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Guardian Game: A New Word Puzzle for Daily Fun

It have finally kicked game killer , game hacker , xmodgames and etc from hacking tools . Noone use this idiot apps which need licence and only can search and edit values . And game gourdian is 100% free .

guardian game

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Now, it is "the best". But I have one suggestion for make it the best. You may add there search values between. I mean if any value is visible like integer, but it is float in shadow. E.g. I see that I have 2 points in game. Well, I will search between Value>=2 and Value

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Guardian[a] is a 1986 side-scrolling beat 'em up arcade video game developed by Toaplan and published in Japan by Taito and North America by Kitkorp. In the game, players assume the role of a robot fighting against a multitude of enemies and bosses across six locations on a futuristic science fiction setting. It is notable for marking the debut of Twin Cobra and Hellfire artist Kōetsu Iwabuchi in the video game industry, serving as its graphic designer.

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Guardian is a science fiction-themed side-scrolling beat 'em up game reminiscent of Kung-Fu Master, where players assume the role of a robot through six increasingly difficult fictional planets, each with a boss at the end that must be fought before progressing any further as the main objective.[1][2]

The game hosts hidden bonus secrets to be found, which are crucial for reaching high-scores to obtain extra lives.[1] The title uses a checkpoint system in which a downed single player will start off at the beginning of the checkpoint they managed to reach before dying. Running out of energy will result in losing a live, as well as a penalty of decreasing the robot's power to his original state and once all lives are lost, the game is over unless the players insert more credits into the arcade machine to continue playing. After completing the last stage, the game begins again with the second loop.[2]

Guardian's development process and history were recounted between 1990 and 2009 through Japanese publications such as Gamest.[3][4] Kōetsu Iwabuchi designed the game's graphics in his first video game role prior to Twin Cobra and Hellfire.[3] Former Toaplan composer Tatsuya Uemura stated that the title was developed alongside another project intended for the Sega System 1 that was ultimately scrapped.[4] The music was composed by Masahiro Yuge, although Uemura wrote the boss music.[5][6]

Guardian was released only in arcades across Japan and North America on March 1986 by Taito and Kitkorp.[7] It was showcased in Japan at the 1986 AOU Show and for the first time in North America during the 1986 ACME show in Chicago before launch.[8][9] On 25 July 2018, an album containing music from the title, as well as from other Toaplan games was published exclusively in Japan by City Connection under their Clarice Disk label.[6] In 2019, Japanese company M2 announced that in 2020 they will release every game by Toaplan (excluding Mahjong Sisters and Enma Daiō) for consoles in Japan including Guardian.[10][11][12] In 2021, the game was included in the Kyukyoku Tiger-Heli compilation for Nintendo Switch and PlayStation 4 as part of M2's Toaplan Arcade Garage label.[13] Guardian is planned to be included as part of the Toaplan Arcade 1 compilation for Evercade.[14]

Ichiro Tezuka of Japanese publication Micom BASIC Magazine regarded Guardian as a fun Spartan X-style game due to the enemy variety and attack patterns on each planet.[8] According to Toaplan, however, the title was a commercial failure in arcades.[3][15] The official world record for the game is held by Will Czeswinski with 1,058,420 points.[16] Despite its failure, the game served as an influence for titles such as Locomalito's upcoming Star Guardian.[17] In more recent years, the rights to the title and many other IPs from Toaplan are now owned by Tatsujin, a company named after Truxton's Japanese title that was founded in 2017 by former Toaplan employee Masahiro Yuge, who are now affiliated with arcade manufacturer exA-Arcadia.[18][19][20][21][22]

Parents need to know that The Last Guardian is an action-adventure game. There's little parents will find objectionable, and while there are some fights with possessed suits of armor, they are crushed to bits in combat. There are some moments where Trico, the feathered beast, gets injured by these suits, and bloodstains appear on his coat. Otherwise, there's no excessive gore to be found.

