Difference between revisions of "Gods"

From Sega Retro

m (Text replacement - "{{fileref\|GamePro US 0([1-9][0-9])\.pdf\|page=(.*)}}" to "{{magref|gamepro|$1|$2}}")
 
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{{Bob
 
{{Bob
 
| bobscreen=Gods MDTitleScreen.png
 
| bobscreen=Gods MDTitleScreen.png
| publisher=[[Mindscape]] (US), [[PCM Complete]] (JP), [[Accolade]] (EU)
+
| bobscreen2=Gods MD JP TitleScreen.png
| developer=[[Graftgold Ltd.]]
+
| bobscreen3=Gods MD EU TitleScreen.png
 +
| tab1=NTSC-U
 +
| tab2=NTSC-J
 +
| tab3=PAL
 +
| publisher={{company|[[Mindscape]]|region=US}}, {{company|[[PCM Complete]]|region=Japan}}, {{company|[[Accolade]]|region=Europe}}
 +
| developer=[[Graftgold]]
 +
| distributor={{company|[[Ecofilmes]]|region=PT}}, {{company|[[Hent Gruppen]]|region=SE rental}}, {{company|[[Datart International]]|region=CZ}}, {{company|[[Metro Games]]|region=AU}}
 
| system=[[Sega Mega Drive]]
 
| system=[[Sega Mega Drive]]
 
| sounddriver=[[Graftgold]] custom
 
| sounddriver=[[Graftgold]] custom
 
| peripherals=
 
| peripherals=
 
| players=1
 
| players=1
| genre=Action
+
| genre=Action{{fileref|Gods MD JP Box.jpg}}{{ref|https://web.archive.org/web/20200702232146/https://sega.jp/history/hard/megadrive/software_l.html}}
| originalpublishers=[[Renegade Software]]
+
| licensor=[[Renegade Software]]{{fileref|Gods MD JP Box.jpg}}, [[The Bitmap Brothers]]{{fileref|Gods MD JP Box.jpg}}
 
| originaldevelopers=[[The Bitmap Brothers]]
 
| originaldevelopers=[[The Bitmap Brothers]]
 
| originalsystem=[[Atari ST]]
 
| originalsystem=[[Atari ST]]
 
| releases={{releasesMD
 
| releases={{releasesMD
| md_date_us=1992-11{{fileref|SegaVisions US 10.pdf|page=93}}
+
| md_date_jp=1993-03-26{{ref|https://web.archive.org/web/20200702232146/https://sega.jp/history/hard/megadrive/software_l.html}}
| md_rrp_us=49.95{{magref|gamepro|42|61}}
+
| md_code_jp=T-85013
 +
| md_rrp_jp=8,800
 +
| md_date_us=1992-11{{magref|sv|10|93}}
 +
| md_rrp_us=49.95{{magref|gamepro|42|61}}{{magref|gi|7|41}}
 
| md_code_us=T-87016
 
| md_code_us=T-87016
 +
| md_date_us_sc=199x
 +
| md_rrp_us_sc=sub
 +
| md_rating_us_sc=
 
| md_date_eu=1993-11-26{{magref|mms|15|67}}
 
| md_date_eu=1993-11-26{{magref|mms|15|67}}
| md_date_de=1993-11{{fileref|MAN!AC DE 1993-11.pdf|page=12}}
 
| md_rrp_de=110{{fileref|MAN!AC DE 1993-12.pdf|page=47}}
 
 
| md_code_eu=T-119036-50
 
| md_code_eu=T-119036-50
 +
| md_date_de=1993-11{{magref|maniac|1993-11|12}}
 +
| md_code_de=T-119036-50
 +
| md_rrp_de=110{{magref|maniac|1993-12|47}}
 +
| md_date_uk=1993-11-26{{magref|mms|15|67}}{{magref|segapro|26|95}}
 +
| md_code_uk=T-119036-50
 
| md_rrp_uk=39.99{{magref|cvg|139|99}}
 
| md_rrp_uk=39.99{{magref|cvg|139|99}}
| md_date_jp=1993-03-26
 
| md_code_jp=T-85013
 
| md_rrp_jp=8,800
 
 
| md_date_pt=1993
 
| md_date_pt=1993
 
| md_code_pt=MD119036
 
| md_code_pt=MD119036
 +
| md_date_se_r=199x
 +
| md_date_cz=199x
 +
| md_date_au=199x
 +
}}
 +
| otherformats={{NonSega|ARC|Amiga|ST|IBMPC|PC9801VX|SNES}}
 +
{{SaveType
 +
|MD|password
 
