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Joined: 7/28/2004
Posts: 57
IMHO, the TGL version would be kind of lame. The powerups and the overland stages are what separates this game from just being your standard-issue scrolling shooter. A TGL mode timeattack would require less effort to complete, that's all. It would otherwise be less interesting to watch.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
I found some maps and stuff on gamefaqs I think... I used them when I reverse engineered the password system on TGL. Atleast if you need help to experiment at what is best, you can use the password generator .P
Joined: 6/13/2004
Posts: 37
i'm definatlly far more interested in the normal game (tgl is really boring) but it does give you a chance to practice on the shooter stages to find the best way to go through them.
Joined: 7/28/2004
Posts: 57
There is no 'best way' to get through the shooter stages. They scroll automatically. The only time difference between two people who successfully pass a shooter stage is how quickly they defeat the boss. Anyone who does such a run will want to optimize their weapons usage carefully - better weapons cost more ammo, and some weapons just do more damage quickly. Also, there's no point in going out of a way for a weapon that will not speed movement on the overworld, or help kill bosses faster.
Former player
Joined: 6/21/2004
Posts: 72
Location: Michigan, USA
the 'best way' to get through the shooter stages is killing as much as possible, as otherwise you will get slowdown, which I unfortunately discovered after I finished doing Corridor 1 without firing until the boss. Here's what I had, which I pretty much have to completely redo, if I decide to actually run the game. Also need to test whether the saber laser really is faster than just uses rapid fire normal shots. http://abharrie.misterdotnet.com/guardleg.zip
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
re slowdowns, Enemy Erasers are very helpful against slowdowns. Your run is quite nice so far, apart from the horrible areas with slowdown, I'd prefer to see you accurately blast everything to pieces like the intro level ;)
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
I too think that you should kill everything. The indroduction stage was much more entertaining by killing everything than the first corridor. Plus, score gives you free life powerups.
Joined: 8/25/2004
Posts: 44
Location: St. Louis, Missouri, USA
Also, it may not seem like much at first, but I imagine it'll all add up after time: Be sure to head in the general direction of where you'll be going when you're walking around... I'm not sure how else to put this, so I'll draw a diagram: 1 2 3 4 Ok, you're going from room 2 to room 3, and in order to do that, you'll need to go through room 4. While going down from 2 to 4, be sure to head towards the lower left hand side of room 2, that'll make the trip through room 4 very short, especially if you don't need to pick up something from room 4. I imagine all those seconds will eventually add up, so I figure I'd throw out this suggestion before you get too far.
Joined: 7/28/2004
Posts: 57
The run is liable to be much more entertaining if as much massive destruction as possible is included. Killing everything in every shooter stage may not necessary, but it's probably more interesting than simply trying to survive the stage without killing anything, and it'll prevent slowdown. I never got slowdown when I played the game precisely because if you're not constantly trying to kill everything on the screen you probably wouldn't survive to the end of the stage anyways.
Joined: 7/20/2004
Posts: 108
If you check the box under video settings that says "allow more than 8 sprites per line", that helps a LOT with slowdown and/or flicker. I saw very little in Cheez's run. I too vote for killing as much as you can. That first flying stage looked amazing.
Post subject: The Guardian Legend
Joined: 10/18/2005
Posts: 2
I have poked around this game a bit, and i think it might be interesting to try and TAS it... It can be considered as half Zelda, half shooter. What's gonna eat up most of the time though are the corridors. Only corridors 1-10 are needed to beat the game... I'm attempting a dry run to see how feasable this is, but i'm having trouble at the zone 3 boss. the laser sword can't do the damage fast enough, and no projectiles form the boss can be destroyed to gain health back. Anyone got any suggestions on this beast? [Edited by Bisqwit: Moved this post into the existing thread about this game. The poster should have used the Search function to check for existing discussion!]
