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Category: Golden Classic
Stargate
Stargate is a horizontally scrolling shooter released as an arcade video game 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.
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
The player flies a small spaceship above a scrolling, mountainous landscape that 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 come into contact with 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 that 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 that displays the positions of all aliens and humans on the landscape.
Aliens
The names of most of the new alien types are inside jokes. 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 a 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 that attacks in swarms and homes in on the ship.
- Phreds and Big Reds – square aliens that 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
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
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, 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
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
A central feature of the game field 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
Ports of Stargate were being developed for the Atari 5200 console and the Atari 8-bit computers 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
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
Computer and Video Games scored the Atari VCS version 89% in 1989. In 1996, GamesMaster ranked the arcade version 82nd on their “Top 100 Games of All Time” list.
Legacy
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.
In popular culture
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”.
Stargate and its predecessor Defender are featured as plot points in the podcast Rabbits.
Stargate also appeared in the 1983 film Strange Invaders.
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Williams Stargate arcade: 100 million!Here is a video of the last 200K of my game of Stargate that shows the bonus ship bug for the very first time on this game. 100 hours of (paused) play! This bug only happens between 99.9 million and 100 million. This was proven also by the great Ken House on Robotron. Notice how when the score rolls over (8 mins, 52 seconds) it doesn’t show the score properly until you lose a life or clear the wave. It mustn’t wipe out the left-hand digits of the score until then.
Arcade Stargate – 3 million pts
Williams Defender arcade. Clock 1 million, clock waves, pick up all 10 + a humanoid trick.
Williams Defender at 99/99 (max difficulty) and 5K per shipAsteroids
Asteroids is a multidirectional shooter video game developed and published by Atari for arcades. It was designed by Lyle Rains and Ed Logg. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers while not colliding with them or being hit by the saucers’ counter-fire. The game becomes harder as the number of asteroids increases.
Asteroids were conceived during a meeting between Logg and Rains, who decided to use hardware developed by Wendi Allen (then known as Howard Delman) previously used for Lunar Lander. Asteroids was based on an unfinished game titled Cosmos; its physics model, control scheme, and gameplay elements were derived from Spacewar!, Computer Space, and Space Invaders and refined through trial and error. The game is rendered on a vector display in a two-dimensional view that wraps around both screen axes.
Asteroids was one of the first major hits of the golden age of arcade games; the game sold 47,840 upright cabinets and 8,725 cocktail cabinets and proved both popular with players and influential with developers. In the 1980s, it was ported to Atari’s home systems, and the Atari VCS version sold over three million copies. The game was widely imitated, and it directly influenced Defender, Gravitar, and many other video games.
The objective of Asteroids is to destroy asteroids and saucers. The player controls a triangular ship that can rotate left and right, fire shots straight forward, and thrust forward. Once the ship begins moving in a direction, it will continue in that direction for a time without player intervention unless the player applies thrust in a different direction. The ship eventually comes to a stop when not thrusting. The player can also send the ship into hyperspace, causing it to disappear and reappear in a random location on the screen, at the risk of self-destructing or appearing on top of an asteroid.
Each level starts with multiple large asteroids drifting across the screen. Objects wrap around screen edges; an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction. As the player shoots asteroids, they break into smaller asteroids that move faster and are more difficult to hit. Smaller asteroids are also worth more points. Two flying saucers appear periodically on the screen; the “big saucer” shoots randomly and poorly, while the “small saucer” fires frequently at the ship. After reaching a score of 40,000, only the small saucer appears. As the player’s score increases, the angle range of the shots from the small saucer diminishes until the saucer fires extremely accurately. Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears, thus starting the next level. The game gets harder as the number of asteroids increases until the score reaches a range between 40,000 and 60,000. The player starts with 3–5 lives upon game start and gains an extra life per 10,000 points. Play continues to the last ship is lost, which ends the game. The machine “turns over” at 99,990 points, which is the maximum high score that can be achieved.
Lurking exploit
In the original game design, saucers were supposed to begin shooting as soon as they appeared, but this was changed. Additionally, saucers can only aim at the player’s ship on-screen; they are not capable of aiming across a screen boundary. These behaviors allow a “lurking” strategy, in which the player stays near the edge of the screen opposite the saucer. By keeping just one or two rocks in play, a player can shoot across the boundary and destroy saucers to accumulate points indefinitely with little risk of being destroyed. Arcade operators began to complain about losing revenue due to this exploit. In response, Atari issued a patched EPROM and, due to the impact of this exploit, Atari (and other companies) changed their development and testing policies to try to prevent future games from having such exploits.
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Playing the classic Asteroids game is both fun and challenging! Here’s a step-by-step guide on how to play:
Objective
The main goal of Asteroids is to survive as long as possible while destroying as many asteroids and flying saucers as you can to earn points.