}}
 
}}
 
}}
 
}}
Line 30: Line 49:
  
 
==Story==
 
==Story==
"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.
+
"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. The player controls one such warrior, who asks to become a God himself, equal to the others.
  
 
==Gameplay==
 
==Gameplay==
The game has a self adaptive difficulty level, sometimes giving out health and extra lives to players instead of score related items.
+
{{A}} shoots the player's weapon (which they carry one of and find throughout each level), and {{B}} jumps. Ladders can be jumped off by pressing {{hold|{{B}}|{{Left}} or {{Right}}}}. By pressing {{up}}, the player will face the wall, and can then use {{A}} to do actions like flipping switches on the wall. The player can carry up to four extra items with them, such as keys (used to open doors). To take an item, the player should hold {{down}} to crouch and press {{C}} to pick the item up and put it in one of four slots (shown in the HUD), and then hit {{C}} again to move the cursor to the next slot. To drop an item, move the cursor onto an item and leave item grabbing mode. The player does not need to drop items to use keys; they activate automatically they you approach a door.
 
 
{{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.
+
Passwords are given out at the end of each world after defeating the respective boss. Should the player continue using a password, they will be given a pre-defined amount of money to power up with.
  
 
Enemies' appearance changes from world to world and sometimes also from stage to stage, but their behavior can be categorized:
 
Enemies' appearance changes from world to world and sometimes also from stage to stage, but their behavior can be categorized:
*walk a predefined path
+
*Walking a predefined path.
*walk straight for the player's position
+
*Walking straight towards the player's position.
*fly for the player's position
+
*Flying towards the player's position.
*turret like behavior
+
*Turret-like behavior.
*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.
+
*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 themselves.
  
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.
+
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. The game has a self adaptive difficulty level, sometimes giving out health and extra lives to players instead of score related items. 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.
  
 
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.
 
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.
 +
 +
===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.
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Knife
 +
| sprite=
 +
| desc=Standard equipment.
 +
}}
 +
{{InfoRow
 +
| title=Throwing Star
 +
| sprite=
 +
| desc=Stronger than the knife.
 +
}}
 +
{{InfoRow
 +
| title=Spear
 +
| sprite=
 +
| desc=Stronger than the throwing star, goes through walls.
 +
}}
 +
{{InfoRow
 +
| title=Mace
 +
| sprite=
 +
| desc=Weaker than the knife, can break certain blocks.
 +
}}
 +
{{InfoRow
 +
| title=Axe
 +
| sprite=
 +
| desc=Strongest weapon, no special properties.
 +
}}
 +
}}
 +
 +
====Sub weapons====
 +
Aside from the main weapons, the game also features sub weapons, which are fired simultaneously with the main weapons.
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Energy Star
 +
| sprite=
 +
| desc=Arching shot, can be used together with the hammer.
 +
}}
 +
{{InfoRow
 +
| title=Hammer
 +
| sprite=
 +
| desc=Jumps along the floor until it finds a target.
 +
}}
 +
{{InfoRow
 +
| title=Spiked Ball
 +
| sprite=
 +
| desc=Homing shot,
 +
}}
 +
}}
  
 
===Worlds===
 
===Worlds===
Line 75: Line 143:
 
}}
 
}}
  
===Weapons===
+
==Versions==
*Main Weapons:
+
All versions are region locked. The PAL version has speed up music but slower gameplay. Disabling the region lock with a cheating device (e.g. [[Game Genie (Mega Drive)|Game Genie]] code {{CheatCode|EAAT-AL1T}}) makes the game and music run at the correct speed. Content wise, the games are identical aside from translation differences.
: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
 
