Difference between revisions of "Williams Arcade's Greatest Hits (Mega Drive)"

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{{otherPage|desc=the [[Sega Saturn]] game|page=Midway Presents Arcade's Greatest Hits (Saturn)}}
 
{{otherPage|desc=the [[Sega Saturn]] game|page=Midway Presents Arcade's Greatest Hits (Saturn)}}
 
{{Bob
 
{{Bob
| bobscreen=WAGH_title.png
+
| bobscreen=WAGH title.png
 
| title=Williams Arcade's Greatest Hits
 
| title=Williams Arcade's Greatest Hits
| publisher=[[Williams Entertainment]] (US), [[THQ]] (EU)
+
| publisher={{company|[[Williams Entertainment]]|region=US}}, {{company|[[THQ]]|region=Europe}}
 
| developer=[[Digital Eclipse]]
 
| developer=[[Digital Eclipse]]
 +
| licensor=[[Williams Electronics Games]]
 
| system=[[Sega Mega Drive]]
 
| system=[[Sega Mega Drive]]
 
| sounddriver=
 
| sounddriver=
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| originalsystem=Arcade boards
 
| originalsystem=Arcade boards
 
| releases={{releasesMD
 
| releases={{releasesMD
| md_date_us=1996-04-10
+
| md_date_us=1996-09-15{{magref|vga|0209|46}}
 
| md_code_us=T-97126
 
| md_code_us=T-97126
 +
| md_rating_us=ka
 
| md_date_eu=1996
 
| md_date_eu=1996
| md_date_uk=1996-11{{magref|gamesmaster|47|11}}
+
| md_code_eu=T-97126-50
 +
| md_date_uk=1997-02-14{{magref|ctw|623|17}}<!--1996-11{{magref|gamesmaster|47|11}}-->
 +
| md_code_uk=T-97126-50
 
| md_rrp_uk=39.99{{magref|mms|51|76}}
 
| md_rrp_uk=39.99{{magref|mms|51|76}}
| md_code_eu=T-97126-50
 
 
| md_date_br=1997-07
 
| md_date_br=1997-07
 
| md_code_br=042790
 
| md_code_br=042790
 
| md_rating_br=ti
 
| md_rating_br=ti
 
}}
 
}}
| esrb=ka
 
| tectoy=ti
 
 
| otherformats={{NonSega|SNES}}
 
| otherformats={{NonSega|SNES}}
 
}}
 
}}
{{stub}}'''''Williams Arcade's Greatest Hits''''' is a compilation of arcade games released in 1996 for the [[Sega Mega Drive]]. The Mega Drive version was published by [[Williams Entertainment]] in North America, which, following restructuring and buyouts in the mid-1990s, became part of [[Midway Games]], who published the game in Europe as '''''Midway Presents Arcade's Greatest Hits'''''.
+
'''''Williams Arcade's Greatest Hits''''' is a compilation of arcade games released in 1996 for the [[Sega Mega Drive]]. The Mega Drive version was published by [[Williams Entertainment]] in North America, which had became part of [[Midway Games]] following restructuring and buyouts in the mid-1990s. Midway published the game in Europe as '''''Midway Presents Arcade's Greatest Hits'''''.
  
 
==Gameplay==
 
==Gameplay==
In total, five games are available for play in this compilation. Unlike most games that use six button control schemes by default when a [[Six Button Control Pad (Mega Drive)|Six Button Control Pad]] is detected, the Mode button must be pressed during gameplay to enable the six button controls for Defender II and Robotron 2084.
+
In total, five games are available for play in this compilation. All games can be played by one or two players.
{{InfoTable|imagewidths=200|
+
 
 +
Unlike most games that use six-button control schemes by default when a [[Six Button Control Pad (Mega Drive)|Six Button Control Pad]] is detected, the {{Mode}} button must be pressed during gameplay to enable the six-button controls for ''Defender II'' and ''Robotron 2084''.
 +
{{InfoTable|imagewidths=320|
 
