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Difference between revisions of "Gods"

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Revision as of 19:54, 9 January 2017

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Gods MDTitleScreen.png
Gods
Publisher: Mindscape (US), PCM Complete (JP), Accolade (EU)
Developer:
Developer(s) of original games: The Bitmap Brothers
System(s): Sega Mega Drive
Original system(s): PC
Genre: Action































Number of players: 1
Release Date RRP Code
Sega Mega Drive
JP
¥8,800 T-85013
Sega Mega Drive
US
$49.95[1] T-87016
Sega Mega Drive
UK
£39.99[3] T-119036-50
Sega Mega Drive
FR
?F T-119036-50
Sega Mega Drive
DE
DM 110[5] T-119036-50
Sega Mega Drive
ES
?Ptas T-119036-50



Gods (ゴッズ) is a 1991 platformer by The Bitmap Brothers, originally released for the Commodore Amiga and later ported to a variety of home consoles and computers, including a 1992 port to the Sega Mega Drive. This version was the first game published by Accolade after acquiring an official license after winning Sega v. Accolade (though they still presumably continued to press unlicensed games).

"Four guardians" have broken the citadel used to protect the city of the gods, and have asked any warrior to retake the citadel in return for a favor. The greatest gift of all: immortality You play as one such warrior, who asks to become a god himself, equal to the others.

Gameplay

Compared to the original release on the Amiga, the Sega Mega Drive version plays considerably faster. As a consequence of this, the difficulty level became higher.

The game has a self adaptive difficulty level, sometimes giving out health and extra lives to players instead of score related items.

A shoots your weapon (which you carry one of and find throughout each level). B jumps. To jump off ladders, hold down B and tap left or right. By pressing Up, you face the wall, and can then use A to do actions like flipping switches on the wall. You can carry up to four extra items with you, such as keys (used to open doors). To take an item, hold Down to switch to item grabbing mode and hit A to pick the item up and put it in one of four slots (shown in the HUD), and then hit A again to move the cursor to the next slot. To drop an item, move the cursor onto an item and leave item grabbing mode. You do not need to drop items to use keys; they activate automatically when you approach a door.

Passwords are given out at the end of each world after defeating the respective boss. You are given a pre-defined amount of money to power up, should you continue using a password.

Enemies' appearance changes from world to world and sometimes also from stage to stage, but their behaviour can be cathegorized:

  • walk a predefined path
  • walk straight for the player's position
  • fly for the player's position
  • turret like behaviour
  • So called "thieves" take a special position. Starting with world 2, these characters will grab items and carry them around. They can be attracted by dropping a golden key, the item they desire the most. They can be utilized to transport items out of areas they player can't reach by himself.

Points are accumulated by defeating enemies and collecting treasure, often hidden away in secret areas that can only be accessed by solving puzzle sections. A lot of the bonus sections are very hard to find without the use of external resources. Extra lives and bonus points are rewarded for certain scores. As all score is lost when powering off the console, a play session focusing on score needs to be done in one sitting.

Game Worlds

  • The City
  • The Temple
  • The Labyrinth
  • The Underworld

Each world is split into three sections. Between these individual sections, new weapons, power ups and other items may be purchased at a traveling merchant's shop.

Weapons

""Main Weapons:""

Each weapon has three power levels. Level 1 is a straight shot, level 2 is straight and upward, level 3 is straight, upward and downward. The angle the weapons are fired can be altered by pickups.
  • Knife: standard equipment
  • Throwing Star: stronger than the knife
  • Spear: stronger than the throwing star, goes through walls
  • Mace: weaker than the knife, can break certain blocks
  • Axe: strongest weapon, no special properties

""Sub Weapons"":

Aside from these main weapons, the game also features sub weapons, which are fired simultaneously with the main weapons.
  • Energy star: arching shot, can be used together with the hammer
  • Hammer: jumps long the floor until it finds a target
  • Spiked Ball: homing shot

Trivia

  • While the score system was carefully crafted, a design oversight exists: The beehives in the labyrinth stage release an unlimited amount of bees, and thus infinite score can be accumulated.

