game
icon
title Stargate
set name stargate
manufacturer Williams
year 1981
genre Shooter / Flying (hof)
category Shooter / Flying (hof)
driver status good
driver source williams.c
snapshots PS: in game | title / MW: in game / CT: in game | title | artwork / Mr. Do: artwork / Dany69: artwork / artwork: cabinet | marquee | PCB
zoom
rating

72.9% after 113 votes
 
display
colour emulation good
palette 0
display type raster
orientation horizontal
resolution 292x240
frequency 60.096154Hz
sound
sound emulation good
channels mono
controls
players 1
nplayers 2P alt
controls vjoy2way
buttons 6
coin slots 3
hardware
cpu M6809 @ 1MHz
cpu M6808 @ 3.579MHz
audio DAC
data
version added .023
last change(s) .092
roms
name size crc set flags sha1
10  4096  60b07ff7  stargate    ba833f48ddfc1bd04ddb41b1d1c840d66ee7da30 
11  4096  7d2c5daf  stargate    6ca39f493eb8b370154ad46ef01976d352c929e1 
12  4096  a0396670  stargate    c46872550e0ca031453c6513f8f0448ecc9b5572 
01  4096  88824d18  stargate    f003a5a9319c4eb8991fa2aae3f10c72d6b8e81a 
02  4096  afc614c5  stargate    087c6da93318e8dc922d3d22e0a2af7b9759701c 
03  4096  15077a9d  stargate    7badb4318b208f49d7fa65e915d0aa22a1e37915 
04  4096  a8b4bf0f  stargate    6b4d47c2899fe9f14f9dab5928499f12078c437d 
05  4096  2d306074  stargate    54f871983699113e31bb756d4ca885c26c2d66b4 
06  4096  53598dde  stargate    54b02d944caf95283c9b6f0160e75ea8c4ccc97b 
07  4096  23606060  stargate    a487ffcd4920d1056b87469735f7e1002f6a2e49 
08  4096  4ec490c7  stargate    8726ebaf048db9608dfe365bf434ed5ca9452db7 
09  4096  88187b64  stargate    efacc4a6d4b2af9a236c9d520de6d605c79cc5a8 
sg.snd  2048  2fcf6c4d  stargate    9c4334ac3ff15d94001b22fc367af40f9deb7d57 
decoder.4  512  e6631c23  stargate    9988723269367fb44ef83f627186a1c88cf7877e 
decoder.5  512  f921c5fe  stargate    9cebb8bb935315101d248140d1b4503993ebdf8a 
cabinet art
cabinet stargate.png
marquee stargate.png
control panel stargate.png
flyer stargate.png
PCB stargate.png
additional information
info 0.23 [Steven Hugg]

Artwork available

SETUP and TEST MODE:
  • When you see "FACTORY SETTINGS RESTORED", press F2 to proceed.
  • Press F2 for Test-Mode
  • Press F1 + F2 for Bookkeeping/Setup
WIP:
  • 0.95u3: Changed cpu1 roms addresses from $0-8000 to $10000-18000.
  • 0.92: Highwayman added proms ($0, 200 - video inversion for cocktail table).
  • 0.30: Maurizio Zanello added alternate controls in Defender and Stargate, to control the ship using the standard 8-way directional controls instead of up/down/reverse/thrust. Available only when the -cheat option is specified.
  • 0.25: Valerio Verrando fixed the Williams driver to support joystick in Blaster, Defender, Joust, Robotron, Splat and Stargate.
  • 0.24: Marc LaFontaine provided drivers for Robotron, Splat, Defender, Joust, Stargate, Bubbles, Blaster and Sinistar. Bubbles doesn't start, and Sinistar do weird things at startup. The other games work very well, though. For this version I provide a set of fonts that can be used to avoid jerkiness in williams games.
  • 0.23: Added Stargate (Williams 1981). The joystick controls are strange, but Stargate had lots of buttons. Steven Hugg provided a Williams games driver. Stargate, Robotron and Joust are currently supported and playable. However Robotron and Joust have some glitches yet.
Other Emulators:
  • HiVE
  • Retrocade
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Romset: 51 kb / 15 files / 35.4 zip
history Stargate (c) 1981 Williams.