  
==Versions==
+
Compared to the Atari ST and Amiga releases, the home console ports feature:
*All versions are region locked. The PAL version has speed up music but slower gameplay. Disabling the region lock with a cheating device (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.
+
*A new, animated intro screen (but without the image song) compared to the still image of the original.
*Compared to the Atari ST and Amiga releases, the home console ports feature:
+
*In-game music was added, while the ST and Amiga releases were silent.
**A new, animated intro screen (but without the image song) compared to the still image of the original
+
*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.
**In-game music was added, while the ST and Amiga releases were silent
+
*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 grey ST version armor, enemies now have their own palettes).
**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.
+
*The Amiga's "copper mode" background gradients, which can't be reproduced on the [[Sega Mega Drive]] without heavy dithering, have been replaced with parallax scrolling buildings and scenery.
**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 grey ST version armor, enemies now have their own palettes).
+
*The final ascension to Olympus scene was made exclusively for console versions.
**The Amiga's "copper mode" background gradients, which can't be reproduced on the [[Sega Mega Drive]] without heavy dithering, have been replaced with parallax scrolling buildings and scenery.
+
*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 ~2 hours).
**The final ascension to olympus scene was made exclusive for console versions.
+
*In the Atari ST version, the player is 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 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 ~2 hours).
+
*The game doesn't loop infinitely with an increased difficulty level after clearing it. Instead it brings the player to the highscore screen.
**In the Atari ST 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==
 
==Production credits==
Line 112: Line 166:
 
*'''Sega Sound:''' Jason Page
 
*'''Sega Sound:''' Jason Page
 
*'''Additional Graphics:''' Mark Coleman, Eric Matthews, Philip Williams
 
*'''Additional Graphics:''' Mark Coleman, Eric Matthews, Philip Williams
 +
| source=In-game credits
 +
| pdf=Gods MD credits.pdf
 
| console=MD
 
| console=MD
 
}}
 
}}
Line 121: Line 177:
 
{{gallery
 
{{gallery
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|SegaVisions US 11.pdf|sv|11|47
+
|sv|11|47
 
}}
 
}}
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|MeanMachinesSega15UK.pdf|mms|15|67
+
|mms|15|67
 
}}
 
}}
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|CVG UK 146.pdf|cvg|146|37
+
|cvg|146|37
 
}}
 
}}
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|VideoGames DE 1994-03.pdf|videogames|1994-03|79
+
|videogames|1994-03|79
 
}}
 
}}
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|TodoSega ES 09.pdf|todosega|9|17
+
|todosega|9|17
 
}}
 
}}
|{{galleryPrintAd|BeepMD_JP_1993-01.pdf|bemega|1993-01|12}}
+
|{{galleryPrintAd|bemega|1993-01|12}}
 
