times after purchasing something from him, with no text or indication that it's helping at all, until eventually the Lander tells you he'll help.

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** Corridor 4 caused a lot of players trouble. For that corridor the only hint given on how to open the gate was "Ask the round creature for help." Most players quickly realized the "round creature" was a giant Blue Lander who operated a DungeonShop nearby, but what they didn't know was that "asking for help" meant leaving and re-entering the room a large number of times after purchasing something from him, times, with no text or indication that it's helping at all, until eventually the Lander tells you he'll help.

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* DiskOneNuke: The Fireball Level 1. It is very early to retrieve this weapon after completing the first corridor and an easy sub-boss. This weapon, while not dependent on gunpower, is powerful enough to defeat sub-bosses and mini-bosses in less than 5 shots and can get you out of a jam against a barrage of enemies and small projectiles common in the earlier levels. This Level 1 weapon will get you through the game until Areas 5 and 6 are open, where weapon upgrades are available, including the Fireball Level 2.

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* DiskOneNuke: The Fireball Level 1.1, doing 16 damage toe enemies. It is very early to retrieve this weapon after completing the first corridor and an easy sub-boss. This weapon, while not dependent on gunpower, is powerful enough to defeat sub-bosses and mini-bosses in less than 5 very quickly shots and can get you out of a jam against a barrage of enemies and small projectiles common in the earlier levels.levels; since boss damage cap is 5, the fireball in the early runs is the most optimal choice. This Level 1 weapon will get you through the game until Areas 5 and 6 are open, where weapon upgrades are available, including the Fireball Level 2.


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* InfinityPlusOneSword: The final gun upgrade after completing Corridor 20. Normally, collecting a gun power upgrade will increase damage to your regular gun and most special weapons by 1 point. Default 1=1, 2=2, and 3=3. However, collecting the final gun power upgrade increases it by 2 (4=5). Since the boss damage cap is 5 due to programming, all of your weapons will be doing the same damage to bosses.
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** Damage to bosses: 5.
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Page has been moved to the Just For Fun namespace


[[DescribeTopicHere If someone is reading this description... I must have failed.]]

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[[DescribeTopicHere [[JustForFun/DescribeTopicHere If someone is reading this description... I must have failed.]]
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I hope this page will not be read by anyone... [[TVTropesWillRuinYourLife it will mean that I have failed]].

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I hope this page will not be read by anyone... [[TVTropesWillRuinYourLife [[JustForFun/TVTropesWillRuinYourLife it will mean that I have failed]].
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Merged per TRS


** The Blue Lander in Area 4. If you didn't choose the Blue lander, you'll max out to 28 instead of 29 before [[UnwinnableByMistake score cap bug]].

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** The Blue Lander in Area 4. If you didn't choose the Blue lander, you'll max out to 28 instead of 29 before [[UnwinnableByMistake [[UnintentionallyUnwinnable score cap bug]].



* UnwinnableByMistake: The game will softlock if the score goes above 9,999,999.

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* UnwinnableByMistake: UnintentionallyUnwinnable: The game will softlock if the score goes above 9,999,999.
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* EnemyCivilWar: Although the English-language manual left it out, the creatures of Naju are locked in a mutual conflict, with factions separated by biome: Goblas (aquatic), Jarreth (forest), Bastarth (ice), Marroth (organic), and Eiteris (rock).
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Disambiguating; deleting and renaming wicks as appropriate. Moved to discussion


* InstantAwesomeJustAddDragons: All monsters and bosses are strange alien creatures, except for one dragon boss.
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* EarlyGameHell: Before facing the first corridor (Corridor 1), you are given a tough choice to either leave your chips at Max 100 (once you get the red lander) for much better firepower for your regular gun or use sub-weapons, which would shrink your Max firepower as going 99 or below places your gun to the lowest shot possible.
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* MoreDakka: The Guardian's default gun relies on this principle. The more chips she's carrying, the more bullets-per-second she can shoot. The enemies also get this trope - in some of the later corridors, you'll find yourself facing an inspiringly absurd number of bullets and missiles and flying enemies and EVERYTHING ELSE.

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* MoreDakka: The Guardian's default gun relies on this principle. The more chips she's carrying, the more bullets-per-second she can shoot. The enemies also get this trope - in some of the later corridors, you'll find yourself facing an inspiringly absurd number of bullets and missiles and flying enemies and EVERYTHING ELSE. The only thing keeping this game from being a BulletHell is that the Guardian is not a OneHitPointWonder.

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, and all weapons have three upgrade levels even though some of them have additional upgrade items, which do nothing if you are already at the highest level.

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, and all ** All weapons have three upgrade levels even though some of them have additional upgrade items, which do nothing if you are already at the highest level.


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* MythologyGag: Many of the sources been re-used in other games designed by Compile. This includes the Lander sound effects being used as 1-up sound effects in games like Zanac x Zanac. Some of the weapons even represent the weapons in the Aleste series.

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* {{Cap}}: Enemy Erasers cap at 255, shields at 7, and all weapons have three upgrade levels even though some of them have additional upgrade items, which do nothing if you are already at the highest level.

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* {{Cap}}: Plenty.
**
Enemy Erasers cap at 255, shields at 7, Eraser: 255
** Special Weapons Level: 3
** Gun Attack: 4 (you begin with 1)
** Shield: 7 (you begin with 1)
** Rapid-Fire: 5 (you start with 1)
** Score: 9999990. Going past that causes the game to crash.
,
and all weapons have three upgrade levels even though some of them have additional upgrade items, which do nothing if you are already at the highest level.
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m hm


* AreaOfEffect: The Enemy Eraser weapon.
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* AreaOfEffect: The Enemy Eraser weapon.
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** The game does not indicate when your rapid-fire shots max out.
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** The 2 Rapid-Fire Powerups in Area 2 and Area 7. Technically, you just need 1 of the 2 and find the rest to max out your Rapid Shot.
** The Blue Lander in Area 4.
** The Red Lander in Area 0, after completing Corridor 6 to obtain the Area 7/8 key. If you didn't choose the Red lander, you won't be able to max out your chips to 4000; you'll be stuck at 2400 Max.

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** The 2 Rapid-Fire Powerups in Area 2 and Area 7. Technically, you You just need 1 of the 2 and find the rest to max out your Rapid Shot.
Shot, but miss both and you won't max out your Rapid-Fire.
** The Blue Lander in Area 4.
4. If you didn't choose the Blue lander, you'll max out to 28 instead of 29 before [[UnwinnableByMistake score cap bug]].
** The Red Lander in Area 0, after completing Corridor 6 to obtain the Area 7/8 key. If you didn't choose the Red lander, you won't be able to max out your chips to 4000; you'll be stuck at max out to 2400 Max.chips instead of 4000.
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* PermanentlyMissableContent: Certain items due to shops that lets you pick 1 of the 3 items:
** The 2 Rapid-Fire Powerups in Area 2 and Area 7. Technically, you just need 1 of the 2 and find the rest to max out your Rapid Shot.
** The Blue Lander in Area 4.
** The Red Lander in Area 0, after completing Corridor 6 to obtain the Area 7/8 key. If you didn't choose the Red lander, you won't be able to max out your chips to 4000; you'll be stuck at 2400 Max.

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