{{InfoRow
 
{{InfoRow
 
| title=''Defender'' (1980)
 
| title=''Defender'' (1980)
| screenshot=WAGH_Defender.png
+
| screenshot=WAGH Defender.png
| desc=''Defender'' is a 2D side-scrolling shoot-'em-up, in which the objective is to shoot aliens, avoid projectiles and obstacles and protect humans from being captured. It was unique for its day for allowing the player to move both left and right, the maps "looping" to create a "circular" playfield. It is also the primary influence for the [[Sega]] classic, ''[[Fantasy Zone]]''.
+
| desc=''Defender'' is a 2D side-scrolling shoot-'em-up. The player controls a starship flying above the surface of a planet and must shoot alien invaders, avoid projectiles and obstacles, and protect humans on the ground from being captured. It is the primary influence for the [[Sega]] classic, ''[[Fantasy Zone]]''. Attack waves of alien invaders warp in at the beginning of each level, and the level is completed after every alien has been destroyed.
 +
 
 +
The ship moves in any direction using the D-Pad. The ship can fly in either direction, left or right, with the environment "looping" to create a "circular" playfield. A miniature view of the entire playfield is shown in the top of the screen, which includes the positions of enemies and humans. The ship fires its main weapon, a long laser beam, with {{A}}. This weapon has unlimited ammunition. The ship is also equipped with smart bombs that are dropped with {{B}}. Smart bombs destroy every enemy on-screen when detonated, but the player only starts the game with three. The ship can warp into "hyperspace" with {{C}}, which warps it to a random location (which may be an unsafe location).
 +
 
 +
Some alien spacecraft attempt to abduct humans by picking them up from the ground and carrying them to the top of the screen, turning them into fast-moving mutant enemies. The player can free the human by shooting the alien, then catching the human before they fall to their death, and dropping them off on the ground.
 +
 
 +
The ship is destroyed if it is hit by an enemy, but it respawns if the player has an extra ship remaining. It is not harmed by flying into the terrain. Each player starts the game with three ships and earns another ship and another smart bomb for every 10,000 points earned. The game continues indefinitely or until the player runs out of ships.
  
Configurable options: ships to start, bonus at, difficulty increase, maximum difficulty, waves per planet.
+
Before starting the game, players can change the number of starting ships (between 1 and 9), the number of points to earn an extra ship and smart bomb (between 1,000 and 999,000 in increments of 1,000 or no bonus), the number of attack waves before each difficulty increase (between 0 and 99), the maximum difficulty (between 0 and 99), and the number of attack waves per planet (between 0 and 99 or no new planets). There is a two-player alternating mode where players take turns sharing the same control pad.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=''Defender II'' (''Stargate'') (1981)
 
| title=''Defender II'' (''Stargate'') (1981)
| screenshot=WAGH_DefenderII.png
+
| screenshot=WAGH DefenderII.png
| desc=''Defender II'' is the sequel to ''Defender'', though curiously was never known as ''Defender II'' in the arcades, instead opting for the title of ''Stargate'' on grounds of legal issues (''Defender II'' being reserved for the NES and older Atari 2600 ports). ''Defender II'' is much the same as the first game, but introduces new enemies, a cloaking device and similar minor gameplay additions.
+
| desc=''Defender II'' is the sequel to ''Defender'' (though, for legal reasons, it only ever known as ''Stargate'' in arcades, with the ''Defender II'' name used for some of the home releases). As before, it is a 2D side-scrolling shoot-'em-up where the player pilots a starship above a mountainous landscape, destroying all of the alien invaders in a level in order to progress to the next. The game introduces new enemies, a cloaking device, and "Stargates" that the ship can fly through to warp across the playfield.
 +
 
 +
The ship moves in any direction using the D-Pad. When six-button controls are enabled (by pressing {{Mode}} during gameplay), the ship can thrust forward with {{X}} or turn around with {{Y}} (though pressing the opposite direction on the D-Pad also turns around and holding {{left}} or {{right}} thrusts in that direction). The landscape loops around in both directions. A "scanner" appears in the top of the screen that shows a miniature view of the entire playfield, which displays the positions of all aliens and humans. The ship fires its main weapon, a long laser beam, with {{A}}. This weapon has unlimited ammunition. The ship is also equipped with smart bombs that are dropped with {{down}}+{{C}} (or {{Z}} when six-button controls are enabled). Smart bombs destroy every enemy on-screen when detonated, but the player only starts the game with three. The ship is now equipped with an "Inviso" cloaking device that is activated by holding {{B}}; releasing the button deactivates it. The ship is invulnerable for as long as the cloaking device is active, but its use is limited by a gauge that drains while it is used. The ship can warp into "hyperspace" with {{C}}, which warps it to a random location (which may be an unsafe location).
  
