Main game
3.90 average rating based on 62 ratings
Preliminary: Well, despite the great music, I was not really feeling the starting shmup segment. It was moving too fast and you had no control of the speed of the scroll! But then the top-down action-adventure segment started and I liked how health was replenished quite forgivingly, it was Zelda but with shooting and more interesting power-ups and whatnot, and I liked that classic feeling I get of not being able to resist trying to finish out the adventure elements of an action-adventure game. With good music, interesting look, and an interesting concept, let's just hope the shmup segments don't bog it down enough that I don't push through!
Day 1
Welp, Corridor 1 was a lot more fun than whatever that intro shmup part was. I still prefer the being-hooked-into-the-action-adventure part of the game, but this shmup part was good! Uff the boss was a bit rough (felt borderline impossible to avoid at least some damage), but I got through it! Thank goodness for its relatively forgiving amount of health drops, I hope that keeps up 
Not the best UI but pretty great, especially the map aspect. Map + strategywiki guide was all I needed (so far), no savestate …
Preliminary: Well, despite the great music, I was not really feeling the starting shmup segment. It was moving too fast and you had no control of the speed of the scroll! But then the top-down action-adventure segment started and I liked how health was replenished quite forgivingly, it was Zelda but with shooting and more interesting power-ups and whatnot, and I liked that classic feeling I get of not being able to resist trying to finish out the adventure elements of an action-adventure game. With good music, interesting look, and an interesting concept, let's just hope the shmup segments don't bog it down enough that I don't push through!
Day 1
Welp, Corridor 1 was a lot more fun than whatever that intro shmup part was. I still prefer the being-hooked-into-the-action-adventure part of the game, but this shmup part was good! Uff the boss was a bit rough (felt borderline impossible to avoid at least some damage), but I got through it! Thank goodness for its relatively forgiving amount of health drops, I hope that keeps up 
Not the best UI but pretty great, especially the map aspect. Map + strategywiki guide was all I needed (so far), no savestate abuse (again... so far haha. We shall see).
Uff Corridor 12 has that overly fast movement again for the shmup parts, making my eyes make me a bit dizzy. Darn my motion sickness. And uff that corridor was pretty terrible, moving too fast for me to enjoy it and just an onslaugth of enemies. I only survived thanks to the frequent health drops from the "red balls that come out of the ground" enemies. But it was not fun. I hope those type corridors don't end up convincing me not to push through the otherwise fun game.
The action-adventure shooter part is really growing on me tho, as I keep getting to know it. My regular weapon is getting upgrades and it's getting smoother. Plus, I like how many different upgrades you can have for your character and weapons. With all these weapon upgrades from Area 2, and the normal speed back, Corridor 2 was far more enjoyable than 12.
Day 2
I was slightly dreading how long this game is seeming now since I'm only going to Area 3 and there seems to be like 12 areas? or a lot? I dunno. But next thing you know I'm bopping my head to the music and getting in the groove. We'll see how I feel when I get to my next shmup part :-p At first I wasn't minding the Corridor 13 shmup part but uh... Sheesh! That boss TOOK FOREVER. I wasn't dying cuz the massive amount of missiles you kill off spawned lots of item capsules but sheesh that just got repetitive and long. I almost gave up thinking the game was bugged. As always, I am grateful that you can shoot away all?most? enemy projectiles, always a nice touch in action games. By the end of my play session I was definitely getting more into the groove, hopefully summer break I can do longer play sessions so these don't have to become such long multi-day games. As much as I'm enjoying it though, it is a bit too hard for me, and the Corridor I just did to end Area 4 scrolled super fast again. I legit get dizzy/sick feeling from those.