This incredible adventure game is full of heart, charm, and personality, even if some of the technical hiccups make it stumble at times. The colossal delays for The Last Guardian (it was previously canceled, and many doubted it would ever see the light of day in any form) should have little to do with a player's expectations of what the game is actually like once you boot it up. That said, this is a charming and straightforward title that doesn't concern itself with twitchy battles and item management. Instead, it's a streamlined adventure where a strong bond of trust and friendship is forged between a small boy and a towering mythical beast. It helps that great care went into creating the beast, Trico. A mix between a giraffe, cat, dragon, bird, and, seemingly, every other animal, the creature feels alive. Although it learns to take cues from you over time, it's largely content to go around and do its own thing as any animal really would. As such, it's impressive how pixels assembled on a screen in a game in reality guided by code doesn't feel like an artificial intelligence but instead a breathing being with its own personality and quirks.

It's also a nice contrast with exploring the castle and floating island, which is fraught with peril and steep drops. Since the boy has no health bar, it encourages you to be bold in your exploration. Risking terrifying falls is a routine part of The Last Guardian, as Trico's height is key to progressing. He serves as a moving platform with a mind of its own, but you also need to be on the lookout for tiny crevasses. Expect to feel stuck for long periods of time before having an epiphany of where to go that you hadn't thought of before. In all honesty, the game is a sequence of moments interrupted by progress and forward momentum. Trico can leap over towering walls and zap lightning from his tail to remove wooden walls, and he has other abilities you can use once you bond with him. This stopping and starting is only marred by a camera that struggles to keep up with the scope of the castle, the size of Trico, and the perspective of the small boy at the same time. When the camera isn't showing the wrong side of a wall, you can expect it to frequently give you a sense of claustrophobia. Although these are things that might be patched in the near future, they shouldn't deter you from exploring The Last Guardian, which, unlike many other games made today, can easily be described as warm, charming, and inviting.

The gd_ prefix is for maps that are designed primarily for this game mode, but it has no internal purpose. Valve had created the new map gd_crashsite as well as some edits: gd_bank, gd_cbble, gd_lake and gd_sugarcane. Only gd_cbble still exists in the current game files and has a modified T spawn: The fountain is a bomb spot with some additional cover.

Valve originally planned the Guardian game mode to be played on special gd_ maps, but then moved away from it when they realised that it is easier to make regular maps support this game mode instead of creating new maps only for it. On the other hand, one could still make a map that is designed for this game mode, it might be a more interesting gameplay experience!

The Guardian game mode can be programmed almost entirely with console commands so that the only map requirements are player spawns and at least one bombsite or hostage. This means that all regular de_ or cs_ maps are eligible for Guardian. Since Operation Riptide it is even possible to play custom Bomb Defusal scenarios on Danger Zone maps, provided there is a proper Guardian Config being used.

Note that the files with the prefix guardian_opXX_[...].cfg are up to date and work correctly on the destined map; The others might use outdated commands/syntaxes and need to be edited to work correctly.

As mentioned above, besides launching the map in the Guardian game mode, there is "just" a number of console commands that have to be executed get a proper Guardian Scenario. This section is about what to execute and the effects of certain console commands and convars.

In the following, you find a baseline for a Guardian Config. Of course it does not contain map specific settings (e.g. spawn points defined by coordinates), so it alone won't deliver too good results but it should make any map at least playable for this game mode. In Hostage Rescue it can happen that the human players spawn and die immediately because they are to far away from the hostage.

The definite solution to get custom spawn points are the following commands. Use the clear command once followed by at least 2 human spawns or 5 enemy spawns, respectively. In-game, you can obtain the coordinates with getpos_exact.

In Bomb Defusal, it is also possible to set mp_randomspawn to 3. This convar determines which teams should spawn randomly (at info_deathmatch_spawn entities) where 0 means none, 1: both teams, 2: Ts and 3: CTs. Normally, those spawns are generated across the entire Nav Mesh, however, in Guardian it is special that they are only generated near the one func_bomb_target that is specified by mp_guardian_target_site, if any. These spawns can be re-generated with dm_reset_spawns and viewed with map_showspawnpoints if the generation was successful.Sadly this system cannot be used in Hostage Rescue, thus mp_randomspawn should be 0 and it is easier to set the spawn points with the above commands.


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