NEStalgia

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NES box art for The Guardian Legend, the cover of NEStalgia episode 176

176 · The Guardian Legend

▶ Game info
VerdictEssential
ReleasedApril 1989
SeasonSeason 5
DeveloperCompile
PublisherBrøderbund
June 25, 2021 · 1 hr 15 min · transcript available

In the far future, Earth is a peaceful place with very few worries. To ensure it stays that way, a top secret project was authorized: the creation of the guardian suit. It's a suit of flight armor that allows the guardian to survive any environment. It's a good thing too, because a giant space station is spotted on a collision course with Earth.

SHOW NOTES

The Guardian Legend Longplay

Compile Shmups

Zanac episode

JENOVA

Guardic

Super Star Force

Sigma Star Saga

Our verdict: Essential

The title had us guessing sword and sorcery or an RPG. It turned out to be a shmup fused to a top-down, Zelda-and-Metroid style adventure, made by Compile and published by Broderbund. You play the Guardian, a robot woman who turns into a fighter ship, trying to stop an alien planet from reaching Earth.

What makes it essential

  • Two games, both real. The labyrinth "areas" are the bulk of the game, and the shmup "corridors" are how you travel between them. Other NES genre mashups felt half-baked next to this. Even a player who normally hates shmups looked forward to the corridors, like collecting little shmup levels as progress markers.
  • One arsenal, two modes. Twelve sub weapons, each upgradeable, work in both the overworld and the ship. They have different jobs: a ring that circles you and soaks up bullets, a beam sword, a Y-shaped spread that lets you dodge while still hitting a boss. You don't need any of them to progress, so two players can end up with different builds.
  • A story you uncover. A lost log from a previous Guardian ("I'm dead, but here's what to do"), and the shmup stretches fit the plot as travel between areas. The text is clear enough to follow, which is not a given on the NES.
  • Bosses and mobs with personality. The boss pixel art is beautiful and none feel like filler. One early spider just keeps multiplying until you flee.
  • Care in the margins. The manual's how-to-play section is three short paragraphs and says everything. Beat the game and you get a short password, TGL, that unlocks Corridor Rush, a shmup-only mode where weapons are earned by score.

What drags

  • A brutal opening. The first shmup corridor ends with a boss covered in dozens of opening eyes, the hardest boss we faced. Joe nearly quit before discovering the rest of the game, and we'd have eased players in.
  • Samey halls. Long labyrinths with similar tiles and few landmarks. Without the X/Y coordinates on the map we'd have been lost.
  • Gray block busywork. Shooting every block to find a power-up or a hole was the most repetitive part, and the areas only get bigger.
  • Sheer length. We didn't finish it, and Joe found out afterward he was only about halfway. Without its password system it would have been dead on arrival.

Beyond the game

It's a sequel to the 1986 MSX shmup Gardik, and the Japanese box art looks like a nightmare version of Jenova. Commercials sold it on Zelda, which spoils the surprise. For more, we pointed to Super Star Force on the Famicom and Sigma Star Saga on Game Boy Advance.

The bottom line

Essential. Everyone voted yes, and Joe said his wish to see it on the list only grew the more he played. The nitpicks are real and so is the length, but it's like nothing else on the system and we were glad we played it. Skip it and you've missed a game worth playing.

Written from our conversation in this episode.

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