Configurable options: ships to start, bonus at, difficulty, inviso time per ship, men to warp, last wave for warp.
+
Some alien spacecraft attempt to abduct humans by picking them up from the ground and carrying them to the top of the screen, turning them into fast-moving mutant enemies. The player can free the human by shooting the alien, then catching the human before they fall to their death, and dropping them off on the ground. If an alien is capturing a human, entering a Stargate warps the player's ship to the human in distress; otherwise, the Stargate warps the ship to the other side of the playfield. If the player has rescued at least four humans, entering a Stargate in one of the first ten levels warps the player ahead by three levels.
 +
 
 +
The ship is destroyed if it is hit by an enemy, but it respawns if the player has an extra ship remaining. It is not harmed by flying into the terrain. Each player starts the game with three ships, and the player is given another ship, another smart bomb, and full Inviso cloaking energy for every 10,000 points earned. The game continues indefinitely or until the player runs out of ships.
 +
 
 +
Before starting the game, players can change the number of starting ships (between 1 and 20), the number of points to earn an extra ship and smart bomb (between 1,000 and 50,000 in increments of 1,000 or no bonus), the difficulty level (between 1 and 5), the Inviso cloaking time for each ship (between 5 and 20), the number of rescued humans needed to use a Stargate to warp (between 2 and 10), and the last level where the player can use a Stargate to warp (between 1 and 99). There is a two-player alternating mode where players take turns sharing the same control pad.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=''Joust'' (1982)
 
| title=''Joust'' (1982)
| screenshot=WAGH_Joust.png
+
| screenshot=WAGH Joust.png
| desc=''Joust'' is a single-screen 2D "platform game", in which players control a man riding a "buzzard", who needs to hit the heads of enemies, similar to traditional jousting.
+
| desc=''Joust'' is a single-screen platform game in which players control a knight riding a large bird (an ostrich for player one and a stork for player two). The level contains several platforms and wraps around in both directions (so walking through one side of the screen moves the knight to the other side). The knights must defeat the enemy knights riding buzzards by jumping on top of them. All knights are armed with lances, as in traditional jousting, and the knight whose lance is higher wins the engagement; if the lances are at the same level, both knights are repelled away. Defeated enemies are turned into eggs, which can be collected for bonus points; if not collected in time, the eggs hatch into more difficult enemy knights. The level ends when all of the knights have been defeated and their eggs have been collected or hatched.
 +
 
 +
The knights can move with {{left}} or {{right}}. Their steeds can fly by flapping their wings by pressing {{repeat|{{A}}}}, {{repeat|{{B}}}}, or {{repeat|{{C}}}}, and their flight can be steered in midair by pressing {{left}} or {{right}}.
 +
 
 +
A player loses a life if the player's knight is unseated by an enemy or the other player. Each player starts the game with five lives and earns another for every 20,000 points earned. The game continues until the players run out of lives or decide to stop playing.
  
Configurable options: lives to start, bonus at, difficulty.
+
Before starting the game, players can change the number of starting lives (between 1 and 99), the number of points to earn an extra life (between 1,000 and 99,000 in increments of 1,000 or no bonus), and the difficulty level (between 0 and 9). There is a two-player cooperative mode where players play simultaneously using separate control pads.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=''Robotron 2084'' (1982)
 
| title=''Robotron 2084'' (1982)
| screenshot=WAGH_Robotron2024.png
+
| screenshot=WAGH Robotron2024.png
| desc=''Robotron 2084'' is a dual-joystick top-down shoot-'em-up, in which you attempt to save the last surviving human family from robots. This game traditionally causes problems on systems with less than four face buttons (like the Mega Drive), as without a means to emulate the dual joysticks, eight directional firing is hindered, making the game significantly harder.
+
| desc=''Robotron 2084'' is a dual-joystick top-down shoot-'em-up. In the year 2084, robots have started a war against humans, and the player must attempt to save the last surviving human family from them. It is considered a predecessor to ''[[Smash TV]]'', as it was created by the same developer and uses a similar control scheme. This game traditionally causes problems on systems with less than four face buttons (such as the Mega Drive), as eight-directional firing is hindered without a means to emulate the dual joysticks, making the game significantly harder. The game presents the playfield from an overhead perspective, and the player must eliminate all of the enemy robots in a level to progress to the next one. Touching a human rescues the family member for bonus points.
  