Stargate will transport you to a whole new dimension in video games! Not only will the skills you learned with Defender be challenged and refined, but new strategies must come into play if you are to be victorious in rescuing the humanoids from the clutches of the aliens and in entering the Stargate! Your ability to react quickly and with on-target precision will be tested against the evil Yllabian Space Guppies, Dynamos, Space Hums, Firebombers and their Fireballs, Phreds, Big Reds and Munchies! If you succeed in maneuvering your ship into the Stargate, you'll be instantly translocated to that part of the planet where the humanoids are being abducted! To open up spectacular scoring possibilities, rescue 4 humanoids, re-enter Stargate and you'll Warp 3 Waves ahead in space and time, setting off dazzling special effects and racking up high points!


If you must destroy everything in your path or risk self-destruction, activate the Inviso anti-matter cloaking device and become invisible and invulnerable! Inviso time plus a new ship and a Smart Bomb are earned with every 10,000 points you score!


If all 10 humanoids in a Wave are abducted, the universe will explode into smithereens, leaving deadly mutants on the attack! Survive till Wave 5 and the universe will be restored, the humanoids safe ... but you'll be the target of an Yllabian Dog Fight! There'll be no landers to abduct the humanoids, but all the other aliens will have stronger and larger forces concentrated against you! It will be an out space battle reaching the outer limits of aggression and will call up your last ounce of determination and courage!


- TECHNICAL -


Main CPU : M6809 (@ 1 Mhz)

Sound CPU : M6808 (@ 894.75 Khz)

Sound Chips : DAC


Screen orientation : Horizontal

Video resolution : 292 x 240 pixels

Screen refresh : 60.00 Hz

Palette colors : 16


Players : 1

Control : 2-way joystick (vertical)

Buttons : 6

=> Thrust, Fire, Reverse, Smart bomb, Inviso, Hyperspace


- TRIVIA -


Released in November 1981.


Stargate was the first game designed by Vid Kidz, the design firm founded by Jarvis and DeMar when they decided to go independent. Williams became desperate for a game after the designers left, so they took Vid Kidz under contract. Stargate took four months to complete. All Vid Kidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days. The name was changed to 'Defender II' right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title.


The name of the enemy Yllabian is created by reversing the spelling of Bally, one of Williams' competitors. Bally reversed becomes Yllab.


Shooting a Pod will release between 4 and 7 Swarmers.


Approximately 26,000 uprights and about 1,000 cocktail tables were made.


Stargate plays very similarly to "Defender", although several enhancements have been made to the already superb and demanding game play. Changes from "Defender" :

* The addition of 8 more enemies.

* The addition of the Stargate. Going through the Stargate allows the player to either :

1) Go to the opposite side of the planet if no Humanoids are being threatened.

2) Arrive at the exact spot where a Lander is abducting a Humanoid.

3) In addition, before Wave 10, if you fly forwards (not backwards) through the Stargate while carrying four or more Humanoids, you will warp forward three waves. You will get a bonus of Humanoids left X 2,000 points for this achievement (Up to 20,000 points).

* The Inviso button allows you to cloak your ship in an anti-matter field. While cloaked, your ship is indestructible and you can destroy enemies by flying through them. You can still pick up falling Humanoids while cloaked.

* There are now bonus waves in the game. After completing these bonus waves, you start again with ten Humanoids on the planet's surface. The bonus waves are:

1) On Wave 5 and every 10th wave thereafter : The Yllabian Dogfight.

2) On Wave 10 and every 10th wave thereafter : The Firebomber Showdown.

* When the last Humanoid left on the planet's surface is abducted, the planet surface starts flashing, and the message under the scanner reads : 'PLANET SURFACE UNSTABLE!'. This is the warning that planetary explosion will occur soon unless at least one Humanoid is saved.

* There is now a 'Pod Intersection' timer which appears in the scanner at the beginning of any wave which has at least 3 Pods. It counts down to the moment when all the Pods come together.


- SCORING -


Lander : 150 points

Mutant : 150 points

Bomber : 250 points

Pod : 1000 points

Baiter : 200 points

Swarmer : 150 points

Firebomber : 250 points

Fireball : 100 points

Dynamo : 200 points

Space Hum : 100 points

Yllabian Space Guppy : 200 points

Phred : 200 points

Big Red : 200 points

Munchies : 50 points

Getting hit by an enemy bullet : 25 points


Destroying a Pod with a Smart Bomb will award either 1,450 or 1,600 points.


Rescuing abducted Humanoids gives increasing bonuses if they are rescued consecutively without being immediately returned to the ground.

500 points for saving the 1st Humanoid from a Lander, 1,000 points for saving the 2nd, 1,500 points for the 3rd, and 2,000 points for the 4th and higher.

500 points for each Humanoid put back into the planet's surface.

