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Stargate (1981 video game)

Stargate is a side-scrolling shooter game released for arcades in 1981 by Williams Electronics. Created by Eugene Jarvis and Larry DeMar, it is a sequel to Defender which was released earlier in the year. It was the first of only three productions from Vid Kidz, an independent development house formed by Jarvis and DeMar. Some home ports of Stargate were renamed to Defender II for legal reasons.

Stargate
North American arcade flyer
Developer(s)Vid Kidz (arcade)
HAL Laboratory (NES)
Publisher(s)Williams Electronics (arcade)
HAL Laboratory (NES)
Designer(s)Eugene Jarvis
Larry DeMar
Platform(s)Arcade, Apple II, Atari 2600, Commodore 64, IBM PC, NES
Release
  • NA: October 21, 1981
Genre(s)Scrolling shooter
Mode(s)Up to 2 players, alternating turns

This sequel adds new ships to the alien fleet, including Firebombers, Yllabian Space Guppies, Dynamos, Phreds, Big Reds, Munchies and Space Hums. The Defender ship is now equipped with an Inviso cloaking device, which renders the ship invulnerable when activated, but has a limited charge. A Stargate transports the ship to any humanoid in trouble. There are two special stages: the Yllabian Dogfight, first appearing at wave 5 and recurring every 10 waves; and the Firebomber Showdown, first appearing at wave 10 and also recurring every 10 waves.

Gameplay edit

The player flies a small spaceship above a scrolling, mountainous landscape which wraps around, so flying constantly in one direction will eventually return to the starting point. The player's ship flies in front of the landscape and does not contact it.

The terrain is inhabited by a small number of humanoids. Enemy ships fly overhead. The goal is to destroy the enemies to prevent the humans from being captured.

The player is armed with a beam-like weapon which can be fired rapidly in a long horizontal line ahead of the spaceship, and also has a limited supply of smart bombs, which can destroy every enemy on the screen. The player also has a limited supply of "Inviso" cloaking energy, which makes the ship invisible, and able to destroy any ships it comes in contact with.

At the top of the screen is a mini-map, which displays the positions of all aliens and humans on the landscape.

Aliens edit

 
The names of most of the new alien types are inside jokes.[clarification needed][citation needed]

There are fifteen types of aliens:

  • Lander - The primary enemy on every level. Landers teleport into the level in staggered waves, and attempt to capture humanoids by descending upon them and dragging them into the air; if they make it to the top of the screen with a human, the two fuse together into a more dangerous Mutant. Landers can fire projectiles at the player.
  • Mutant - A mutated Lander. Mutants home in on the player at constant speed, firing projectiles. They move erratically, making them difficult to shoot.
  • Baiter - A flat, iridescent spacecraft that teleports in if the player is taking too long to complete a level. Homes in on the player and attempts to match their speed, while firing accurate projectiles. A difficult opponent due to its unbeatable speed and tiny horizontal cross-section, which makes it very hard to shoot.
  • Bomber - A box-shaped alien that lays stationary mines in the air.
  • Pod - A star-like alien that bursts into a number of Swarmers when shot.
  • Swarmer - A tiny teardrop-shaped alien that moves very quickly in an undulating fashion. Difficult to shoot.
  • Firebomber - A rotating variation on the Bomber, which shoots high speed Fireballs at the player.
  • Yllabian Space Guppie - An undulating attacker, which attacks in swarms and homes in on the ship.
  • Phreds and Big Reds - Square aliens which look like they are constantly opening and closing their mouths. Similar to the Firebombers, they launch tiny versions of themselves called Munchies.
  • Dynamos - Diamond-shaped ships composed of clusters of Space Hums, which periodically break off to attack the ship independently.

Once all aliens (except Fireballs, Space Hums, Baiters, Phreds, Big Reds, and Munchies) are destroyed, the player progresses to the next level.

Humanoids edit

The game starts with ten Humanoids inhabiting the planet. Landers will attempt to capture and fuse with them during play.

To rescue a Humanoid from capture, the player must kill the Lander holding it while it is in the air, causing the Humanoid to drop. At low height Humanoids can survive the drop on their own, but if the Lander is killed at too high an altitude, the player must catch the Humanoid with their ship and return him to the ground, otherwise he will not survive the drop. A player's ship can carry as many Humanoids as are alive on that level.