Configurable options: lives to start, bonus at, difficulty, controller angle.
+
The Robotron hero moves in any direction using the D-Pad on the first control pad. The player can use the D-Pad on the second control pad to fire in any of the eight directions. Alternatively, when using the three-button controls, the player can start firing by pressing {{A}}, {{B}}, or {{C}}; the Robotron hero continues firing until the player presses {{A}}, {{B}}, or {{C}} again to cancel. While firing, the player can change the direction of the fire by pressing {{A}} to rotate it counterclockwise, {{C}} or rotate it clockwise, or {{B}} to fire in the direction that the Robotron hero is facing. When six-button controls are enabled (by pressing {{Mode}} during gameplay), the buttons are used to simulate a second D-Pad: {{Y}} to fire left, {{Z}} to fire up, {{C}} to fire right, and {{B}} to fire down. The buttons must be held to fire continuously, and two buttons can be held simultaneously to fire in an intermediate direction.
 +
 
 +
The player loses a life if the Robotron hero is killed by an enemy. Each player starts the game with three lives and earns another for every 25,000 points earned. The game continues until the player runs out of lives or decides to stop playing.
 +
 
 +
Before starting the game, players can change the number of starting lives (between 1 and 20), the number of points to earn an extra life (between 5,000 and 50,000 in increments of 5,000 or no bonus), the difficulty level (between 1 and 10), and the controller angle (normal or turned 90°). There is a two-player alternating mode where players take turns sharing the same control pads.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=''Sinistar'' (1982)
 
| title=''Sinistar'' (1982)
 
| screenshot=WAGH_Sinistar.png
 
| screenshot=WAGH_Sinistar.png
| desc=''Sinistar'' is a top-down shooter similar to [[Atari, Inc. (1972–1984)|Atari]]'s ''Asteroids'', however as well as shooting enemies, players need to locate Sinibombs to prevent the creation of the extremely powerful ''Sinistar''.
+
| desc=''Sinistar'' is a top-down shooter similar to [[Atari, Inc. (1972–1984)|Atari]]'s ''Asteroids''. The player controls a spaceship that is flying in a region of space. Destroying planetoids releases small white crystals that can be collected to make a "Sinibomb," which is the weapon necessary for defeating the "Sinistar" at the end of each level. Red enemy worker ships construct the Sinistar during the level. The worker ships cannot harm the player's ship but compete with the player for mining crystals. Once the Sinistar is complete, the player must destroy it to move on to the next zone, where the process repeats.
 +
 
 +
The ship moves in any direction using the D-Pad. Moving the D-Pad not only moves the ship around in space but also rotates it, which affects its direction of fire. It shoots its gun in the direction that it is facing with {{A}}; rapid-fire is enabled by default. When fighting the Sinistar, the ship can release the Sinibomb with {{B}}, which automatically targets the Sinistar.
 +
 
 +
The ship is destroyed if it is hit by an enemy, but it respawns if the player has an extra ship remaining. Each player starts the game with three ships, and the player is given another ship at 30,000 points (which increases by another 30,000 points after every bonus ship earned). The game continues indefinitely or until the player runs out of ships.
  
Configurable options: ships to start, first bonus at, extra to next bonus, difficulty, rapid fire.
+
Before starting the game, players can change the number of starting ships (between 1 and 99), the number of points to earn an extra life (between 1,000 and 99,000 in increments of 1,000), the additional points needed for the next extra life (between 1,000 and 99,000 in increments of 1,000 or none), the difficulty level (between 0 and 9), and rapid-fire (yes or no). There is a two-player alternating mode where players take turns sharing the same control pad.
 
}}
 
}}
 
}}
 
}}
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==Production credits==
 
==Production credits==
 
{{creditstable|
 
{{creditstable|
*'''Lead Programmer and Game Translations (except Joust):''' Dan Filner
+
{{creditsheader|The [[Digital Eclipse]] Design Team}}
 +
*'''Lead Programmer and Game Translations (except ''Joust''):''' Dan Filner
 
