Guardian (1986 Video Game)
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Guardian (1986 Video Game)
''Guardian'' is a 1986 side-scrolling beat 'em up arcade video game developed by Toaplan and published in Japan by Taito and North America by Kitkorp. In the game, players assume the role of a robot fighting against a multitude of enemies and bosses across six locations on a futuristic science fiction setting. It is notable for marking the debut of ''Twin Cobra'' and '' Hellfire'' artist Kōetsu Iwabuchi in the video game industry, serving as its graphic designer. ''Guardian'' was considered a financial flop in arcades for Toaplan. As of 2019, the rights to the title is owned by Tatsujin, a company founded in 2017 by former Toaplan member Masahiro Yuge and now-affiliate of Japanese arcade manufacturer exA-Arcadia alongside many other IPs from the defunct studio. Gameplay ''Guardian'' is a science fiction-themed side-scrolling beat 'em up game reminiscent of '' Kung-Fu Master'', where players assume the role of a robot through six increasingly difficult fictional planets, eac ...
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Toaplan
was a Japanese video game developer based in Tokyo responsible for the creation of a wide array of Shoot 'em up#Scrolling shooters, scrolling shooters and other arcade games. The company was founded in 1979 but its gaming division was established in 1984 by former Orca and Crux employees, who wanted to make games, after both companies declared bankruptcy. Their first shoot 'em up game, ''Tiger-Heli'' (1985) on arcades, was a success and helped establish Toaplan as a leading producer of shooting games throughout the 1980s and 1990s that would continue to characterize their output. Though initially exclusive to arcades, they expanded with the Sega Genesis in 1990. The company ceased development of shoot 'em up projects before declaring bankruptcy in 1994. Several offshoot developers such as Tamsoft, Eighting, Cave (company), CAVE, Gazelle (software company), Gazelle, and Takumi Corporation were formed prior to and after the closure, while former members later joined to other stud ...
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Video Game Artist
Game art design is a subset of game development involving the process of creating the artistic aspects for video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists involved from the conception of the game who make rough sketches of the characters, setting, objects, etc. Bates 2004, p. 171 Bethke 2003, p. 45-49 These starting concept designs can also be created by the game designers before the game is moved into actualization. Sometimes, these concept designs are called "programmer art". After the rough sketches are completed and the game is ready to be moved forward, those artists or more artists are brought in to develop graphic designs based on the sketches. The art design of a game can involve anywhere from two people and up. Small gaming companies tend to not have as many artists on the team, meaning that their artist must be skilled in several types of art development, whereas the larger the compan ...
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Gamest
was a Japanese video game magazine that specialized in covering arcade games. Published by Shinseisha, it first began in May 1986 and originally published bi-monthly, later changed to be a monthly-issued magazine in the late 1980s. The magazine also featured the annual "Gamest Awards", which hands out awards to games based on user vote. The magazine had a heavy-focus on shoot 'em up arcade games, but would also cover games from other genres. ''Gamest'' originated from the bi-monthly fanzine ''VG2 Newsletter'' from the early 1980s. The magazine ran for several years, with its final issue being released in September 1999. Following the bankruptcy of publisher Shinseisha, many editors would move to ASCII and create a successor magazine, ''Monthly Arcadia''. History ''Gamest'' arose from the bimonthly fanzine , VG2 kaihō which was also called , VG 2 rengō-shi edited by , Uemura Tomokita.
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Glossary Of Video Game Terms
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Laser Weapon
A laser weapon is a directed-energy weapon based on lasers. After decades of R&D, directed-energy weapons including lasers are still at the experimental stage and it remains to be seen if or when they will be deployed as practical, high-performance military weapons. Atmospheric thermal blooming has been a major problem, still mostly unsolved, and worsened if fog, smoke, dust, rain, snow, smog, foam, or purposely dispersed obscurant chemicals are present. Essentially, a laser generates a beam of light which needs clear air, or a vacuum, to work without thermal blooming. Many types of laser can potentially be used as incapacitating weapons, through their ability to produce temporary or permanent vision loss when aimed at the eyes. The degree, character, and duration of vision impairment caused by eye exposure to laser light varies with the power of the laser, the wavelength(s), the collimation of the beam, the exact orientation of the beam, and the duration of exposure. Lasers of ...
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Invincibility (video Gaming)
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Cross
A cross is a geometrical figure consisting of two intersecting lines or bars, usually perpendicular to each other. The lines usually run vertically and horizontally. A cross of oblique lines, in the shape of the Latin letter X, is termed a saltire in heraldic terminology. The cross has been widely recognized as a symbol of Christianity from an early period.''Christianity: an introduction''
by Alister E. McGrath 2006 pages 321-323
However, the use of the cross as a religious symbol predates Christianity; in the ancient times it was a pagan religious symbol throughout Europe and western Asia. The effigy of a man hanging on a cross was set up in the fields to protect the crops. It often appeared in conjunction with the female-genital circle or oval, to signify the sacred marriage, as in Egyptian amule ...
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Item (gaming)
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, ...
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Fictional Planet
Planets in science fiction are fictional planets that appear in various media of the science fiction genre as story-settings or depicted locations. Planet lists For planets from specific fictional milieux, use the following lists: Literature * ''Alliance–Union Universe'' by C. J. Cherryh: planet list * The works of Hal Clement: planet list * ''Childe Cycle'' by Gordon R. Dickson: planet list * ''Demon Princes'' by Jack Vance: planet list * ''Known Space'' by Larry Niven: planet list * ''Noon Universe'' by Arkady and Boris Strugatsky: planet list * ''The Three Worlds Cycle'' by Ian Irvine: planet list * ''Time Quintet'' by Madeleine L'Engle: planet list * ''Uplift'' by David Brin: planet list *Various works by Kurt Vonnegut: Tralfamadore (different planets with the same name) Comics * DC Comics: planet list * Marvel Comics: planet list Film and television * Marvel Cinematic Universe: planet list * ''Star Wars'': planet list Animation * ''Teenage Muta ...
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Kung-Fu Master (video Game)
''Kung-Fu Master'', known as in Japan, is a side-scrolling beat 'em up game developed by Irem as an arcade game in 1984, and distributed by Data East in North America. Designed by Takashi Nishiyama, the game was based on Hong Kong martial arts films. It is loosely adapted from the Jackie Chan and Sammo Hung film '' Wheels on Meals'' (1984), called ''Spartan X'' in Japan, with the protagonist Thomas named after Jackie Chan's character in the film. The game is also heavily inspired by the Bruce Lee film ''Game of Death'' (1972), which was the basis for the game's concept. Nishiyama, who had previously designed the side-scrolling shooter ''Moon Patrol'' (1982), combined fighting elements with a shoot 'em up gameplay rhythm. Irem and Data East exported the game to the West without the ''Spartan X'' license. The player controls Thomas, the titular Kung-Fu Master, as he fights his way through the five levels of the Devil's Temple to rescue his girlfriend Sylvia from the crime boss Mr. ...
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