The Humanoids can be killed by the player's weapon just as easily as the aliens can, so careful aim is required when firing near them.

If all Humanoids are killed, the entire planet explodes, leaving the player in empty space. This also has the unfortunate effect of turning every Lander into a Mutant, making the player's job very difficult.

Every time the player completes 5 waves of enemies (i.e. at wave 6, 11, 16 and so forth), the planet (and all its 10 Humanoids) is restored.

Scoring edit

As well as the points gained by killing aliens, scores are also awarded as follows:

  • Humanoid falling back to the ground without dying: 250 points
  • Catching a falling humanoid: 500, 1000, 1,500, and 2,000 points, depending on number of humanoids carried at the time.
  • Returning a humanoid to the ground: 500 points
  • Humanoid surviving the level: 100 points per humanoid for 1st wave, 200 per humanoid on 2nd wave, up to a maximum of 500 points from 5th wave onwards
  • End-of-wave humanoid bonus: If all enemies are destroyed and a humanoid is falling to the ground, the player receives a 2,000 point bonus if the ship is positioned at ground level directly under the humanoid, so as to simultaneously catch the humanoid and place it back on the ground. If the player simply catches the humanoid in mid-air while above the ground, the wave ends with the player only receiving the 500 points for catching the humanoid.
  • If the player accumulates 999 ships and gets awarded another ship, the counter wraps around, eliminating all ships but the one being awarded, and the one currently being played with.

By default, the player receives an extra life, smart bomb, and Inviso energy every 10,000 points. This amount can be overridden when the machine is in maintenance mode. As in Defender, at 9,990,000, those bonuses are given for every enemy destroyed.

Controls edit

The control system of Stargate expands on that of Defender. The game has a joystick to move up and down, a Reverse button to toggle the player's horizontal direction, and a Thrust button to move in that direction. There is also a Fire button for shooting, a button to activate a Smart Bomb, a button to turn on the Inviso cloaking device, and a Hyperspace button which teleports the player to a random position in the level, at the risk of either exploding upon rematerialization, or materializing onto an enemy or enemy projectile, and then exploding.

The Stargate edit

A central feature of the gamefield is the Stargate itself, represented by a series of concentric rectangles. The operation of the Stargate depends on the current game conditions.

If a Lander is in the process of abducting a Humanoid, flying into the Stargate will teleport the ship to where the Humanoid is under attack. If more than one Humanoid is being captured, the ship will be taken to the Lander that is closest to the top of the screen. If a Humanoid is being captured while a Humanoid is falling to the ground, the ship will be taken to the Humanoid that is falling to the ground. Otherwise, entering the Stargate will teleport the ship to the opposite side of the planet.

If the ship is carrying at least four humanoids, entering the Stargate will "warp" the game ahead three levels. This allows more advanced players to skip the easier lower levels and also get a great number of points, extra lives, smart bombs, and inviso energy. Warping is only allowed in the first 10 levels, and can be avoided (if desired) by flying into the Stargate in reverse, allowing a player to continue on the current level.

Ports edit

Ports of Stargate were being developed for the Atari 5200 console[1] and the Atari 8-bit family of computers[2] by Atari, Inc. programmer Steve Baker in 1984, but were not released. The game was also ported to the Commodore 64, Apple II, and IBM PC.

The Family Computer port developed by HAL (renamed Star Gate, and later named Defender II for U.S. release) has some elements in common with their Millipede (renamed Milli-Pede, later named back to Millipede for U.S. release) and Joust ports, as well as Mike Tyson's Punch-Out!!, all of which were released around the same time. In particular, the title jingles for Milli-Pede, Star Gate, and Joust are almost identical, the music played when Star Gate begins is a longer version of the opponent entrance music from Punch-Out!!, and the music played during Star Gate's intermission screen between waves is the same as the screen after a loss in Punch-Out!!.