*'''Joust Translation:''' George Phillips
 
*'''Joust Translation:''' George Phillips
 
*'''Sound Translation:''' Terry Coatta, Peter Phillips
 
*'''Sound Translation:''' Terry Coatta, Peter Phillips
 
*'''Producer:''' Andrew Ayre
 
*'''Producer:''' Andrew Ayre
 
*'''Special Thanks:''' Wes Gale
 
*'''Special Thanks:''' Wes Gale
 +
| source=In-game credits
 +
| pdf=Williams Arcade's Greatest Hits MD credits.pdf
 +
| console=MD
 +
}}
 +
{{hr}}
 +
{{creditstable|
 +
{{creditsheader|[[Williams|Williams Entertainment Inc.]] Team}}
 +
*'''Print Design and Production:''' Debbie Austin, Steve High, Shawn Murphy, Dave Young, Jon Mongelluzzo
 +
*'''Lead Tester:''' Jason Shigenaka
 +
*'''Williams Entertainment Testing:''' Sunny Chu, Dallas Nunn, Jason Barnes, Jeff Truax, Benjamin Larkin
 +
*'''Special Thanks:''' Jim Flaharty, Brian Lowe, Justin Heber, Mike Rubinelli
 +
| source=US manual
 +
| pdf=Williams Arcade Greatest Hits MD US Manual.pdf
 +
| pdfpage=14
 
| console=MD
 
| console=MD
 
}}
 
}}
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==Physical scans==
 
==Physical scans==
{{ratings
+
{{ratings|MD}}
| icon=MD
 
| mms=90
 
| mms_source={{magref|mms|51|76|printpage=76/77}}
 
| segapower=
 
| segapower_source={{num|88}}
 
}}
 
 
{{Scanbox
 
{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
 
| region=US
 
| region=US
 
| front=WAGH md us cover.jpg
 
| front=WAGH md us cover.jpg
| back=WAGH_MD_US_BoxBack.jpg
+
| back=WAGH MD US BoxBack.jpg
| spine=WAGH_MD_US_BoxSpine.jpg
+
| spine=WAGH MD US BoxSpine.jpg
 
| cart=WAGH md us cart.jpg
 
| cart=WAGH md us cart.jpg
| carttop=WAGH_MD_US_CartTop.jpg
+
| carttop=WAGH MD US CartTop.jpg
 
| manual=Williams Arcade Greatest Hits MD US Manual.pdf
 
| manual=Williams Arcade Greatest Hits MD US Manual.pdf
}}{{Scanbox
+
}}
 +
{{Scanbox
 +
| console=Mega Drive
 +
| region=US (Black & White Manual)
 +
| front=WAGH md us cover.jpg
 +
| back=WAGH MD US BoxBack.jpg
 +
| spine=WAGH MD US BoxSpine.jpg
 +
| cart=WAGH md us cart.jpg
 +
| manual=Williams Arcade Greatest Hits MD US Alt Manual.jpg
 +
| item1=Williams Arcade Greatest Hits MD US Alt Manual Back.jpg
 +
| item1name=Manual Back
 +
 
 +
}}
 +
{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
 
| region=EU
 
| region=EU
 
| cover=WAGH md eu cover.jpg
 
| cover=WAGH md eu cover.jpg
 
| cart=ArcadesGreatestHits MD EU Cart.jpg
 
| cart=ArcadesGreatestHits MD EU Cart.jpg
}}{{Scanbox
+
| manual=Midway ArcadesGreatestHits MD EU Manual.jpg
 +
}}
 +
{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
 
| region=BR
 
| region=BR
Line 128: Line 179:
  
 
==Technical information==
 
==Technical information==
===ROM dump status===
+
{{mainArticle|{{PAGENAME}}/Technical information}}
{{romtable|
 
{{rom|MD|sha1=8c648318fdd54e2c75c44429a72c1c1a846e67cb|md5=0e1cbc28671b781b174693d234a5a446|crc32=d68e9c00|size=512kB|date=1996-09|source=Cartridge (US)|comments=|quality=good|prototype=}}
 
{{rom|MD|sha1=97e35e8fbe1546b9cf075ab75c8f790edcd9db93|md5=c8f4f5adc64fb344ca091982b60334af|crc32=c0dce0e5|size=512kB|date=1996-11|source=Cartridge (EU)|comments=|quality=|prototype=}}
 
}}
 
  
 
==References==
 
==References==

Revision as of 21:00, 10 June 2024

For the Sega Saturn game, see Midway Presents Arcade's Greatest Hits (Saturn).

n/a

WAGH title.png

Williams Arcade's Greatest Hits
System(s): Sega Mega Drive
Publisher: Williams Entertainment (US), THQ (Europe)
Developer:
Licensor: Williams Electronics Games
Original system(s): Arcade boards
Developer(s) of original games: Williams Electronics
Game total: 5
Peripherals supported: Six Button Control Pad
Genre: Compilation

















Number of players: 1-2
Release Date RRP Code
Sega Mega Drive
US
T-97126
ESRB: Kids to Adults
Sega Mega Drive
EU
T-97126-50
Sega Mega Drive
UK
£39.9939.99[3] T-97126-50
Sega Mega Drive
BR
042790
Tectoy: Todas as Idades
Non-Sega versions

Williams Arcade's Greatest Hits is a compilation of arcade games released in 1996 for the Sega Mega Drive. The Mega Drive version was published by Williams Entertainment in North America, which had became part of Midway Games following restructuring and buyouts in the mid-1990s. Midway published the game in Europe as Midway Presents Arcade's Greatest Hits.