250 points for a Humanoid landing into the ground safely on his own.


A special undocumented bonus can be gained by dropping off a humanoid as the last event in a wave. There are 2 ways to do this. One way requires you to have killed everything off in the wave except for one lander. Wait for the lander to pick up a humanoid. Shoot the lander and catch the humanoid JUST before it hits the ground. The other way is to deposit a humanoid that your ship is carrying at the exact moment when you kill the last enemy of the wave. Either way, when this is done properly the screen will flash several times and you will be awarded 2,000 points.


Bonus at the end of each wave :

Wave 1 : Humanoids Left X 100.

Wave 2 : Humanoids Left X 200.

Wave 3 : Humanoids Left X 300.

Wave 4 : Humanoids Left X 400.

Wave 5 and all Yllabian Dogfight waves : 2,500 points.

Wave 6 and above : Humaniods Left X 500.

Warp : Humanoids Left X 2,000.


- TIPS AND TRICKS -


The enemies that initially appear in each wave are :

Wave 1 : 11 Landers, 2 Dynamos, 3 Firebombers

Wave 2 : 10 Landers, 2 Dynamos, 3 Firebombers, 7 Yllabian Space Guppies

Wave 3 : 10 Landers, 2 Dynamos, 6 Firebombers, 4 Yllabian Space Guppies, 3 Pods

Wave 4 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods

Wave 5 and every Yllabian Dogfight : 6 Dynamos, 22 Yllabian Space Guppies, 8 Swarmers

Wave 6 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 2 Bombers

Waves 7, 8, and 9 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 3 Bombers

Wave 10 and every Firebomber Showdown : 13 Firebombers, 6 Pods

Wave 11 and every regular wave higher : 18 Landers, 4 Dynamos, 4 Firebombers, 3 Yllabian Space Guppies, 4 Pods, 2 Bombers


If the planet is destroyed, all Landers are replaced with Mutants.


* You start the game in the middle of the screen. You can look at your radar to see where the various enemies are. Get to learn the sounds of the game because they are an important clue as to what is going on out of your viewing range. First of all, learn how to use the buttons with proficiency. You don't want to be hunting around for the smart bomb or thrust button when you are in the middle of a firefight. Practice will make you proficient.


* The player's ship can shoot a maximum of 4 lasers on the screen at any one time.


* Learn to use your radar screen and after a while you will only look at the viewable area briefly to take care of business. Each enemy has a unique color on the radar so you should be able to easily identify what they are. In addition, you will also learn how each enemy moves around. This will definitely become a great benefit in the later waves.


* Listen to the sounds of the game. When you hear a high-pitched chatter, that means a Lander has picked up a Humanoid in order to create a Mutant. Use your radar and look for the green shape going straight up; that's the Lander. Try to get over there as quickly as possible. Just shoot the Lander, not the Humanoid it has taken. When you hear what sound like something being put together, that means a Lander has become a Mutant.


* Once you shoot the Lander, your job isn't over yet. If the height is too great, the Humanoid will fall and die on impact. You have to fly over the Humanoid and your fighter will pick it up. Anytime you scrape against the ground, you will set the Humanoid down. Some players continuously ride around with a Humanoid to prevent the planet from exploding.


* The planet will only explode when all ten Humanoids are dead. Then you will have to go through waves of nothing but Mutants and the other regular enemies until you make it to a bonus wave. After that, you will have 10 humans and a new planet again. Mutants are very dangerous to deal with because they tend to swarm and fire a lot of shots toward your ship. Of course, expert players just shoot all the Humanoids so they can have the challenge of going through these Mutant waves.


* Try to clear waves as quickly as possible. If you take too long on a wave, a Baiter, Phred, or a Big Red will appear. These enemies are much faster than your fighter and can outrun it. The Baiter also has the tendency to fire pretty accurate shots. One of the tactics to throw them off is to reverse quickly a couple of times. This disorients them briefly and may give you a chance to shoot them. These enemies make their appearance to ensure you finish waves quickly.


* Use your Smart Bombs only when the screen is crowded with enemies. A lot of players like to get all the Pods together and then touch off a Smart Bomb. Another way is to break open the Pods so that Swarmers are all over then hit the Smart Bomb.


* Use your Invisio sparingly. A good tactic is to find a lot of enemy units bunched up. Fly fast toward them and at the last second activate your Invisio until you are clear (should amount to less then a second of time). You can destroy quite a few enemies this way and you conserve your Invisio energy.