Controls
- Thrust: Use the thrust button (often the up arrow key) to propel your spaceship forward.
- Rotate: Use the left and right arrow keys to rotate your spaceship.
- Fire: Press the fire button (usually the spacebar) to shoot at asteroids and enemies.
- Hyperspace: Some versions of the game have a hyperspace button (often the down arrow key) that makes your spaceship disappear and reappear at a random location on the screen.
Gameplay Tips
- Move Cautiously: Only use thrusts when necessary. It’s easy to lose control and crash into asteroids.
- Aim carefully: Focus on hitting the larger asteroids first. When destroyed, they break into smaller, faster-moving pieces.
- Stay Alert: Watch out for flying saucers that appear periodically and shoot back at you.
- Use Hyperspace Sparingly: If available, use hyperspace as a last resort to avoid collision. It’s unpredictable and might place you in a worse position.
- Stay Near the Center: Avoid the edges of the screen, as new asteroids can appear unexpectedly.
Scoring
- Large Asteroids: 20 points each
- Medium Asteroids: 50 points each
- Small Asteroids: 100 points each
- Small Saucer: 1,000 points each
- Large Saucer: 200 points each
Defender
Defender is a 1981 horizontally scrolling shooter video game developed by Williams Electronics for arcades. The game is set on either an unnamed planet or city (depending on platform) where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’s first video game project and drew inspiration from Space Invaders and Asteroids. Defender was demonstrated in late 1980 and was released in March 1981. It was distributed in Japan by Taito.
Defender was one of the most important titles of the golden age of arcade video games, selling over 55,000 units to become the company’s best-selling game and one of the highest-grossing arcade games ever. Praise among critics focused on the game’s audio-visuals and gameplay. It is frequently listed as one of Jarvis’s best contributions to the video game industry and one of the most difficult video games. Though not the first game to scroll horizontally, it created the genre of horizontal scrolling shoot ’em ups. It inspired the development of other games and was followed by sequels and many imitations.
Ports were developed for contemporary game systems, most of them by either Atari, Inc. or its software label for non-Atari platforms, Atarisoft. The 1982 Atari 2600 version was one of the best-selling games for the system and sold over 3 million cartridges.
Defender is a side-view, horizontally scrolling shooter set on the surface of an unnamed planet. The player controls a spaceship flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The player starts with three “smart bombs”, which destroy all visible enemies. As a last resort, the “hyperspace” button works as in Asteroids: the player’s ship reappears in a random—possibly unsafe—location. Players are allotted three ships at the start of the game; another ship and smart bomb are awarded every 10,000 points (adjustable per machine). Two players can alternate turns.
The object is to destroy all alien invaders, while protecting astronauts on the landscape from abduction. Landers pick up humans and attempt to carry them to the top of the screen at which point they turn into fast-moving mutants. A captured human can be freed by shooting the lander, then catching the human before it falls to its death, and dropping it off on the ground.
Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. A ship is lost if it is hit by an enemy or its projectiles, or if a hyperspace jump goes wrong (as they randomly do). After exhausting all ships, the game ends.
Defender is a classic arcade game released by Williams Electronics in 1981. Here’s a guide on how to play it:
Objective
Your goal in Defender is to protect humanoids on the ground from being abducted by alien invaders while destroying as many enemies as possible to earn points.
Controls
- Thrust: Propel your ship forward.
- Reverse: Change the direction of your ship.
- Fire: Shoot lasers at enemies.
- Smart Bomb: Destroy all enemies on the screen (limited supply).
- Hyperspace: Teleport your ship to a random location on the screen.
Gameplay Tips
- Protect Humanoids: Watch for enemy ships trying to abduct the humanoids. If a humanoid is abducted, shoot the enemy ship to save them.
- Use the Radar: Keep an eye on the radar at the top of the screen to track enemies and humanoids.
- Smart Bombs: Use smart bombs strategically to clear the screen of enemies, especially in tough situations.
- Hyperspace: Use hyperspace as a last resort to escape danger, but beware—it can place you in a more dangerous position.
- Wave Progression: Survive each wave of enemies to progress to the next, with increasing difficulty.
Scoring
- Destroying Enemies: Earn points by destroying various types of enemies, each worth different amounts of points.
- Saving Humanoids: Gain bonus points for saving humanoids from being abducted.
- Completing Waves: Receive a bonus for completing each wave successfully.
By mastering these controls and strategies, you’ll improve your skills and achieve higher scores in Defender. Have fun playing this classic arcade game!
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Centipede
Centipede is a 1981 fixed shooter video game developed and published by Atari for arcades. Designed by Dona Bailey and Ed Logg, it was one of the most commercially successful games from the golden age of arcade video games and one of the first with a significant female player base. The primary objective is to shoot all the segments of a centipede that winds down the playing field. An arcade sequel, Millipede, followed in 1982.