}}
 
}}
  
 
==Physical scans==
 
==Physical scans==
{{ratings
+
{{ratings|MD}}
| icon=MD
 
| asm=92
 
| asm_source={{magref|asm|1994-07|118}}
 
| bemega=53
 
| bemega_source={{magref|bemega|1993-05|23|printpage=21}}
 
| bemega_r=52
 
| bemega_r_source={{num||page=85|pdf=SSM_JP_19950901_1995-09.pdf|pdfpage=87}}
 
| cvg=83
 
| cvg_source={{magref|cvg|139|99}}
 
| cvg_1=87
 
| cvg_source_1={{magref|cvg|146|71}}
 
| esg=78
 
| esg_source={{magref|esg|1|52}}
 
<!-- | famitsu=No rating -->
 
<!-- | famitsu_source={{num|224|page=40}} -->
 
| gamefan=87
 
| gamefan_source={{magref|gamefan|0101|6|printpage=6/11}}
 
| gamepro=95
 
| gamepro_source={{magref|gamepro|42|60|printpage=56-57}}
 
| hippons=40
 
| hippons_source={{num|1993-01|page=83|pdf=}}
 
| maniac=59
 
| maniac_source={{magref|maniac|2|47|printpage=47}}
 
| mdag=91
 
| mdag_source={{magref|mdag|3|38|printpage=38-40}}
 
| mega=76
 
| mega_source={{magref|mega|16|87}}
 
| megaaction=83
 
| megaaction_source={{num|1|page=65}}
 
| megaaction_1=88
 
| megaaction_source_1={{num|7|page=42-43}}
 
| megamachines=68
 
| megamachines_source={{num|2|page=40-42}}
 
| megatech=89
 
| megatech_source={{magref|megatech|11|50|printpage=50-52}}
 
| mms=89
 
| mms_source={{magref|mms|2|90|printpage=90-92}}
 
| playerone=75
 
| playerone_source={{num|37|page=156}}
 
| segapower=87
 
| segapower_source={{num|49|page=98-99}}
 
| segapro=92
 
| segapro_source={{num|13|page=36-37}}
 
| segapro_1=92
 
| segapro_source_1={{num|18|page=65}}
 
| segapro_2=81
 
| segapro_source_2={{num|25|page=62-63}}
 
| segazuk=92
 
| segazuk_source={{magref|segazuk|1|60|printpage=60-62}}
 
| sfsw=60
 
| sfsw_source={{magref|sfsw|1994-02|12}}
 
| stc=86
 
| stc_source={{num|18|page=12}}
 
| videogames=72
 
| videogames_source={{magref|videogames|1992-12|64}}
 
}}
 
 
{{Scanbox
 
{{Scanbox
 +
| console=Mega Drive
 +
| region=JP
 +
| cover=Gods MD JP Box.jpg
 +
| cart=Gods MD JP Cart.jpg
 +
| carttop=Gods MD JP CartTop.jpg
 +
| manual=Gods MD jp manual.pdf
 +
}}{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
 
| region=US
 
| region=US
 
| cover=Gods MD US Box.jpg
 
| cover=Gods MD US Box.jpg
 
| cart=Gods md us cart.jpg
 
| cart=Gods md us cart.jpg
 +
| manual=Gods md us manual.pdf
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
Line 209: Line 217:
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
| region=JP
+
| region=EU (Triple Pack)
| cover=Gods MD JP Box.jpg
+
| cover=Gods MD EU Box Triple Pack.jpg
| cart=Gods MD JP Cart.jpg
+
| cart=Gods MD EU Cart.jpg
| carttop=Gods MD JP CartTop.jpg
+
| manual=GODS MD FR Manual.pdf
| manual=Gods MD jp manual.pdf
+
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=PT
 +
| front=Gods MD PT Box.jpg
 +
| back=Gods MD PT Box Back.jpg
 +
| spinemissing=yes
 +
| cart=Gods MD EU Cart.jpg
 +
| manual=GODS MD PT Manual.jpg
 +
| item1=
 +
| item1name=EU Manual
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=SE (rental; [[Hent Gruppen|Hent]]; orange)
 +
| cover=Gods MD SE rental cover.jpg
 +
}}
 +
{{Scanbox
 +
| console=Mega Drive
 +
| region=CZ ([[Datart]])
 +
| cover=Gods MD CZ Box Front.png
 +
| cart=Gods MD EU Cart.jpg
 +
| manual=Notavailable.svg
 
}}
 
}}
  
 
==Technical information==
 
==Technical information==
===ROM dump status===
+
{{mainArticle|{{PAGENAME}}/Technical information}}
{{romtable|
 
{{rom|MD|sha1=bfc84beba074c7dc58b0b4fcac73fffcf0c6b585|md5=7c3fcd8a86e01e5b542434fd37a49002|crc32=fd234ccd|size=1MB|date=1992-06|source=Cartridge (US)|comments=|quality=good|prototype=}}
 
{{rom|MD|sha1=404bc6e67cd4942615ccb7bd894d780278ec6da7|md5=b4b855462eba7076407a7fa6265b61e4|crc32=6c415016|size=1MB|date=1993-09|source=Cartridge (EU)|comments=|quality=good|prototype=}}
 
{{rom|MD|sha1=804fd783c6fb7c226fbe4b227ed5c665d668ff57|md5=020bf924cf6073e52f9df6e70eeaa800|crc32=e4f50206|size=1MB|date=1992-06|source=Cartridge (JP)|comments=|quality=good|prototype=}}
 