Day 3
I didn't have very long to play today and was originally considering just calling it in the game. I was enjoying it, but it was so hard and I have had to resort to outright savestate abuse for parts (even with the forgiving health drops). But here I am , sucked in again and playing later than I'm supposed to game lol. I was gonna jump to Dragon Warrior III (ah!), but looks like I'll be finishing this :-p Hopefully I get some longer play sessions soon. The negative, tho, is that I was getting to that point where I just wanted to get what was necessary -- nothing extra -- and crank out the game so I can move on. I am excited for when I shake off that feeling that I need to move on in my backlog and truly savor games, but I also have to recognize that a game this hard is okay that I can't truly savor it anyway. And that I will need the babying 90s era to allow me to do that :-p Plus... then my backlog will be shorter so it'll be less pressure :-p
Day 4
A lot of the minibosses and bosses just have too much health. I've never liked that as the fundament of a challenge: the mechanics should be the challenge, not just high health resulting repeating the mechanics over and over. I'm not entirely clear on how I know how many Rapid Fire upgrades I've gotten? Most the rest of that is marked in the UI menu. Ok, after the Corridor 8 boss, you cannot convince me people beat this withotu savestates or cheats (ok ok I know they can but sheesh!). At last my health and chip maximum are both fully maxed! Plus all my weapons fully upgraded!
I've said it before and I'll say it again: did NES programmers just no know it gets super laggy when you have more than (is it 4?) sprites on the screen at once? Why do so many NES games ignore this and, like in this game, have 200 sprites and bullets and enemies and chaos on the screen? Sheesh. There comes a point the Enemy Eraser is just outright needed so frequently. Corridor 9 was so insanely hard... to the point of not really fun. But again, with modern niceties like savestates, I made it through. But the difficulty level drained the fun aspect a bit (like always, the parts I found most fun were following a map, crossing off my list of upgrades based on the map, and adventuring around. ... aka my usual preference for the action-adventure elements of games). Ugh Corridor 20 just outright sucks. I might just not go for the final Attack upgrade. (I wound up pushing through... with copious amount of savestating, luckily the boss wasn't terrible, it was just the regular part of the Corridor that brutalized me). Welp after Corridor 21 (which I found a bit easier than Corridors 10 and 20, even tho it was basically a boss rush), it seems I've beaten the game cuz the alien planet is blowing up... but then it turned out there's more! 
Ah! Turns out there's a final boss now! And it's hard! Luckily I had a well-timed full Energy Tank spawn, but still. At last, I've beaten it. And what a beautiful ending screen! (yes, I know I'm the greatest player....... when I have access to maps, a guide, and savestates. lol) 
Look: 7.5/10 Nice variety of settings, nice full body main character sprite, and classic alien shmup boss graphics.
Sound: 8/10 Without such excellent tunes, I doubt I would've pushed through the difficult gameplay.
Play: 7.5/10 Some really annoying enemy mechanics, but so it goes with 80s hard games. This at least felt rewarding through it. And I can't deny the adventure elements kept me hooked.
Feel: 8/10 I don't really get what the plot is here or what the blue people are and why they are helpful but also pettily don't always help and charge you money lol. The great Sound, cute blue and red characters, and addictive adventure elements and upgrade system boosted this up.
Attachment: 7.5/10 It says something that I pushed through such a long game, and such a high difficulty, but the length and difficulty are also why I most likely wouldn't return to complete it. The addition of the Corridor Rush encourages replayability for sure (tho I personally didn't love the shmup parts) and it is a very full and robust game.
Overall: 7.7/10
Completion: Main Story
Playtime: ~4 hours
This scrolling shooter is very epic feeling and overall very well designed. It has more depth than most shmups and has a nice progression system. It has only a few flaws, such as some flickering and slow down (but very minor/occasional) It was designed for the NES and is a NES exclusive (rather than the majority of shmups from the era which are arcade ports that often look/feel/sound/play dumbed down) and many of the flicker/slowdown issues arent as bad as most shmups i've played on nes. it's actually a very impressive NES title that outclasses would-be peers imo.

