Defender is a horizontally-scrolling shoot 'em up arcade game created by Williams Electronics in 1980. It was designed and programmed by
Eugene Jarvis (who later formed Vid Kidz and made more
of Williams' hits), Larry DeMar, Sam Dicker, and
Paul Dussault. This game was slow to become a hit when it was released as many thought it was too
difficult due to its control configuration of five buttons and a joystick. It ultimately gained many fans and remained popular
throughout the 1980s. Defender has been described as the hardest significant game of all
time.[1]
Development history
At the time Eugene Jarvis first came to the company, Williams was just about to make their move into the fledgling
video game market. Eventually, Jarvis was given the job of developing the project. As the project progressed, he eventually got other people involved in the
game's development (including Larry DeMar, with whom he would later co-found their company, Vid Kidz). Defender was
developed using the "Exorcisor", a computer from Motorola
that Jarvis describes as "the most bloated, overpriced computer ever created".
Jarvis initially worked on the game on his own, added the scrolling land, and added some humanoids on the land, but lacked a
narrative. One night while falling asleep he dreamt of the aliens following the land and picking up the humanoids and carrying
them off and then turning into mutants, with the player trying to stop them. He had his game.
Initially the game was too easy, like flying in a tank of water, but the gameplay picked up considerably when 'baiters' were
added which appeared after a set time period. The baiters kept the player under constant time pressure to finish the level,
significantly increasing the intensity of the game.
At one point, when the game was nearly complete, the highest score anyone had ever managed was 50,000 points, and many people
thought that this was a fluke. Indeed, the development team almost didn't add extra levels, as they believed that no one would be
able to reach them.
When the time came for the game to make its debut at the AMOA trade show, the game still wasn't complete. The game had everything: its complex controls, its
cabinet graphics, and the Defender marquee.
However, it was missing one important thing: the ROM chip that actually contained the
game.
When the game was finally finished, the machine wouldn't come on the first time the ROM chips were inserted, they accidentally
plugged them in upside-down and destroyed the chips in the process, however when the ROMs were "burned" (the method of
transferring the game from the development computer to the arcade machine's ROM chips) a second time, it did come on.
Unfortunately, nobody would play the game; because of its complex controls, many of the showgoers felt that the game was too
complicated to play. In the end it was believed that this game, along with Pac-Man, would
fail, and that Rally-X would be the top money earner. The game went on to sell more than
60,000 units—more than disproving these projections—and cemented its place in video game history.[2]
Gameplay
The level of difficulty of Defender is very high.[1]
The player flies a small spaceship above a long, mountainous landscape (in all versions, except the Atari 2600 edition due
to memory limitations; in that case, the landscape consisted of a city represented by buildings). The land is inhabited by a
small number of humanoids. The landscape wraps around, so flying constantly in one direction will eventually bring the player
back to their starting point. The player's ship can fly through the landscape without being harmed by it.
A number of flying aliens reside in the air above the landscape. The player's
responsibilities are twofold:
- Destroy all aliens
- Protect the humanoids 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 (three, to begin with), which can
destroy every enemy on the screen.
At the top of the screen is a radar-like scanner, which displays the positions of all aliens
and humanoids on the landscape.
Aliens
Defender's attract mode shows the various types of
aliens featured in the game.
Some of the aliens in Defender fire projectiles at the player- these travel at random speeds; the highest speeds are
quite capable of killing the player from right across the width of the screen without any chance of dodging; survival thus
depends to some extent on accruing enough points to get extra lives.
There are six types of aliens in total:
- Lander - The primary enemy on every level. Landers teleport into the level in staggered waves. They 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 humanoid, the
two fuse together into a more dangerous Mutant. Landers fire projectiles at the player.
- Mutant - A mutated Lander with a humanoid fused inside it. Mutants home in on the player at constant speed, firing
projectiles. They move erratically as well as deliberately avoiding lining up with the player's gun making them difficult to
shoot. The Mutants have an 'international dateline' near the tallest part of the terrain, they chase the player in such a way as
to avoid crossing it.
- Baiter - flat, iridescent aliens that progressively teleport in if the player is taking 'too long' to complete a
level. Hones in on the player and attempts to match his or her speed, whilst firing accurate projectiles. A difficult opponent
due to its unbeatable speed and tiny vertical cross-section, which makes it very hard to shoot.