Name change edit

The Defender II name was used in some home releases, due to legal issues (according to the bonus material for Midway Arcade Treasures, Williams wanted to "make sure they could own the trademark" on the Defender name). The name Defender II has been used on many home ports and game compilation appearances, but not in arcades. The Atari 2600 port was originally sold as Stargate, but was renamed to Defender II for a later re-release.[3]

Reception edit

Computer and Video Games scored the Atari VCS version 89% in 1989.[4] In 1996, GamesMaster ranked the arcade version 82nd on their "Top 100 Games of All Time."[5]

Legacy edit

In July 2000, Midway licensed Defender II, along with other Williams Electronics games, to Shockwave for use in an online applet entitled Shockwave Arcade Collection, to demonstrate the power of the Shockwave web content platform. The conversion was created by Digital Eclipse. This port is no longer available.

As with Defender II, the game is included in the 2012 compilation Midway Arcade Origins.[6]

In popular culture edit

A Stargate machine is featured in the 3rd-season episode "Arcade" of the TV comedy series NewsRadio, in which it was referred to as "Stargate Defender". Eugene Jarvis, the game's creator, had a cameo role on the episode as "Delivery Guy #3".[7]

Stargate and its predecessor Defender are featured as plot points in the podcast Rabbits.

Stargate also appeared in the 1983 movie Strange Invaders.

See also edit

References edit

  1. ^ Reichert, Matt. "Stargate (Atari 5200)". AtariProtos.com. Retrieved September 19, 2014.
  2. ^ Reichert, Matt. "Stargate (Atari 8-bit)". AtariProtos.com. Retrieved September 19, 2014.
  3. ^ "AtariAge - Atari 2600 - Defender II (Atari)". www.atariage.com.
  4. ^ "Complete Games Guide" (PDF). Computer and Video Games (Complete Guide to Consoles): 46–77. 16 October 1989.
  5. ^ "Top 100 Games of All Time" (PDF). GamesMaster (44): 75. July 1996.
  6. ^ Claiborn, Samuel (13 November 2012). "Midway Arcade Origins Review".
  7. ^ NewsRadio 3rd season DVD commentary for the episode "Arcade", and the ending credits of the episode itself (also on the DVD).