Gameplay

In total, five games are available for play in this compilation. All games can be played by one or two players.

Unlike most games that use six-button control schemes by default when a Six Button Control Pad is detected, the  MODE  button must be pressed during gameplay to enable the six-button controls for Defender II and Robotron 2084.

WAGH Defender.png

Defender (1980)
Defender is a 2D side-scrolling shoot-'em-up. The player controls a starship flying above the surface of a planet and must shoot alien invaders, avoid projectiles and obstacles, and protect humans on the ground from being captured. It is the primary influence for the Sega classic, Fantasy Zone. Attack waves of alien invaders warp in at the beginning of each level, and the level is completed after every alien has been destroyed.

The ship moves in any direction using the D-Pad. The ship can fly in either direction, left or right, with the environment "looping" to create a "circular" playfield. A miniature view of the entire playfield is shown in the top of the screen, which includes the positions of enemies and humans. The ship fires its main weapon, a long laser beam, with A. This weapon has unlimited ammunition. The ship is also equipped with smart bombs that are dropped with B. Smart bombs destroy every enemy on-screen when detonated, but the player only starts the game with three. The ship can warp into "hyperspace" with C, which warps it to a random location (which may be an unsafe location).

Some alien spacecraft attempt to abduct humans by picking them up from the ground and carrying them to the top of the screen, turning them into fast-moving mutant enemies. The player can free the human by shooting the alien, then catching the human before they fall to their death, and dropping them off on the ground.

The ship is destroyed if it is hit by an enemy, but it respawns if the player has an extra ship remaining. It is not harmed by flying into the terrain. Each player starts the game with three ships and earns another ship and another smart bomb for every 10,000 points earned. The game continues indefinitely or until the player runs out of ships.

Before starting the game, players can change the number of starting ships (between 1 and 9), the number of points to earn an extra ship and smart bomb (between 1,000 and 999,000 in increments of 1,000 or no bonus), the number of attack waves before each difficulty increase (between 0 and 99), the maximum difficulty (between 0 and 99), and the number of attack waves per planet (between 0 and 99 or no new planets). There is a two-player alternating mode where players take turns sharing the same control pad.

WAGH DefenderII.png

Defender II (Stargate) (1981)
Defender II is the sequel to Defender (though, for legal reasons, it only ever known as Stargate in arcades, with the Defender II name used for some of the home releases). As before, it is a 2D side-scrolling shoot-'em-up where the player pilots a starship above a mountainous landscape, destroying all of the alien invaders in a level in order to progress to the next. The game introduces new enemies, a cloaking device, and "Stargates" that the ship can fly through to warp across the playfield.

The ship moves in any direction using the D-Pad. When six-button controls are enabled (by pressing  MODE  during gameplay), the ship can thrust forward with X or turn around with Y (though pressing the opposite direction on the D-Pad also turns around and holding Left or Right thrusts in that direction). The landscape loops around in both directions. A "scanner" appears in the top of the screen that shows a miniature view of the entire playfield, which displays the positions of all aliens and humans. The ship fires its main weapon, a long laser beam, with A. This weapon has unlimited ammunition. The ship is also equipped with smart bombs that are dropped with Down+C (or Z when six-button controls are enabled). Smart bombs destroy every enemy on-screen when detonated, but the player only starts the game with three. The ship is now equipped with an "Inviso" cloaking device that is activated by holding B; releasing the button deactivates it. The ship is invulnerable for as long as the cloaking device is active, but its use is limited by a gauge that drains while it is used. The ship can warp into "hyperspace" with C, which warps it to a random location (which may be an unsafe location).