Aside from the original cover art, I dont think i've even heard it mentioned outside the first time i played it when I was quite young and found it too difficult to really dig into the meat of this game. I am a little surprised I haven't seen the core basics of TGL copied more, outside of Blaster Master and another little game I found out only in combing the net, it seems that there's not much like this. (basically a shooter with dungeons) What a great game to come back to later down the road and explore and enjoy.

I …
This scrolling shooter is very epic feeling and overall very well designed. It has more depth than most shmups and has a nice progression system. It has only a few flaws, such as some flickering and slow down (but very minor/occasional) It was designed for the NES and is a NES exclusive (rather than the majority of shmups from the era which are arcade ports that often look/feel/sound/play dumbed down) and many of the flicker/slowdown issues arent as bad as most shmups i've played on nes. it's actually a very impressive NES title that outclasses would-be peers imo.

Aside from the original cover art, I dont think i've even heard it mentioned outside the first time i played it when I was quite young and found it too difficult to really dig into the meat of this game. I am a little surprised I haven't seen the core basics of TGL copied more, outside of Blaster Master and another little game I found out only in combing the net, it seems that there's not much like this. (basically a shooter with dungeons) What a great game to come back to later down the road and explore and enjoy.

I was able to complete it with cheats but feel it's deserving to come back at some point to master it perhaps. It's playable and fun at first, but gets crazy difficult by the end, if not impossible... And when you die, you die, and that's it. (it has one of those long clunky password systems) which is pretty much the only thing i would fault the game for.
Worth looking at if you like Blaster Master or shooters from this era. It's also a great one for challenge/competition/high scores. Quite replayable. I'll definitely have to make a better effort to bump up Compile's shmups on my playlist now.
One thing I'm working on this summer (on top of all the other games I'm playing, plus life stuff that doesn't involve gaming) is finding NES games I never played when it was my main console and giving them a shot. The Guardian Legend was one of these games.
This game is excellent! I'm unsure why it never got the same praise and publicity that other NES stone cold classics got. It's a hybrid of a shooter with some overhead adventure elements.
The graphics are excellent for an NES title. The music sets a great tone to the game. The multiformat format I think is done brilliantly. Blaster Master is a game I love and I think The Guardian Legend does that concept even better. It helps that it has a password system that doesn't force you to complete it all in one go.
If you are an NES fan and think the only games worth playing are the Mario, Zelda, Mega Man, Ninja Gaiden, Castlevania standard hits, give The Guardian Legend a shot.
Platform:
NES
Description:
Unique mix between top down zelda-esque maze action and vertical scrolling shmup.
The 2 styles of gameplay mix really well. I have played through the Sigma Star Saga too for example, where the 2 genres seem a little more disjointed. This one feels more homogenous. There is even a nice transition animation showing how your player sprite becomes the space ship and how it turns human again. The difficulty is actually also not impossible, but quite enjoyable even today. The enemy patterns and behaviours are varied and interesting, and the bosses look amazing. I like the progression too how you feel more and more powerful, and the arsenal you can choose from is interesting because every weapon seems to have a strategic use.
Disliked:
Some of the puzzles are just stupid. I had to google some of them to get the solution. I mean who would enter and leave a random room 20+ times to get a door in another room to open. Also some of the environments look a bit abstract, but that's not too bad.
Summary:
It's an awesome game, that is a bit hard to get into at first, but once you get …
Platform:
NES
Description:
Unique mix between top down zelda-esque maze action and vertical scrolling shmup.
The 2 styles of gameplay mix really well. I have played through the Sigma Star Saga too for example, where the 2 genres seem a little more disjointed. This one feels more homogenous. There is even a nice transition animation showing how your player sprite becomes the space ship and how it turns human again. The difficulty is actually also not impossible, but quite enjoyable even today. The enemy patterns and behaviours are varied and interesting, and the bosses look amazing. I like the progression too how you feel more and more powerful, and the arsenal you can choose from is interesting because every weapon seems to have a strategic use.