{{rom|MD|sha1=dd9c03eaf3160303775ca1bca048101614507203|md5=8d08d9aa97bd912870cfe13f9995a25d|crc32=2c06bb64|size=1MB|date=1992-06|source=|comments=|quality=|prototype=yes}}
 
}}
 
  
 
==References==
 
==References==
 +
{{NECRetro|italics=yes}}
 
<references/>
 
<references/>
  
 
{{GodsOmni}}
 
{{GodsOmni}}

Latest revision as of 11:57, 20 November 2024

n/a

  • NTSC-U
  • NTSC-J
  • PAL

Gods MDTitleScreen.png

Gods MD JP TitleScreen.png

Gods MD EU TitleScreen.png

Gods
System(s): Sega Mega Drive
Publisher: Mindscape (US), PCM Complete (Japan), Accolade (Europe)
Developer:
Distributor: Ecofilmes (PT), Hent Gruppen (SE rental), Datart International (CZ), Metro Games (AU)
Licensor: Renegade Software[1], The Bitmap Brothers[1]
Original system(s): Atari ST
Developer(s) of original games: The Bitmap Brothers
Sound driver: Graftgold custom
Genre: Action[1][2]

















Number of players: 1
Release Date RRP Code
Sega Mega Drive
JP
¥8,8008,800 T-85013
Sega Mega Drive
US
$49.9549.95[4][5] T-87016
Sega Mega Drive
US
(Sega Channel)
SUBsub
Sega Mega Drive
EU
T-119036-50
Sega Mega Drive
DE
DM 110110[8] T-119036-50
Sega Mega Drive
PT
MD119036
Sega Mega Drive
UK
£39.9939.99[10] T-119036-50
Sega Mega Drive
SE
(Rental)
Sega Mega Drive
CZ
Sega Mega Drive
AU
Non-Sega versions

Gods (ゴッズ) is a 1991 platformer by The Bitmap Brothers, originally released for the Atari ST 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).

Story

"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. The player controls one such warrior, who asks to become a God himself, equal to the others.

Gameplay

A shoots the player's weapon (which they carry one of and find throughout each level), and B jumps. Ladders can be jumped off by pressing HOLD BLeft or Right. By pressing Up, the player will face the wall, and can then use A to do actions like flipping switches on the wall. The player can carry up to four extra items with them, such as keys (used to open doors). To take an item, the player should hold Down to crouch and press C to pick the item up and put it in one of four slots (shown in the HUD), and then hit C again to move the cursor to the next slot. To drop an item, move the cursor onto an item and leave item grabbing mode. The player does not need to drop items to use keys; they activate automatically they you approach a door.

Passwords are given out at the end of each world after defeating the respective boss. Should the player continue using a password, they will be given a pre-defined amount of money to power up with.

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

  • Walking a predefined path.
  • Walking straight towards the player's position.
  • Flying towards the player's position.
  • Turret-like behavior.
  • 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 themselves.

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

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.

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 the 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 along the floor until it finds a target.
Spiked Ball
Homing shot,

Worlds

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.

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The City

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The Temple

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The Labyrinth

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The Underworld

Versions

All versions are region locked. The PAL version has speed up music but slower gameplay. Disabling the region lock with a cheating device (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 Atari ST and Amiga releases, the home console ports feature:

  • A new, animated intro screen (but without the image song) compared to the still image of the original.
  • In-game music was added, while the ST and Amiga releases were 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 grey ST version 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 parallax scrolling buildings and scenery.
  • The final ascension to Olympus scene was made exclusively 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 ~2 hours).
  • In the Atari ST version, the player is 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
Source:
In-game credits
Gods MD credits.pdf
[11]