Some alien spacecraft attempt to abduct humans by picking them up from the ground and carrying them to the top of the screen, turning them into fast-moving mutant enemies. The player can free the human by shooting the alien, then catching the human before they fall to their death, and dropping them off on the ground. If an alien is capturing a human, entering a Stargate warps the player's ship to the human in distress; otherwise, the Stargate warps the ship to the other side of the playfield. If the player has rescued at least four humans, entering a Stargate in one of the first ten levels warps the player ahead by three levels.

The ship is destroyed if it is hit by an enemy, but it respawns if the player has an extra ship remaining. It is not harmed by flying into the terrain. Each player starts the game with three ships, and the player is given another ship, another smart bomb, and full Inviso cloaking energy for every 10,000 points earned. The game continues indefinitely or until the player runs out of ships.

Before starting the game, players can change the number of starting ships (between 1 and 20), the number of points to earn an extra ship and smart bomb (between 1,000 and 50,000 in increments of 1,000 or no bonus), the difficulty level (between 1 and 5), the Inviso cloaking time for each ship (between 5 and 20), the number of rescued humans needed to use a Stargate to warp (between 2 and 10), and the last level where the player can use a Stargate to warp (between 1 and 99). There is a two-player alternating mode where players take turns sharing the same control pad.

WAGH Joust.png

Joust (1982)
Joust is a single-screen platform game in which players control a knight riding a large bird (an ostrich for player one and a stork for player two). The level contains several platforms and wraps around in both directions (so walking through one side of the screen moves the knight to the other side). The knights must defeat the enemy knights riding buzzards by jumping on top of them. All knights are armed with lances, as in traditional jousting, and the knight whose lance is higher wins the engagement; if the lances are at the same level, both knights are repelled away. Defeated enemies are turned into eggs, which can be collected for bonus points; if not collected in time, the eggs hatch into more difficult enemy knights. The level ends when all of the knights have been defeated and their eggs have been collected or hatched.

The knights can move with Left or Right. Their steeds can fly by flapping their wings by pressing AAAAA, BBBBB, or CCCCC, and their flight can be steered in midair by pressing Left or Right.

A player loses a life if the player's knight is unseated by an enemy or the other player. Each player starts the game with five lives and earns another for every 20,000 points earned. The game continues until the players run out of lives or decide to stop playing.

Before starting the game, players can change the number of starting lives (between 1 and 99), the number of points to earn an extra life (between 1,000 and 99,000 in increments of 1,000 or no bonus), and the difficulty level (between 0 and 9). There is a two-player cooperative mode where players play simultaneously using separate control pads.

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Robotron 2084 (1982)
Robotron 2084 is a dual-joystick top-down shoot-'em-up. In the year 2084, robots have started a war against humans, and the player must attempt to save the last surviving human family from them. It is considered a predecessor to Smash TV, as it was created by the same developer and uses a similar control scheme. This game traditionally causes problems on systems with less than four face buttons (such as the Mega Drive), as eight-directional firing is hindered without a means to emulate the dual joysticks, making the game significantly harder. The game presents the playfield from an overhead perspective, and the player must eliminate all of the enemy robots in a level to progress to the next one. Touching a human rescues the family member for bonus points.

The Robotron hero moves in any direction using the D-Pad on the first control pad. The player can use the D-Pad on the second control pad to fire in any of the eight directions. Alternatively, when using the three-button controls, the player can start firing by pressing A, B, or C; the Robotron hero continues firing until the player presses A, B, or C again to cancel. While firing, the player can change the direction of the fire by pressing A to rotate it counterclockwise, C or rotate it clockwise, or B to fire in the direction that the Robotron hero is facing. When six-button controls are enabled (by pressing  MODE  during gameplay), the buttons are used to simulate a second D-Pad: Y to fire left, Z to fire up, C to fire right, and B to fire down. The buttons must be held to fire continuously, and two buttons can be held simultaneously to fire in an intermediate direction.

The player loses a life if the Robotron hero is killed by an enemy. Each player starts the game with three lives and earns another for every 25,000 points earned. The game continues until the player runs out of lives or decides to stop playing.

Before starting the game, players can change the number of starting lives (between 1 and 20), the number of points to earn an extra life (between 5,000 and 50,000 in increments of 5,000 or no bonus), the difficulty level (between 1 and 10), and the controller angle (normal or turned 90°). There is a two-player alternating mode where players take turns sharing the same control pads.