Disliked:
Some of the puzzles are just stupid. I had to google some of them to get the solution. I mean who would enter and leave a random room 20+ times to get a door in another room to open. Also some of the environments look a bit abstract, but that's not too bad.
Summary:
It's an awesome game, that is a bit hard to get into at first, but once you get the hang of things it's a fun and rewarding game. Higly recommended for shmup and top down action adventures alike.
Beat in slow motion mode. Even at 40 frames per second the opening shoot em up sequence was too fast but not too difficult. Then I was into the Zelda style adventure aspect. I had no trouble navigating around due to the map and was impressed with the graphics, music and controls; smooth 8 direction shooting with 1 button for the basic shot and the other for a special weapon, and select to go into weapon select. These controls transferred to the shoot em up parts too, other than the directional shooting. I did not do much exploring of the starting area and thus missed the wave shot until later. Instead I went for the objective and found the aimed shot. This just fired a bigger shot which didn't seem worth using, but once I got into the shoot em up this shot allowed 8 directional shooting with limited ammo called chips. I absolutely loved this design and had a blast juggling 2 different weapons and aiming. Aimed shot was great for hitting to the sides and behind, and both weapons could be fired simultaneously forward for more dps. As the game progressed many more special weapons were unlocked and …
Beat in slow motion mode. Even at 40 frames per second the opening shoot em up sequence was too fast but not too difficult. Then I was into the Zelda style adventure aspect. I had no trouble navigating around due to the map and was impressed with the graphics, music and controls; smooth 8 direction shooting with 1 button for the basic shot and the other for a special weapon, and select to go into weapon select. These controls transferred to the shoot em up parts too, other than the directional shooting. I did not do much exploring of the starting area and thus missed the wave shot until later. Instead I went for the objective and found the aimed shot. This just fired a bigger shot which didn't seem worth using, but once I got into the shoot em up this shot allowed 8 directional shooting with limited ammo called chips. I absolutely loved this design and had a blast juggling 2 different weapons and aiming. Aimed shot was great for hitting to the sides and behind, and both weapons could be fired simultaneously forward for more dps. As the game progressed many more special weapons were unlocked and could be freely swapped between on the fly. This was so much better than other shoot em ups that this might be the best I have ever played. How is it that later games never adopted this kind of tactical depth? The shoot em up stages became crazy difficult as the game went on, but the generous health and ammo drops plus the rpg nature of upgrading weapons, attack, defense and hp made it manageable. The bosses were well done though many were more difficult repeats with a different color. Their challenge varied wildly with many of the later bosses being trivial with the weapons and tactics I was using. 2 stood out as giving me a lot of grief. An early lobster looking boss that moved all over the screen spamming little claws. It took me a lot of save state scumming to win that, though it was mainly due to my limited weapon options. A walkthrough said to use the wave beam but I did not have it. The 2nd was late game against a giant head that shot eyes. When it got low on hp it went crazy with shooting eyes and bullets to the point where I was overwhelmed. Walkthrough said to use wave beam again but that did not help. Maybe mine was not high enough level. I was using the fireball on him to good effect but just could not survive the amount of projectiles. What worked was using the screen clearing bombs, the only special weapon with its own ammo count. I had 250 and I just spammed those to get rid of all projectiles while shooting the boss with the basic shot. Soon though the dead eyes dropped hp and I was able to safely go back to using fireball. The final boss was pretty tough, mostly because his homing missiles tended to hit my rear. It took a few attempts and during the winning go I survived for quite a long time at 1 hp.
