Nicole Express on Twin Famicom Compatibility with Guardic Gaiden

Nicole Express is so knowledgable. How many blog posts have you seen about an obscure hardware issue, itself with obscure hardware, and the Japanese version of one specific cult game? Which the writer tested herself with her own unit and cartridge? Then went in to investigate herself with a freaking multimeter? Whaaa?

Nicole’s two Twin Famicoms

I won’t keep you waiting for the link: here it is. And here is my grossly simplified summary, intended to inspire you to go to the original article, if you have the time, and get all the deets.

Guardic Gaiden, known in the US as The Guardian Legend, uses a weird trick to put its status bar at the bottom of the screen, instead of, as usually seen in an UNROM game, at the top. To create a fixed status window requires stopping whatever the processor is doing at a very precise time while the display is being drawn to the TV, and then changing some PPU registers to display the status.

Guardic Gaiden’s title screen

More complex and versatile mappers, like the MMC family, have the ability to trigger interrupts at specific screen lines, but Guardic Gaiden/Guardian Legend doesn’t use an MMC. It doesn’t even have a raster line counter, so the game simply doesn’t know where on screen the raster beam is drawing.

There are still lots of games on the system that have status windows, even with MMC chips. The PPU has a built-in feature called Sprite 0 Hit, where the chip can signal when Sprite 0 (of the system’s 64 sprites) is being drawn on top of non-transparent background data. So what older games commonly do is put Sprite 0 in an unobtrusive place at the bottom of the status window at the top of the screen. When the Sprite 0 Hit register indicates a collision, the code knows it’s time to set up the PPU to display the main portion of the game screen.

There is a really big problem with this setup, though. Sprite 0 Hit doesn’t trigger an interrupt. It doesn’t stop the code to let it switch the graphics. It’s not even proper to say it “sends a signal.” It’s up to the code to check if Sprite 0 Hit has been triggered. If it has, then it’s time to set the scroll register to the right place, and maybe switch to the proper background tileset, and do whatever else needs to happen, and the code can then be off to run essential game logic, the actual game part of the game.

If it hasn’t… then, the code has to check again, and immediately. And if it hasn’t triggered then, to do it again. It has to literally check as quickly as it can, because if it delays in its check, the game screen might not get set up at the right moment, which will be perceptible as the bar straying down one extra line that one frame. Not the end of the world, but it looks glitchy. And this code will be running every frame, so if it strays down once, it might do it again, which is a more perceptible glitchiness.

Sprite 0 is set to trigger its hit at the top of the screen, because the code won’t have to spin its wheels checking the hit over and over. It wastes time, but not that much. This is why UNROM games put their status lines, with the score, timer, health bar and life counters, at the top of the screen.

Well, The Guardian Legend is an UNROM game, and maybe because creators Compile wanted to show off, they decided they’d put the bar at the bottom of the screen. And yet, their game doesn’t waste most of each frame just in maintaining the status bar.

How? And what does that have to do with the Twin Famicom? For that I’m going to direct you to Nicole Express’ blog post. May you find it as fascinating as I did!

Nicole Express: Is the Twin Famicom Flawed? The Case of Guardic Gaiden

The Guardian Legend Shrine

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

Part of the network of the similarly venerable shmups.com, The Guardian Legend Shrine is nearly the ideal game shrine, a static site crammed full of screenshots, strategy tips, fan art and fiction, and generally just everything of interest to a fan of the NES game.

“BOO!” Who is this supposed to be though? A villain? There’s no one looking anything like this in the game.

The Guardian Legend, recently covered by Jeremy Parish within Metroidvania Works as part of his penance for coining the term in the Before Times, is a cult classic in the genre. Design by “Moo” Niitani at Compile, it combines their deadly-sharp shooters with the exploratory gameplay of The Legend of Zelda. It even has its own form of the confusion as to who the main character is supposed to be. In this case, it’s pretty obvious in play that she’s a cyborg bikini girl out to blast aliens, but you wouldn’t know it at all from the manual or US box art. She’s just “The Guardian,” because otherwise it’d be more evident that you play as a girl.

Naria’s fanart. I like this one, it’s fairly tasteful.

Last updated in 2002, the heyday of the age of the internet fan shrine, its art section is full of crudely-drawn sent-in art of its main character Miya, or Alyssa, or whatever she’s called. Most of it is chaste, thankfully-this isn’t DeviantArt we’re talking sbout here. I wonder about the people who sent those drawings now, and how they feel about work they made probably as a kid still floating around the internet. The game was already nine years old at that time, so they really couldn’t have been that young?

Okay. We’ve found the perfect fan art. The rest of you can wrap it up, you can’t defeat this.

It seems likely that no one’s worked on the site for a long long while. The hit counter and guestbook don’t work, and the link to an archive of NES manuals is broken. The newest entry on the News page says they had lost their FTP password, but then found it again, and a new update should be coming soon. That was in 2002, so you know, any day now.

That Blue Randar is, as they say, totes adorbs.

The Downloads page has links to the game’s roms, shamelessly promulgated to all passers-by, as well as a lot of other media taken-from and inspired-by the game. As just one more example of just how old this is, the suggested emulator for playing the roms is Nesticle.

The original game is 34 years old now, and not getting younger. The age of the web fan shrine is long past, and its parent site Shmups hasn’t itself been updated since 2010. Who knows how much longer it’ll be with it. SO please, take a few moments to explore this relic of a past age. Do it for me. Do it for “Moo” Niitani. Do it for Miya/Alyssa/The Guardian/whatever. And especially, do it for Blue Rendar. Look into those googly eyes, how could you say no to them?

Christopher Emirzian’s Guardian Legend Shrine