External links edit

stargate, 1981, video, game, this, article, about, 1980s, stargate, video, game, game, based, film, stargate, 1995, video, game, other, uses, stargate, disambiguation, this, article, needs, additional, citations, verification, please, help, improve, this, arti. This article is about the 1980s Stargate video game For the game based on the film see Stargate 1995 video game For other uses see Stargate disambiguation This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Stargate 1981 video game news newspapers books scholar JSTOR July 2008 Learn how and when to remove this template message Stargate is a side scrolling shooter game released for arcades in 1981 by Williams Electronics Created by Eugene Jarvis and Larry DeMar it is a sequel to Defender which was released earlier in the year It was the first of only three productions from Vid Kidz an independent development house formed by Jarvis and DeMar Some home ports of Stargate were renamed to Defender II for legal reasons StargateNorth American arcade flyerDeveloper s Vid Kidz arcade HAL Laboratory NES Publisher s Williams Electronics arcade HAL Laboratory NES Designer s Eugene JarvisLarry DeMarPlatform s Arcade Apple II Atari 2600 Commodore 64 IBM PC NESReleaseNA October 21 1981Genre s Scrolling shooterMode s Up to 2 players alternating turnsThis sequel adds new ships to the alien fleet including Firebombers Yllabian Space Guppies Dynamos Phreds Big Reds Munchies and Space Hums The Defender ship is now equipped with an Inviso cloaking device which renders the ship invulnerable when activated but has a limited charge A Stargate transports the ship to any humanoid in trouble There are two special stages the Yllabian Dogfight first appearing at wave 5 and recurring every 10 waves and the Firebomber Showdown first appearing at wave 10 and also recurring every 10 waves Contents 1 Gameplay 1 1 Aliens 1 2 Humanoids 1 3 Scoring 1 4 Controls 1 5 The Stargate 2 Ports 2 1 Name change 3 Reception 4 Legacy 4 1 In popular culture 5 See also 6 References 7 External linksGameplay editThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed November 2019 Learn how and when to remove this template message The player flies a small spaceship above a scrolling mountainous landscape which wraps around so flying constantly in one direction will eventually return to the starting point The player s ship flies in front of the landscape and does not contact it The terrain is inhabited by a small number of humanoids Enemy ships fly overhead The goal is to destroy the enemies to prevent the humans from being captured The player is armed with a beam like weapon which can be fired rapidly in a long horizontal line ahead of the spaceship and also has a limited supply of smart bombs which can destroy every enemy on the screen The player also has a limited supply of Inviso cloaking energy which makes the ship invisible and able to destroy any ships it comes in contact with At the top of the screen is a mini map which displays the positions of all aliens and humans on the landscape Aliens edit nbsp The names of most of the new alien types are inside jokes clarification needed citation needed There are fifteen types of aliens Lander The primary enemy on every level Landers teleport into the level in staggered waves and attempt to capture humanoids by descending upon them and dragging them into the air if they make it to the top of the screen with a human the two fuse together into a more dangerous Mutant Landers can fire projectiles at the player Mutant A mutated Lander Mutants home in on the player at constant speed firing projectiles They move erratically making them difficult to shoot Baiter A flat iridescent spacecraft that teleports in if the player is taking too long to complete a level Homes in on the player and attempts to match their speed while firing accurate projectiles A difficult opponent due to its unbeatable speed and tiny horizontal cross section which makes it very hard to shoot Bomber A box shaped alien that lays stationary mines in the air Pod A star like alien that bursts into a number of Swarmers when shot Swarmer A tiny teardrop shaped alien that moves very quickly in an undulating fashion Difficult to shoot Firebomber A rotating variation on the Bomber which shoots high speed Fireballs at the player Yllabian Space Guppie An undulating attacker which attacks in swarms and homes in on the ship Phreds and Big Reds Square aliens which look like they are constantly opening and closing their mouths Similar to the Firebombers they launch tiny versions of themselves called Munchies Dynamos Diamond shaped ships composed of clusters of Space Hums which periodically break off to attack the ship independently Once all aliens except Fireballs Space Hums Baiters Phreds Big Reds and Munchies are destroyed the player progresses to the next level Humanoids edit The game starts with ten Humanoids inhabiting the planet Landers will attempt to capture and fuse with them during play To rescue a Humanoid from capture the player must kill the Lander holding it while it is in the air causing the Humanoid to drop At low height Humanoids can survive the drop on their own but if the Lander is killed at too high an altitude the player must catch the Humanoid with their ship and return him to the ground otherwise he will not survive the drop A player s ship can carry as many Humanoids as are alive on that level The Humanoids can be killed by the player s weapon just as easily as the aliens can so careful aim is required when firing near them If all Humanoids are killed the entire planet explodes leaving the player in empty space This also has the unfortunate effect of turning every Lander into a Mutant making the player s job very difficult Every time the player completes 5 waves of enemies i e at wave 6 11 16 and so forth the planet and all its 10 Humanoids is restored Scoring edit As well as the points gained by killing aliens scores are also awarded as follows Humanoid falling back to the ground without dying 250 points Catching a falling humanoid 500 1000 1 500 and 2 000 points depending on number of humanoids carried at the