My favorite weapon was the side light sabers. While holding shoot it put a short beam on both sides of the ship that did impressive damage. With this I did not have to worry much about aiming as I could slice enemies with melee while the beams also destroyed projectiles. There were many times using them where I was surprised that I came out without a scratch. This was how I beat the final boss, most bosses, and the hardest shoot em up sequences. Best shoot em up weapon ever, other than the screen clearing bombs. There was only 1 type of regular enemy which I had to switch to bombs for; the blue circle things that exploded into a circle of blue homing projectiles. The side beams just did not protect against that. The side beams were not very useful in adventure mode though due to the full directional movement. It did come in handy during the crab mini bosses where I could stand next to it facing up so my regular shot destroyed the projectiles while the beam killed the enemy. My favorite adventure weapon was the forward light saber, which I never used at all in the ship. It functioned just like the side beams only went straight ahead for very good dps. I used it to burn down enemies that were too close, and for mini bosses that either stood still or were too fast to kite. Some of those mini bosses I barely scraped past at 1 hit from death only thanks to the incredible damage of the sword. My next favorite was fireball, which was a big slow moving high damage shot. It took careful timing to hit bosses with it but was the fastest way to beat them when they had too much lateral movement to risk the side beams. I didn't use it in adventure mode. Then was the laser, which was like a weaker but faster version of the fireball. I only used it for a few bosses and tougher forward enemies before I had fireball, and it was the only special weapon that could not be used at all on foot. Another good weapon made a ball rotate around the character. It constantly drained ammo and the only way to turn it off was to switch weapon. I used it for 1 or 2 mini bosses that rode my ass so hard that I could not stop to shoot, but I did not find it that useful as the ship compared to the much better side beams. The other weapons I barely used. There was an arrow shot that fired in both down diagonals, the wave that did a very fast forward shot, a grenade that did area damage and I assume could be thrown over indestructible barriers. It could be aimed in the ship but had extremely slow firing rate. The big ball did a spiral pattern shot and stayed on screen for quite some time and could not be fired again until it left, so it was not very good. The last zig zag shot summoned 2 balls that homed in on enemies while staying on the screen doing repeated damage. I went back to try it on the final boss and it did very well. The 2 balls stayed on the boss doing constant damage while all I had to do was evade damage. They did not protect me from projectiles and I ran out of ammo, having to use nukes to farm for more. Side beams still the best. All weapons were level 3 except arrow, spiral and laser which were 2. I had 22 hp, 4000 chips, 4 attack and 7 defense, which was everything according to the walkthrough. No idea about rapid fire since that was not shown. Just before the end I let myself die to see if it would be a free hp and ammo restore. Despite never saving it spawned me at the last save room I visited with full hp and ammo, and no lost progress. I didn't keep that though since it brought me further away from the end, then I reached 2 million score and got full hp and ammo restored. I didn't even realize score could do that. I spent some time farming hp and ammo on easy enemies but most rooms I skipped through before the enemies materialized. This was probably the biggest flaw of the game. Why should you be able to just walk through most rooms without threat? The rooms really needed to be more threatening with Zelda style environmental puzzles, including kill all enemies. Even something simple like having to press a switch to open the exit while dealing with enemies. I also did not like what passed for puzzles to get past the locks to the shoot em up stages. They were either ridiculously simple or so weird that I had to look up the solution, even though every solution was listed in side rooms. I still had to wonder if I was doing the right thing sometimes.
This was an amazing top tier NES game. The shoot em up part definitely stood out with the more Mega Man style of special weapons, but better because of simultaneous use with the basic shot. The adventure part was just a little inferior to Zelda 1 due to rooms being just there rather than discrete challenges. Fix that and add in some Metroidvania elements to get some upgrades and a way to play the shoot em up stages again and this could have been the best NES game.
9.0/10
when do we get a Michael Bey or Chris Nolan film of this? I think it would be great personally. Is it too late? I fire this up every now and then and it always manages to maintain it's greatness amidst the test of time. Go, save the Earth this week, human! Become the next Guardic Guardian!
This is a pretty fun one that I had played when i was very young and lacked skill to get beyond first level. Would have revisited and gotten it off the backlog sooner had I known what the game would turn into. I am tempted to map out the dungeons myself rather than resort to a guide. (Some claim it's possible.)