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Gods MDTitleScreen.png

Gods MD JP TitleScreen.png

Gods MD EU TitleScreen.png

System(s): Sega Mega Drive
Publisher: Mindscape (US), PCM Complete (Japan), Accolade (Europe)
Original system(s): Atari ST
Publisher(s) of original games: Renegade Software
Developer(s) of original games: The Bitmap Brothers
Sound driver: Graftgold custom
Genre: Action[1][2]

Number of players: 1
Release Date RRP Code
Sega Mega Drive
¥8,8008,800 T-85013
Sega Mega Drive
$49.9549.95[4] T-87016
Sega Mega Drive
Sega Mega Drive
DM 110110[7] T-119036-50
Sega Mega Drive
Sega Mega Drive
£39.9939.99[8] T-119036-50
Sega Mega Drive
Non-Sega versions

Gods (ゴッズ) is a 1991 platformer by The Bitmap Brothers, originally released for the Atari ST and later ported to a variety of home consoles and computers, including a 1992 port to the Sega Mega Drive. This version was the first game published by Accolade after acquiring an official license after winning Sega v. Accolade (though they still presumably continued to press unlicensed games).


"Four guardians" have broken the citadel used to protect the city of the gods, and have asked any warrior to retake the citadel in return for a favor. The greatest gift of all: immortality. You play as one such warrior, who asks to become a god himself, equal to the others.


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

A shoots your weapon (which you carry one of and find throughout each level). B jumps. To jump off ladders, hold down B and tap left or right. By pressing Up, you face the wall, and can then use A to do actions like flipping switches on the wall. You can carry up to four extra items with you, such as keys (used to open doors). To take an item, hold Down to switch to item grabbing mode and hit A to pick the item up and put it in one of four slots (shown in the HUD), and then hit A again to move the cursor to the next slot. To drop an item, move the cursor onto an item and leave item grabbing mode. You do not need to drop items to use keys; they activate automatically when you approach a door.

Passwords are given out at the end of each world after defeating the respective boss. You are given a pre-defined amount of money to power up, should you continue using a password.

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

  • walk a predefined path
  • walk straight for the player's position
  • fly for the player's position
  • turret like behavior
  • So called "thieves" take a special position. Starting with world 2, these characters will grab items and carry them around. They can be attracted by dropping a golden key, the item they desire the most. They can be utilized to transport items out of areas they player can't reach by himself.

Points are accumulated by defeating enemies and collecting treasure, often hidden away in secret areas that can only be accessed by solving puzzle sections. A lot of the bonus sections are very hard to find without the use of external resources. Extra lives and bonus points are rewarded for certain scores. As all score is lost when powering off the console, a play session focusing on score needs to be done in one sitting.

While the score system was carefully crafted, a design oversight exists: The beehives in the labyrinth stage release an unlimited amount of bees, and thus infinite score can be accumulated.


Each world is split into three sections. Between these individual sections, new weapons, power ups and other items may be purchased at a traveling merchant's shop.


The City


The Temple


The Labyrinth


The Underworld


  • Main Weapons:
Each weapon has three power levels. Level 1 is a straight shot, level 2 is straight and upward, level 3 is straight, upward and downward. The angle the weapons are fired can be altered by pickups.
  • Knife: standard equipment
  • Throwing Star: stronger than the knife
  • Spear: stronger than the throwing star, goes through walls
  • Mace: weaker than the knife, can break certain blocks
  • Axe: strongest weapon, no special properties
  • Sub Weapons:
Aside from these main weapons, the game also features sub weapons, which are fired simultaneously with the main weapons.
  • Energy star: arching shot, can be used together with the hammer
  • Hammer: jumps long the floor until it finds a target
  • Spiked Ball: homing shot


  • All versions are region locked. The PAL version has speed up music but slower gameplay. Disabling the region lock with a cheating device (e.g. Game Genie code EAAT-AL1T) makes the game and music run at the correct speed. Content wise, the games are identical aside from translation differences.
  • Compared to the Atari ST and Amiga releases, the home console ports feature:
    • A new, animated intro screen (but without the image song) compared to the still image of the original
    • In-game music was added, while the ST and Amiga releases were silent
    • New HUD that displays all items, this works without compromising the visible area as the Sega Mega Drive version runs at a slightly higher resolution.
    • Some palette changes in all stages, likely due to the higher amount of simultaneously displayed foreground colors - Amiga:32 MD:64 (e.g. the hero's armor is slightly blue colored compared to the grey ST version armor, enemies now have their own palettes).
    • The Amiga's "copper mode" background gradients, which can't be reproduced on the Sega Mega Drive without heavy dithering, have been replaced with parallax scrolling buildings and scenery.
    • The final ascension to olympus scene was made exclusive for console versions.
    • The ability to perform a straight vertical jump was added & walking speed is much faster, making it possible to clear the game in ~1 hour (compared to the Amiga version, which took ~2 hours).
    • In the Atari ST version, you are given "immortality" by receiving a screen full of 1UP items after the final boss, which is missing in the Sega Mega Drive version. The extended ending scene is a replacement for this.
    • The game doesn't loop infinitely with an increased difficulty level after clearing it. Instead it brings the player to the highscore screen

Production credits

  • Design: Eric Matthews, Steve Tall
  • Original Coding: Steve Tall
  • Graphics: Mark Coleman
  • Original Music: John Foxx
  • Sega Conversion: Gary J. Foreman at Graftgold Ltd.
  • Sega Sound: Jason Page
  • Additional Graphics: Mark Coleman, Eric Matthews, Philip Williams

Magazine articles

Main article: Gods/Magazine articles.