Magazine articles

Main article: Gods/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Sega Visions (US) #11: "February/March 1993" (199x-xx-xx)
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Print advert in Mean Machines Sega (UK) #15: "January 1994" (1993-11-30)
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Print advert in Computer & Video Games (UK) #146: "January 1994" (1993-12-15)
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Print advert in Video Games (DE) #1994-03: "3/94" (1994-02-23)
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Print advert in Todo Sega (ES) #9: "Diciembre 1993" (1993-1x-xx)
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Print advert in Beep! MegaDrive (JP) #1993-01: "January 1993" (1992-12-08)
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Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
70
[12]
Alaab Alcomputtar (SA)
85
[13]
Aktueller Software Markt (DE)
92
[14]
Beep! MegaDrive (JP) NTSC-J
53
[15]
Consoles + (FR)
88
[16]
Computer & Video Games (UK)
83
[10]
Computer & Video Games (UK)
87
[17]
Digitiser (UK)
60
[18]
Entsiklopediya luchshikh igr Sega. Vypusk 1 (RU)
70
[19]
Mean Machines: The Essential Sega Guide (UK)
78
[20]
Famitsu (JP) NTSC-J
55
[21]
GameFan (US) NTSC-U
87
[22]
GamePro (US) NTSC-U
95
[23]
Games World (Teletext) (UK)
85
[24]
Hippon Super (JP) NTSC-J
40
[25]
MAN!AC (DE)
59
[8]
Sega Mega Drive Advanced Gaming (UK)
91
[26]
Sega Mega Drive Advanced Gaming (UK) NTSC-U
91
[27]
Mega (UK) NTSC
76
[28]
Mega (UK) NTSC-U
76
[29]
Mega Action (UK) NTSC
83
[30]
Mega Action (UK) PAL
88
[31]
Mega Force (FR)
82
[32]
Mega Fun (DE) NTSC-U
68
[33]
Mega Machines (UK) PAL
68
[34]
MegaTech (UK) NTSC
89
[35]
Marukatsu Mega Drive (JP) NTSC-J
65
[36]
Mean Machines Sega (UK) NTSC-U
89
[37]
Player One (FR)
75
[38]
Play Time (DE)
81
[39]
Power Unlimited (NL)
82
[40]
Sega Power (UK) PAL
87
[41]
Sega Pro (UK) NTSC
92
[42]
Sega Pro (UK) NTSC-U
92
[43]
Sega Pro (UK) PAL
81
[44]
Sega Zone (UK) NTSC-U
92
[45]
Sega Zone (UK) PAL
74
[46]
Sega Force (SE)
60
[47]
Sega Mega Drive Review (RU)
68
[48]
Sega Saturn Magazine (JP) NTSC-J
52
[49]
Sonic the Comic (UK) PAL
86
[50]
Todo Sega (ES) PAL
77
[51]
Tricks 16 bit (RU)
79
[52]
Video Games (DE)
72
[53]
Sega Mega Drive
77
Based on
44 reviews

Gods

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
Mega Drive, US
Gods MD US Box.jpg
Cover
Gods md us cart.jpg
Cart
Gods md us manual.pdf
Manual
Mega Drive, EU
Gods MD EU Box.jpg
Cover
Gods MD EU Cart.jpg
Cart
GODS MD FR Manual.pdf
Manual
Mega Drive, EU (Triple Pack)
Gods MD EU Box Triple Pack.jpg
Cover
Gods MD EU Cart.jpg
Cart
GODS MD FR Manual.pdf
Manual
Mega Drive, PT
Gods MD PT Box Back.jpgNospine.pngGods MD PT Box.jpg
Cover
Gods MD EU Cart.jpg
Cart
GODS MD PT Manual.jpg
Manual
Mega Drive, SE (rental; Hent; orange)
Gods MD SE rental cover.jpg
Cover
Mega Drive, CZ (Datart)
Gods MD CZ Box Front.png
Cover
Gods MD EU Cart.jpg
Cart
Notavailable.svg
Manual

Technical information

Main article: Gods/Technical information.