Centipede was ported to Atari’s own Atari 2600, Atari 5200, Atari 7800, and Atari 8-bit computers. Under the Atarisoft label, the game was sold for the Apple II, Commodore 64, ColecoVision, VIC-20, IBM PC (as a self-booting disk), Intellivision, and TI-99/4A. Superior Software published the port for the BBC Micro. Versions for the Game Boy and Game Boy Color were also produced, as well as a version for the short-lived Game.com developed by Handheld Games and published by Tiger Electronics.
The player controls the small insect-like creature called the Bug Blaster. It is moved around the bottom area of the screen with a trackball and fires small darts at a segmented centipede advancing from the top of the screen through a field of mushrooms. Each segment of the centipede becomes a mushroom when shot; shooting one of the middle segments splits the centipede into two pieces at that point. Each piece then continues independently on its way down the screen, with the rear piece sprouting its own head. If the centipede head is destroyed, the segment behind it becomes the next head. Shooting the head is worth 100 points while the other segments are 10. The centipede starts at the top of the screen, traveling either left or right. When it touches a mushroom or reaches the edge of the screen, it descends one level and reverses direction. The player can destroy mushrooms (a point each) by shooting them, but each takes four shots to destroy. At higher levels, the screen can become increasingly crowded with mushrooms due to player/enemy actions, causing the centipede to descend more rapidly.
Arcade machine Once the centipede reaches the bottom of the screen, it stays within the player area and one-segment “head” centipedes will periodically appear from the side. This continues until the player has eliminated both the original centipede and all heads. When all the centipede’s segments are destroyed, another one enters from the top of the screen. The initial centipede is 10 or 12 segments long, including the head; each successive centipede is one segment shorter and accompanied by one detached, faster-moving head. This pattern continues until all segments are separate heads, after which it repeats with a single full-length centipede.
The player also encounters other creatures besides the centipedes. Fleas drop vertically and disappear upon touching the bottom of the screen, occasionally leaving a trail of mushrooms in their path when only a few mushrooms are in the player movement area; they are worth 200 points each and take two shots to destroy. Spiders move across the player area in a zig-zag pattern and eat some of the mushrooms; they are worth 300, 600, or 900 points depending on the range they are shot from. Scorpions move horizontally across the screen, turning every mushroom they touch into poison mushrooms. Scorpions are also worth the most points of all enemies with 1,000 points each. A centipede touching a poison mushroom will attack straight down toward the bottom, then return to normal behavior upon reaching it. This “poisoned” centipede can be both beneficial and detrimental to the player; the player can destroy them rapidly as it descends down, while at the same time, they can be very challenging to avoid, especially if already split into multiple segments.
The Bug Blaster is destroyed when hit by any enemy, after which any poisonous or partially damaged mushrooms revert to normal. 5 points are awarded for each regenerated mushroom. An extra life is awarded every 12,000 points.
Centipede is a classic arcade game released by Atari in 1980. Here’s a guide on how to play it:
Objective
The main goal of Centipede is to destroy the centipede as it moves down the screen towards you, while avoiding or destroying other enemies like spiders, fleas, and scorpions.
Controls
- Move: Use the joystick or arrow keys to move your character (usually a small shooter) left, right, up, and down within the lower portion of the screen.
- Fire: Press the fire button (or a corresponding key) to shoot at enemies.
Gameplay Tips
- Destroy the Centipede: Aim to shoot segments of the centipede as it moves down the screen. When you hit a segment, it turns into a mushroom, and the centipede splits into two smaller centipedes.
- Avoid Other Enemies: Spiders, fleas, and scorpions will appear and pose a threat. Spiders can move diagonally and quickly, fleas drop straight down and leave mushrooms in their path, and scorpions poison mushrooms, which cause the centipede to move directly downward when it touches them.
- Control the Mushrooms: Mushrooms block your shots and cause the centipede to change direction when it hits them. Clearing mushrooms can make it easier to aim at the centipede, but be strategic about which mushrooms you remove.
- Survive: Stay agile and avoid getting hit by enemies. Use quick movements to dodge incoming threats and find safe positions to shoot from.
Scoring
- Centipede Segments: 10 points each
- Spider: 300, 600, or 900 points depending on how close it is to your shooter
- Flea: 200 points each
- Scorpion: 1,000 points each
- Mushroom: 1 point each
Strategy
- Prioritize Threats: Focus on destroying the centipede segments while also keeping an eye out for other enemies. Don’t let spiders or fleas catch you off guard.
- Mushroom Management: Clear mushrooms strategically to maintain a clear line of sight and control the centipede’s movement.
- Stay Mobile: Keep moving to avoid enemy attacks and find better shooting angles.
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