Promotional material

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

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)
Aktueller Software Markt (DE)
Beep! MegaDrive (JP) NTSC-J
Consoles + (FR)
Computer & Video Games (UK)
Computer & Video Games (UK)
Digitiser (UK)
Entsiklopediya luchshikh igr Sega. Vypusk 1 (RU)
Mean Machines: The Essential Sega Guide (UK)
Famitsu (JP) NTSC-J
GameFan (US) NTSC-U
GamePro (US) NTSC-U
Hippon Super (JP) NTSC-J
Sega Mega Drive Advanced Gaming (UK)
Sega Mega Drive Advanced Gaming (UK) NTSC-U
Mega (UK) NTSC
Mega (UK) NTSC-U
Mega Action (UK) NTSC
Mega Action (UK) PAL
Mega Force (FR)
Mega Fun (DE) NTSC-U
Mega Machines (UK) PAL
MegaTech (UK) NTSC
Marukatsu Mega Drive (JP) NTSC-J
Mean Machines Sega (UK) NTSC-U
Player One (FR)
Play Time (DE)
Sega Power (UK) PAL
Sega Pro (UK) NTSC
Sega Pro (UK) NTSC-U
Sega Pro (UK) PAL
Sega Zone (UK) NTSC-U
Sega Zone (UK) PAL
Sega Force (SE)
Sega Mega Drive Review (RU)
Sega Saturn Magazine (JP) NTSC-J
Sonic the Comic (UK) PAL
Todo Sega (ES) PAL
Tricks 16 bit (RU)
Video Games (DE)
Sega Mega Drive
Based on
41 reviews


Mega Drive, JP
Gods MD JP Box.jpg
Gods MD JP CartTop.jpg
Gods MD JP Cart.jpg
Gods MD jp manual.pdf
Mega Drive, US
Gods MD US Box.jpg
Gods md us cart.jpg
Gods md us manual.pdf
Mega Drive, EU
Gods MD EU Box.jpg
Gods MD EU Cart.jpg
GODS MD FR Manual.pdf
Mega Drive, PT

Mega Drive, SE rental (HENT orange)
Gods MD SE rental cover.jpg

Technical information

Main article: Gods/Technical information.


NEC Retro has more information related to Gods
  1. File:Gods MD JP Box.jpg
  2. 2.0 2.1 https://sega.jp/history/hard/megadrive/software_l.html (Wayback Machine: 2020-07-02 23:21)
  3. Sega Visions, "November/December 1992" (US; 1992-xx-xx), page 93
  4. GamePro, "January 1993" (US; 199x-xx-xx), page 61
  5. 5.0 5.1 Mean Machines Sega, "January 1994" (UK; 1993-11-30), page 67
  6. MAN!AC, "11/93" (DE; 1993-xx-xx), page 12
  7. 7.0 7.1 MAN!AC, "12/93" (DE; 1993-11-10), page 47
  8. 8.0 8.1 Computer & Video Games, "June 1993" (UK; 1993-05-15), page 99
  9. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 89
  10. Aktueller Software Markt, "Juli 1994" (DE; 1994-06-06), page 118
  11. Beep! MegaDrive, "May 1993" (JP; 1993-04-08), page 23
  12. Consoles +, "Décembre 1993" (FR; 1993-1x-xx), page 172
  13. Computer & Video Games, "January 1994" (UK; 1993-12-15), page 71
  14. Digitiser (UK) (1993-04-09)
  15. Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 319
  16. Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 52
  17. Famitsu, "1993-04-16" (JP; 1993-04-02), page 37
  18. GameFan, "Volume 1, Issue 1: October 1992" (US; 1992-xx-xx), page 6
  19. GamePro, "January 1993" (US; 199x-xx-xx), page 60
  20. Hippon Super, "January 1993" (JP; 1992-12-04), page 83
  21. Sega Mega Drive Advanced Gaming, "November 1992" (UK; 1992-xx-xx), page 38
  22. Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 92
  23. Mega, "January 1994" (UK; 1993-12-16), page 87
  24. Mega, "April 1994" (UK; 1994-03-17), page 63
  25. Mega Action, "June 1993" (UK; 1993-05-20), page 65
  26. Mega Action, "December 1993" (UK; 1993-11-04), page 42
  27. Mega Force, "Décembre 1993" (FR; 1993-12-10), page 90
  28. Mega Fun, "11/92" (DE; 1992-10-xx), page 39
  29. Mega Machines, "January 1994" (UK; 1993-12-09), page 40
  30. MegaTech, "November 1992" (UK; 1992-10-20), page 50
  31. Marukatsu Mega Drive, "January 1993" (JP; 1992-12-xx), page 107
  32. Mean Machines Sega, "November 1992" (UK; 1992-10-xx), page 90
  33. Player One, "Décembre 1993" (FR; 1993-1x-xx), page 157
  34. Play Time, "5/93" (DE; 1993-04-07), page 106
  35. Sega Power, "December 1993" (UK; 1993-11-xx), page 98
  36. Sega Pro, "November 1992" (UK; 1992-10-08), page 34
  37. Sega Pro, "April 1993" (UK; 1993-03-11), page 65
  38. Sega Pro, "November 1993" (UK; 1993-10-14), page 62
  39. Sega Zone, "November 1992" (UK; 1992-10-28), page 60
  40. Sega Zone, "December 1993" (UK; 1993-11-25), page 54
  41. Sega Force, "2/94" (SE; 1994-02-23), page 12
  42. Sega Mega Drive Review, "1" (RU; 1995-04-03), page 57
  43. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
  44. Sonic the Comic, "February 4th 1994" (UK; 1994-01-22), page 12
  45. Todo Sega, "Diciembre 1993" (ES; 1993-1x-xx), page 76
  46. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 16
  47. Video Games, "12/92" (DE; 1992-11-23), page 64


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Sega Mega Drive
Prototypes: 1992-06