* Use Hyperspace only when you are in a totally desperate situation (like getting swarmed by Mutants or Swarmers). Sometimes Hyperspace will destroy your ship on re-entry.


* Watch out for the Bombers. Although they travel slowly, they leave strings of bombs. If you are not paying attention, you may crash if you attempt to fly through them.


* The Firebombers have a tendency to shoot a lot of fireballs at your fighter. Fortunately, you can destroy these fireballs. This can become complicated if there are four or five firebombers firing at the same time. The Fireballs don't track your ship. The Firebombers don't start shooting Fireballs until Wave 2.


* You can fly through and under the terrain (but you cannot exit the screen at the top and come up through the bottom or vice-versa). Use this to your advantage when maneuvering around.


* Since you 'wrap-around' the screen, this gives you a little more maneuvering room. However, keep looking at your radar because the enemy that disappears off the left side will show up on the right side. Also, shots do not wrap around the edge.


* In addition to using the 'wrap-around', keep in mind that you can also use the Stargate to your advantage. Some players hang around the Stargate until a Humanoid is abducted. They go through the Stargate, save the Humanoid, and go back to the Stargate again to await the next rescue. Also, the Stargate is useful if you are being pursued by a lot of enemies since it transports you to the opposite side of the planet.


* Since you get an extra ship, Smart Bomb, and Inviso time every 10,000 points, that should be your constant goal. However, as the waves get higher things move a lot faster, making even getting 10,000 points a challenge.


* The most extra ships or Smart Bombs that can be obtained is 255. If the player has 255 extra ships or Smart Bombs and then wins an extra one, the counter rolls back to zero.


* Secret Message : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows...

1) Joystick Down, Reverse, 1P Start and Thrust.

2) Reverse, 2P Start and Fire.

3) Joystick Down, 1P Start, Thrust and Fire.


* Stargate attack waves 'roll over' at wave 100, which is displayed, when started and after being completed, as Wave 0. The game keeps track of the actual number of waves, even though they are not shown properly. For example, the next wave will be counted as Wave 101, even though it shows being completed as Wave 1. The game will 'roll over' again at Wave 200, which is displayed, when started and after being completed, as Wave 0 as well. The next 'roll over' occurs at Wave 256. Upon completion of Wave 255, the next wave is a wave very similar to the very first wave, except that the Firebombers shoot. This level is counted and displayed as Wave 0, and the player is awarded a bonus of Humanoids left X 0 points (the bonus for this wave is always 0 points). The next is Wave 1, and the game now plays just as if the player had started a new game (warps are now again possible up to wave 10), except the player gets to keep his score and all of his bonus ships and Smart Bombs.


- SERIES -
  1. Defender (1980)
  2. Stargate (1981)
  3. Strikeforce (1991)
  4. Defender 2000 (1996, Atari Jaguar)
  5. - STAFF -
    • Staff : Larry DeMar (LED), Sam Dicker (SAM), Steve Ritchie (SSR), Eugene Jarvis (DRJ) (EPJ), (JER)
    • - PORTS -
    • NOTE : in all ports released in 1995 and later, this game appears under the "Defender II" name.
    • * Consoles :
    • Atari 2600 (1984) : has been available under both "Stargate" and "Defender II" names.
    • Atari 5200 (1984)
    • Atari XEGS
    • Nintendo Famicom (1987, "Defender II")
    • Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
    • Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
    • Sega Saturn (1996, "Williams Arcade's Greatest Hits")
    • Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
    • Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
    • Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
    • Sony PlayStation 2 (2003, "Midway Arcade Treasure")
    • Nintendo Gamecube (2003, "Midway Arcade Treasure")
    • Microsoft XBOX (2003, "Midway Arcade Treasure")
    • * Computers :
    • Commodore VC20 (1982, "Defender II")
    • Apple II (1983)
    • PC [Booter] (1983)
    • Commodore C64 (1984, "Guardian")
    • PC [MS-DOS] (1995, "Williams Arcade Classics")
    • PC [MS Windows] (1996, "Williams Arcade Classics")
    • PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
    • * Others :
    • VFD handheld game (1982) released by Entex.
    • Tiger Game.Com ("Arcade Classics")
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • F.A.Q. by Kevin Butler A.K.A. War Doc
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=stargate&page=detail&id=2625&o=2
resource links view in MAWS
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view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view game bugs at MAME Testers
view driver bugs at MAME Testers
view in arcade-history.com
view in GameFAQs
view in Games Database
view in KLOV
view in System16
view in The Arcade Flyer Archive
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