time Returning a humanoid to the ground 500 points Humanoid surviving the level 100 points per humanoid for 1st wave 200 per humanoid on 2nd wave up to a maximum of 500 points from 5th wave onwards End of wave humanoid bonus If all enemies are destroyed and a humanoid is falling to the ground the player receives a 2 000 point bonus if the ship is positioned at ground level directly under the humanoid so as to simultaneously catch the humanoid and place it back on the ground If the player simply catches the humanoid in mid air while above the ground the wave ends with the player only receiving the 500 points for catching the humanoid If the player accumulates 999 ships and gets awarded another ship the counter wraps around eliminating all ships but the one being awarded and the one currently being played with By default the player receives an extra life smart bomb and Inviso energy every 10 000 points This amount can be overridden when the machine is in maintenance mode As in Defender at 9 990 000 those bonuses are given for every enemy destroyed Controls edit The control system of Stargate expands on that of Defender The game has a joystick to move up and down a Reverse button to toggle the player s horizontal direction and a Thrust button to move in that direction There is also a Fire button for shooting a button to activate a Smart Bomb a button to turn on the Inviso cloaking device and a Hyperspace button which teleports the player to a random position in the level at the risk of either exploding upon rematerialization or materializing onto an enemy or enemy projectile and then exploding The Stargate edit A central feature of the gamefield is the Stargate itself represented by a series of concentric rectangles The operation of the Stargate depends on the current game conditions If a Lander is in the process of abducting a Humanoid flying into the Stargate will teleport the ship to where the Humanoid is under attack If more than one Humanoid is being captured the ship will be taken to the Lander that is closest to the top of the screen If a Humanoid is being captured while a Humanoid is falling to the ground the ship will be taken to the Humanoid that is falling to the ground Otherwise entering the Stargate will teleport the ship to the opposite side of the planet If the ship is carrying at least four humanoids entering the Stargate will warp the game ahead three levels This allows more advanced players to skip the easier lower levels and also get a great number of points extra lives smart bombs and inviso energy Warping is only allowed in the first 10 levels and can be avoided if desired by flying into the Stargate in reverse allowing a player to continue on the current level Ports editPorts of Stargate were being developed for the Atari 5200 console 1 and the Atari 8 bit family of computers 2 by Atari Inc programmer Steve Baker in 1984 but were not released The game was also ported to the Commodore 64 Apple II and IBM PC The Family Computer port developed by HAL renamed Star Gate and later named Defender II for U S release has some elements in common with their Millipede renamed Milli Pede later named back to Millipede for U S release and Joust ports as well as Mike Tyson s Punch Out all of which were released around the same time In particular the title jingles for Milli Pede Star Gate and Joust are almost identical the music played when Star Gate begins is a longer version of the opponent entrance music from Punch Out and the music played during Star Gate s intermission screen between waves is the same as the screen after a loss in Punch Out Name change edit The Defender II name was used in some home releases due to legal issues according to the bonus material for Midway Arcade Treasures Williams wanted to make sure they could own the trademark on the Defender name The name Defender II has been used on many home ports and game compilation appearances but not in arcades The Atari 2600 port was originally sold as Stargate but was renamed to Defender II for a later re release 3 Reception editComputer and Video Games scored the Atari VCS version 89 in 1989 4 In 1996 GamesMaster ranked the arcade version 82nd on their Top 100 Games of All Time 5 Legacy editThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed December 2017 Learn how and when to remove this template message In July 2000 Midway licensed Defender II along with other Williams Electronics games to Shockwave for use in an online applet entitled Shockwave Arcade Collection to demonstrate the power of the Shockwave web content platform The conversion was created by Digital Eclipse This port is no longer available As with Defender II the game is included in the 2012 compilation Midway Arcade Origins 6 In popular culture edit A Stargate machine is featured in the 3rd season episode Arcade of the TV comedy series NewsRadio in which it was referred to as Stargate Defender Eugene Jarvis the game s creator had a cameo role on the episode as Delivery Guy 3 7 Stargate and its predecessor Defender are featured as plot points in the podcast Rabbits Stargate also appeared in the 1983 movie Strange Invaders See also edit nbsp Video games portalWilliams Arcade s Greatest HitsReferences edit Reichert Matt Stargate Atari 5200 AtariProtos com Retrieved September 19 2014 Reichert Matt Stargate Atari 8 bit AtariProtos com Retrieved September 19 2014 AtariAge Atari 2600 Defender II Atari www atariage com Complete Games Guide PDF Computer and Video Games Complete Guide to Consoles 46 77 16 October 1989 Top 100 Games of All Time PDF GamesMaster 44 75 July 1996 Claiborn Samuel 13 November 2012 Midway Arcade Origins Review NewsRadio 3rd season DVD commentary for the episode Arcade and the ending credits of the episode itself also on the DVD External links editStargate at the Killer List of Videogames Stargate on Coinop org Defence Condition open source GDI based Stargate clone for Win32 Twin Galaxies High Score Rankings for Stargate Retrieved from https en wikipedia org w index php title Stargate 1981 video game amp oldid 1184203098, wikipedia, wiki, book, books, library,

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