The Guardian Legend
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The Guardian Legend
''The Guardian Legend'' is a 1988 hybrid action-adventure/shoot 'em up video game developed by Compile for the Nintendo Entertainment System (NES). It is the sequel to the 1986 MSX game ''Guardic'', and was published and released in Japan by Irem in 1988, in North America by Broderbund in 1989, and in Europe by Nintendo in 1990. It incorporates gameplay elements from other games such as ''The Legend of Zelda'', ''Metroid'', and '' 1942''. In the game, the player controls a lone protagonist, the Guardian, who is on a quest to destroy a large alien-infested world named Naju before it reaches the planet Earth. The player must deactivate ten safety devices scattered throughout Naju, thus activating the alien world's self-destruct sequence. The player explores Naju in a non-linear fashion and can acquire different weapons during the course of the game. ''The Guardian Legend'' received mixed reviews from magazines such as ''Electronic Gaming Monthly'' and ''Nintendo Power''. While ...
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TGL Box
TGL may refer to: Aviation * Touch-and-go landing, a flight teaching maneuver. Computing * Technical Group Laboratory, a Japanese game company * Tiger Lake series Intel CPUs * Transparent OpenGL, part of OpenGL Multipipe Sports * TGL, a golf league formed in partnership with the PGA Tour that will begin play in January 2024 Other uses * The ISO 639 language code for Tagalog language Tagalog (, ; ; '' Baybayin'': ) is an Austronesian language spoken as a first language by the ethnic Tagalog people, who make up a quarter of the population of the Philippines, and as a second language by the majority. Its standardized form, ...
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1942 (video Game)
''1942'' is a vertically scrolling shooter game made by Capcom that was released for arcades in 1984. Designed by Yoshiki Okamoto, it was the first game in the ''194X'' series, and was followed by '' 1943: The Battle of Midway''. ''1942'' is set in the Pacific Theater of World War II, and is loosely based on the Battle of Midway. Despite the game being created by Japanese developers, the goal is to reach Tokyo and destroy the Japanese air fleet; this was due to being the first Capcom game designed with Western markets in mind. It went on to be a commercial success in arcades, becoming Japan's fifth highest-grossing table arcade game of 1986 and one of top five highest-grossing arcade conversion kits that year in the United States. It was ported to the NES, selling over copies worldwide, along with other home platforms. Gameplay The player pilots a Lockheed P-38 Lightning dubbed the "Super Ace". The player has to shoot down enemy planes; to avoid enemy fire, the playe ...
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Top-down Perspective
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less p ...
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Checkpoint (video Gaming)
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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Password (video Games)
In many video games of the 1980s and 1990s, passwords are used to select a starting level, or to restore the game to a particular state visited in a previous playthrough. Such passwords are given to the player when a level is beaten, or when all continues are used. Overlapping in many ways with cheat codes, passwords are distinguished from codes in that they are revealed to the player outright rather than hidden within the game code, and using them is generally not considered cheating. They are rarely used today, having been largely supplanted by saved games. Rationale and history Passwords were used when storage was either impossible or expensive. On early ROM cartridges, games could not be saved without an additional memory card being integrated into the game, significantly increasing (often doubling) the manufacturing cost. By using passwords, nothing needed to be written on the cartridge, as the password itself contained all the information needed to continue the game, and ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as '' Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-pla ...
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Romanization Of Japanese
The romanization of Japanese is the use of Latin script to write the Japanese language. This method of writing is sometimes referred to in Japanese as . Japanese is normally written in a combination of logographic characters borrowed from Chinese ( kanji) and syllabic scripts (kana) that also ultimately derive from Chinese characters. There are several different romanization systems. The three main ones are Hepburn romanization, Kunrei-shiki romanization (ISO 3602) and Nihon-shiki romanization (ISO 3602 Strict). Variants of the Hepburn system are the most widely used. Romanized Japanese may be used in any context where Japanese text is targeted at non-Japanese speakers who cannot read kanji or kana, such as for names on street signs and passports and in dictionaries and textbooks for foreign learners of the language. It is also used to transliterate Japanese terms in text written in English (or other languages that use the Latin script) on topics related to Japan, such ...
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Zanac
is a shoot 'em up video game developed by Compile and published in Japan by Pony Canyon and in North America by FCI. It was released for the MSX computer, the Family Computer Disk System, the Nintendo Entertainment System, and for the Virtual Console. It was reworked for the MSX2 computer as ''Zanac EX'' and for the PlayStation (console), PlayStation as ''Zanac X Zanac''. Players fly a lone spacecraft, starfighter, dubbed the ''AFX-6502 Zanac'', through twelve levels; their goal is to destroy the ''System''—a part-organic, part-mechanical entity bent on destroying mankind. ''Zanac'' was developed by main core developers of Compile, including Masamitsu "Moo" Niitani, Koji "Janus" Teramoto, and Takayuki "Jemini" Hirono. All of these developers went on to make other popular similarly based games such as ''The Guardian Legend'', ''Blazing Lazers'', and the ''Puyo Puyo'' series. The game is known for its intense and fast-paced gameplay, level of difficulty, and music which s ...
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Hakusan, Ishikawa
is a city located in Ishikawa Prefecture, Japan. , the city had an estimated population of 113,375 in 43246 households, and a population density of 290 persons per km2. The total area of the city was . It is the second-most populous city in Ishikawa Prefecture after Kanazawa. Geography Hakusan is located in southwestern Ishikawa Prefecture in the Hokuriku region of Japan and is bordered by the Sea of Japan to the west and Fukui Prefecture to the south, and Gifu Prefecture and Toyama Prefectures to the east. The southeastern portion of the city is dominated by high mountains. Parts of the city are within the borders of Hakusan National Park. Neighbouring municipalities *Ishikawa Prefecture **Kanazawa ** Komatsu ** Nomi ** Nonoichi ** Kawakita *Fukui Prefecture ** Ōno ** Katsuyama *Gifu Prefecture ** Takayama ** Shirakawa (village) *Toyama Prefecture ** Nanto Climate Hakusan has a humid continental climate (Köppen ''Cfa'') characterized by mild summers and cold winters ...
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Boss (video Games)
In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that point. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret' or 'hidden' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where the player faces multiple previous bosses again in ...
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Health (game Mechanic)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usuall ...
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Sigma Star Saga
''Sigma Star Saga'' is a 2005 hybrid science fiction role-playing- space-shooter developed by WayForward Technologies and published by Namco for the Game Boy Advance. The player explores a standard 2-D overworld, but is transported into space for side-scrolling shooter random battles. The story focus on a space pilot named Ian Recker who goes undercover against Earth's enemies, the Krill, in a battle to save the planet. Gameplay There are two distinct portions of the game: an overworld where the player control Recker directly, and side-scrolling shooter random battles. Overworld In the overworld, Recker travels around either talking to people to advance the plot or searching for items and data on one of several planets. As the game progresses, his abilities expand: he is given more weapons to fight the local flora and fauna, and he receives power-ups that let him pass different barriers to his progress. Ship Battles As the player traverse the various planets, they are frequently ...
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