Versions

  • All versions are region locked. The PAL version has speed up music but slower gameplay. Disabling the region lock with a cheating devices (e.g. Game Genie code EAAT-AL1T) makes the game and music run at the correct speed. Content wise, the games are identical aside from translation differences.
  • Compared to the Amiga release, the home console ports feature:
    • A new, animated intro screen (but without the image song) compared to the still image of the original
    • Ingame music was added, while the Amiga release was silent
    • New HUD that displays all items, this works without compromising the visible area as the Sega Mega Drive version runs at a slightly higher resolution.
    • Some palette changes in all stages, likely due to the higher amount of simultaneously displayed foreground colors - Amiga:32 MD:64 (e.g. the hero's armor is slightly blue colored compared to the gray Amiga versions armor, enemies now have their own palettes).
    • The Amiga's "copper mode" background gradients, which can't be reproduced on the Sega Mega Drive without heavy dithering, have been replaced with paralax scrolling buildings and scenery.
    • The final ascension to olympus scene was made exclusive for console versions.
    • The ability to perform a straight vertical jump was added & walking speed is much faster, making it possible to clear the game in ~1 hour (compared to the Amiga version, which took ~2hours).
    • In the Amiga version, you are given "immortality" by receiving a screen full of 1UP items after the final boss, which is missing in the Sega Mega Drive version. The extended ending scene is a replacement for this.
    • The game doesn't loop infinitely with an increased difficulty level after clearing it. Instead it brings the player to the highscore screen

Production credits

  • Design: Eric Matthews, Steve Tall
  • Original Coding: Steve Tall
  • Graphics: Mark Coleman
  • Original Music: John Foxx
  • Sega Conversion: Gary J. Foreman at Graftgold Ltd.
  • Sega Sound: Jason Page
  • Additional Graphics: Mark Coleman, Eric Matthews, Philip Williams

Magazine articles

Main article: Gods/Magazine articles.

Promotional material

SegaVisions US 11.pdf

PDF
Print advert in














Sega Visions (US) #11: "February/March 1993" (199x-xx-xx)

CVG UK 146.pdf

PDF
Print advert in














Computer & Video Games (UK) #146: "January 1994" (1993-12-15)

VideoGames DE 1994-03.pdf

PDF
Print advert in














Video Games (DE) #3/94 (1994-02-23)

Physical scans

Sega Retro Average 
Publication Score Source
83 №139, p99[3]
87 №146, p71[6]
95 №42, p56/57[7]
59 №2, p47[5]
91 №3, p38/39/40
76 №16, p87
83 №1, p65
88 №7, p42/43
68 №2, p40/41/42
89 №11, p50/51/52
89 №2, p90-92[8]
75 №37, p156
87 №49, p98/99
92 №13, p36/37
92 №18, p65
81 №25, p62/63
92 №1, p60/61/62
86 №18, p12
Sega Mega Drive
84
Based on
18 reviews

Mega Drive, US
Gods MD US Box.jpg
Cover
Gods md us cart.jpg
Cart
Mega Drive, EU
Gods MD EU Box.jpg
Cover
Gods MD EU Cart.jpg
Cart
Gods MD EU Manual.jpg
Manual
Mega Drive, JP
Gods MD JP Box.jpg
Cover
Gods MD JP CartTop.jpg
Gods MD JP Cart.jpg
Cart
Gods MD jp manual.pdf
Manual

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Mega Drive
CRC32 fd234ccd
MD5 7c3fcd8a86e01e5b542434fd37a49002
SHA-1 bfc84beba074c7dc58b0b4fcac73fffcf0c6b585
1MB 1992-06 Cartridge (US)
Sega Mega Drive
CRC32 6c415016
MD5 b4b855462eba7076407a7fa6265b61e4
SHA-1 404bc6e67cd4942615ccb7bd894d780278ec6da7
1MB 1993-09 Cartridge (EU)
Sega Mega Drive
CRC32 e4f50206
MD5 020bf924cf6073e52f9df6e70eeaa800
SHA-1 804fd783c6fb7c226fbe4b227ed5c665d668ff57
1MB 1992-06 Cartridge (JP)
Sega Mega Drive
 ?
CRC32 2c06bb64
MD5 8d08d9aa97bd912870cfe13f9995a25d
SHA-1 dd9c03eaf3160303775ca1bca048101614507203
1MB 1992-06

References

  1. File:GamePro US 042.pdf, page 61
  2. File:SegaVisions US 10.pdf, page 93
  3. 3.0 3.1 File:CVG UK 139.pdf, page 99
  4. File:MAN!AC DE 1993-11.pdf, page 12
  5. 5.0 5.1 File:MAN!AC DE 1993-12.pdf, page 47
  6. File:CVG UK 146.pdf, page 71
  7. File:GamePro US 042.pdf, page 60
  8. File:MeanMachinesSega02UK.pdf, page 90