References

Necretro-round.svg
NEC Retro has more information related to Gods
  1. 1.0 1.1 1.2 File:Gods MD JP Box.jpg
  2. 2.0 2.1 https://sega.jp/history/hard/megadrive/software_l.html (Wayback Machine: 2020-07-02 23:21)
  3. Sega Visions, "November/December 1992" (US; 1992-xx-xx), page 93
  4. GamePro, "January 1993" (US; 199x-xx-xx), page 61
  5. Game Informer, "November/December 1992" (US; 1992-1x-xx), page 41
  6. 6.0 6.1 Mean Machines Sega, "January 1994" (UK; 1993-11-30), page 67
  7. MAN!AC, "11/93" (DE; 1993-xx-xx), page 12
  8. 8.0 8.1 MAN!AC, "12/93" (DE; 1993-11-10), page 47
  9. Sega Pro, "December 1993" (UK; 1993-11-11), page 95
  10. 10.0 10.1 Computer & Video Games, "June 1993" (UK; 1993-05-15), page 99
  11. File:Gods MD credits.pdf
  12. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 89
  13. Alaab Alcomputtar, "" (SA; 1995-08-xx), page 73
  14. Aktueller Software Markt, "Juli 1994" (DE; 1994-06-06), page 118
  15. Beep! MegaDrive, "May 1993" (JP; 1993-04-08), page 23
  16. Consoles +, "Décembre 1993" (FR; 1993-1x-xx), page 172
  17. Computer & Video Games, "January 1994" (UK; 1993-12-15), page 71
  18. Digitiser (UK) (1993-04-09)
  19. Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 319
  20. Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 52
  21. Famitsu, "1993-04-16" (JP; 1993-04-02), page 37
  22. GameFan, "Volume 1, Issue 1: October 1992" (US; 1992-xx-xx), page 6
  23. GamePro, "January 1993" (US; 199x-xx-xx), page 60
  24. Games World (Teletext) (UK) (+0:00)
  25. Hippon Super, "January 1993" (JP; 1992-12-04), page 83
  26. Sega Mega Drive Advanced Gaming, "November 1992" (UK; 1992-xx-xx), page 38
  27. Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 92
  28. Mega, "January 1994" (UK; 1993-12-16), page 87
  29. Mega, "April 1994" (UK; 1994-03-17), page 63
  30. Mega Action, "June 1993" (UK; 1993-05-20), page 65
  31. Mega Action, "December 1993" (UK; 1993-11-04), page 42
  32. Mega Force, "Décembre 1993" (FR; 1993-12-10), page 90
  33. Mega Fun, "11/92" (DE; 1992-10-xx), page 39
  34. Mega Machines, "January 1994" (UK; 1993-12-09), page 40
  35. MegaTech, "November 1992" (UK; 1992-10-20), page 50
  36. Marukatsu Mega Drive, "January 1993" (JP; 1992-12-xx), page 107
  37. Mean Machines Sega, "November 1992" (UK; 1992-10-xx), page 90
  38. Player One, "Décembre 1993" (FR; 1993-1x-xx), page 157
  39. Play Time, "5/93" (DE; 1993-04-07), page 106
  40. Power Unlimited, "Nummer 5, December 1993" (NL; 1993-12-01), page 42
  41. Sega Power, "December 1993" (UK; 1993-11-xx), page 98
  42. Sega Pro, "November 1992" (UK; 1992-10-08), page 34
  43. Sega Pro, "April 1993" (UK; 1993-03-11), page 65
  44. Sega Pro, "November 1993" (UK; 1993-10-14), page 62
  45. Sega Zone, "November 1992" (UK; 1992-10-28), page 60
  46. Sega Zone, "December 1993" (UK; 1993-11-25), page 54
  47. Sega Force, "2/94" (SE; 1994-02-23), page 12
  48. Sega Mega Drive Review, "1" (RU; 1995-04-03), page 57
  49. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
  50. Sonic the Comic, "February 4th 1994" (UK; 1994-01-22), page 12
  51. Todo Sega, "Diciembre 1993" (ES; 1993-1x-xx), page 76
  52. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 16
  53. Video Games, "12/92" (DE; 1992-11-23), page 64


Gods

Gods MDTitleScreen.png

Main page | Comparisons | Maps | Hidden content | Development | Magazine articles | Video coverage | Reception | Region coding | Technical information | Bootlegs


Sega Mega Drive
Prototypes: 1992-06