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Sinistar (1982)
Sinistar is a top-down shooter similar to Atari's Asteroids. The player controls a spaceship that is flying in a region of space. Destroying planetoids releases small white crystals that can be collected to make a "Sinibomb," which is the weapon necessary for defeating the "Sinistar" at the end of each level. Red enemy worker ships construct the Sinistar during the level. The worker ships cannot harm the player's ship but compete with the player for mining crystals. Once the Sinistar is complete, the player must destroy it to move on to the next zone, where the process repeats.

The ship moves in any direction using the D-Pad. Moving the D-Pad not only moves the ship around in space but also rotates it, which affects its direction of fire. It shoots its gun in the direction that it is facing with A; rapid-fire is enabled by default. When fighting the Sinistar, the ship can release the Sinibomb with B, which automatically targets the Sinistar.

The ship is destroyed if it is hit by an enemy, but it respawns if the player has an extra ship remaining. Each player starts the game with three ships, and the player is given another ship at 30,000 points (which increases by another 30,000 points after every bonus ship earned). The game continues indefinitely or until the player runs out of ships.

Before starting the game, players can change the number of starting ships (between 1 and 99), the number of points to earn an extra life (between 1,000 and 99,000 in increments of 1,000), the additional points needed for the next extra life (between 1,000 and 99,000 in increments of 1,000 or none), the difficulty level (between 0 and 9), and rapid-fire (yes or no). There is a two-player alternating mode where players take turns sharing the same control pad.

Production credits

The Digital Eclipse Design Team
  • Lead Programmer and Game Translations (except Joust): Dan Filner
  • Joust Translation: George Phillips
  • Sound Translation: Terry Coatta, Peter Phillips
  • Producer: Andrew Ayre
  • Special Thanks: Wes Gale
Source:
In-game credits
Williams Arcade's Greatest Hits MD credits.pdf
[4]

  • Print Design and Production: Debbie Austin, Steve High, Shawn Murphy, Dave Young, Jon Mongelluzzo
  • Lead Tester: Jason Shigenaka
  • Williams Entertainment Testing: Sunny Chu, Dallas Nunn, Jason Barnes, Jeff Truax, Benjamin Larkin
  • Special Thanks: Jim Flaharty, Brian Lowe, Justin Heber, Mike Rubinelli
Source:
US manual
Williams Arcade Greatest Hits MD US Manual.pdf
[5]


Magazine articles

Main article: Williams Arcade's Greatest Hits (Mega Drive)/Magazine articles.

Promotional material

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Print advert in Next Generation (US) #22: "October 1996" (1996-09-17)
also published in:
  • EGM² (US) #29: "November 1996" (1996-xx-xx)[6]
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Print advert in Electronic Gaming Monthly (US) #89: "December 1996" (1996-xx-xx)
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Print advert in Computer & Video Games (UK) #183: "February 1997" (1997-01-10)
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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)
40
[7]
Electronic Gaming Monthly (US) NTSC-U
80
[8]
GamePro (US) NTSC-U
48
[9]
Mean Machines Sega (UK) PAL
90
[3]
Sega Power (UK) PAL
64
[10]
Tricks 16 bit (RU)
60
[11]
Sega Mega Drive
64
Based on
6 reviews

Williams Arcade's Greatest Hits (Mega Drive)

Mega Drive, US
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Cover
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Williams Arcade Greatest Hits MD US Manual.pdf
Manual
Mega Drive, US (Black & White Manual)
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Cover
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Cart
Williams Arcade Greatest Hits MD US Alt Manual.jpg
Manual
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Manual Back
Mega Drive, EU
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Cover
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Manual
Mega Drive, BR
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Cover

Technical information

Main article: Williams Arcade's Greatest Hits (Mega Drive)/Technical information.

References


Williams Arcade's Greatest Hits (Mega Drive)

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Main page | Comparisons | Hidden content | Magazine articles | Reception | Region coding | Technical information


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Midway, Williams and Atari compilations for Sega systems
Sega Master System
Arcade Smash Hits (1992)
Sega Mega Drive
Arcade Classics (1996) | Williams Arcade's Greatest Hits (1996)
Sega Game Gear
Arcade Classics (1996)
Sega Saturn
Midway Presents Arcade's Greatest Hits (1996) | Midway Presents Arcade's Greatest Hits: The Atari Collection 1 (1997)
Sega Dreamcast
Midway's Greatest Arcade Hits Volume 1 (2000) | Midway's Greatest Arcade Hits Volume 2 (2000) | Atari Anniversary Edition (2001) | Midway's Greatest Arcade Hits Volume 3 (unreleased)