Former player
Joined: 7/6/2004
Posts: 155
Another bug that this game has is once you have 5 shields you speed up. The hit-touch is only calibrated for non-sped-up, so you can start walking through walls. Unfortunately, this isn't very useful. If a wall has a gate, you still need to take the gate. You can't just walk through to the next room. It is only useful for when there are blocks walls in the middle of the room. I also vote for kill everything. TGL mode would be too uniform. Plus, there is no optimizing which items you get. (Although it would be interesting to see how high a score you can get. For playing normally, I am usually just short of the 80... points needed to get the final 6000 chip red lander.)
Joined: 7/20/2004
Posts: 108
Really, so the items you get in TGL mode depend on your score? I didn't know that. I thought it was all random.
Former player
Joined: 7/6/2004
Posts: 155
Yes, as you will note, each item has a number next to it and it has a score at top. It will give you items (up to 5 max, I think) up to the score that you have. Note that this score is different from the score for killing enemies. It has to do with how quickly you kill bosses, although I haven't really experimented with it. It is definitely not random. It follows the order that you get them in the game, more or less. Plus it has an extra red lander at 80 that I like to try to get, not that 6000 is significantly different from 4000.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
*wishes to see this game in submission queue soon*
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
AGREEABLE.
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
5$ paypaled to the first person to make an acceptable run for this game.
Player (206)
Joined: 5/29/2004
Posts: 5712
Cool, this game seems like Actraiser, where you have two completely different gameplay modes. And one of the modes is like Zanac! Yay! So I think a run through Guardian Legend would be interesting enough because of that, though it might be a little long. Plus I don't know many of its secrets. (I hear it does have hidden glitch zones like Metroid. Are these useful at all?) I'll have to play a lot more of it to be able to work on a runthrough.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 7/6/2004
Posts: 155
The metroid-like outer areas are not that useful. They do allow you to go between areas that you don't have the key for, but you won't be able to go anywhere once inside because you don't have the key. I don't know of a bug that lets you to the next screen when you are not supposed to be able to. (However, you can go through the wall. It just won't let you closer than a certain amount to the boundary and the screen doesn't scroll.) A speed run of this game would mostly be about carefully selecting which items you need. For example, the enemy at X18 Y1 gives you more attack power, which should be useful. Red landers give you more weapon power and faster projectiles. Certain special weapons are useful on different bosses, although I usually end up using the weapon whose icon looks like a light bulb. (Weapon 1 from Zanac.) Then again, I have never done careful experiments to see how rapidly each weapon does damage.
Player (206)
Joined: 5/29/2004
Posts: 5712
I hear the light sabers are pretty good because they just stay in place to get lots of extra hits. Do you think it's worth going to any of the optional corridors?
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Extra corridors
Former player
Joined: 7/6/2004
Posts: 155
No, the extra corridors take too long. If you are going to do them, you should do all of them. That would probably best be left to a TGL run. When playing regularly, I do the following extra corridors: 13 Shield 15 Red lander 18 Light bulb (weapon 1) 20 Attack power I like having attack power, but it is near the end of the game anyways. 5 shield allows you to walk faster, but for how long a corridor is, it would not even come close to making up for it. By 18, if you want it, you already have lightbulb 2. 3 is not worth it, plus I think the shop carries an extra one in area 10, if you can afford it. So, the extra corridors are not worth it.
Post subject: The Guardian Legend
Joined: 5/20/2006
Posts: 9
Is there anybody that can beat Guardian Legend getting 100% items and as fast as possible? I would really like to see that, i really like that game but i have no idea how to make a video or be able to beat it fast at all.
Joined: 2/25/2006
Posts: 407
lol i got up to the last area before the big escape and the re-verse all the bosses part. twas quite a challenge to do but i got there... i would love to see a TAS of this game.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Active player (478)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
I made this a few months ago when there was some mini contest to score as much as possible in the first autoscrolling level (up to the boss): http://acmlm.cjb.net:2/emu/nes/fceu/fcs/guardianlegendscore.fcm It looked good, but that's really just a start since it doesn't even get to the actual dungeon part ...
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Isn't there already a thread for this game created like a year back? Edit: And I'd still like to see this game completed btw. :) Edit: For those of you who are interested there is a run over at SDA -> http://speeddemosarchive.com/GuardianLegend.html
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