- Bomber - A box-shaped alien that lays stationary mines in the air.
- Pod - slowly moving star-like aliens that burst into a pack of Swarmers when shot.
- Swarmer - tiny teardrop-shaped aliens that move very quickly in an undulating fashion. Difficult to shoot due to its
small vertical cross-section. Fires projectiles. Swarmers also have an 'international dateline' near where the player starts each
level.
Once all aliens (except Baiters) are destroyed, the player progresses to the next level.
Humanoids
The game starts with ten humanoids inhabiting the land. Landers will attempt to capture and fuse with these during play.
To rescue a humanoid from capture, the player must listen for the cry made by the captured humanoid, look at the radar to see
where the captured humanoid is, then shoot the Lander holding it while it is in the air, causing the humanoid to drop back to the
ground. 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 own ship and return them to the ground, otherwise the humanoid will not survive the
drop.
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.
All ten humanoids are replenished every fifth wave, starting with wave five. If the planet explodes, the player has to survive
mutant-filled waves until the next multiple of five wave arrives, when the planet will be restored.
Scoring
As well as the points gained by killing aliens, scores are also awarded for the following:
- Humanoid falling back to the ground without dying: 250 points
- Catching a falling humanoid: 500 points
- Returning a humanoid to the ground: 500 points
- Humanoid surviving the level: 100 points per humanoid, increasing by 100 each wave until wave 5, then 500 per humanoid every
following wave.
The player receives an extra life and an extra smart bomb every 10000 points on the game's default settings, although this can
be changed by the operator.
"Tournament mode" is a common competition setting where the player starts with five ships and smart bombs, but no additional
ships or smart bombs are awarded. Scores over 200,000 at this setting are extremely difficult to achieve.
Controls
The control system of the Defender arcade game is quite unusual compared to that of most shooters. Instead of the
standard 'Up, Down, Left, Right' system, it 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, and a hyperspace button which teleports the player to a random position in the level, at a risk of either exploding upon
rematerialization, or materializing onto an enemy or enemy projectile.
In practice, the layout of the controls was uncomfortable for some players. The thrust, fire and smart bomb buttons layout
tended to cause cramping of the right hand, and the left hand was uncomfortable also. The hyperspace button was placed in the
middle between the two hands, and was very difficult to reach quickly. Many players resorted to enlisting the aid of someone to
help hit the hyperspace button when needed (referenced in the Beastie Boys lyric "If you
play Defender I can be your hyperspace" in Body Movin').
Bugs
The game had some notable bugs and features:
- The software running on a 6809 processor struggled to meet the requirements of running
the game. When a lot of objects are on the screen simultaneously the game starts to run much more slowly; to minimise this
effect, the game randomly teleports aliens away from the player. The game also compensates by moving aliens and the player
further to minimise the obviousness of the slowdown, though this caused numerous other bugs and issues, like making the aliens
much harder to hit.
- Related to the previous bug, if the player manages to pick up all the humanoids and repeatedly fires, redrawing the humanoids
and firing consumes enough processor power that all of the enemies get teleported away, then the game basically stops.
- when carrying a humanoid, moving down while firing while the game is running very slowly sometimes causes the player to shoot
the carried humanoid.
- The control keys weren't polled often enough by the software- in particular briefly pushing the reverse button would
sometimes be completely ignored (particularly when a lot was happening at the time); in addition the fire button works
only intermittently.
- Once the score reaches 990,000 points, anything the player does that creates points (Shooting a lander=150 points, getting
hit by a bullet=25 points, etc) awards the player an extra life and smart bomb until the score rolls over to zero at 1,000,000
points. The player continues with all of the extra lives and smart bombs they were awarded, but they will not get any more until
they have reached the score they would have needed to earn them at the game's award level settings. In other words, if you win 46
lives with this bug between 990,000 and 1,000,000 points on a machine set to award new lives and smart bombs every 10,000 points,
you will not get an extra life until 460,000 points past the rollover to 0 points.
- Related to this bug, the top score any player can ever achieve on the high score board is 999,975 points. If the player rolls
the score over past 1,000,000 points to 0 points, then dies, their score will not be recorded in the high score board, and the
game will think that they got "0" points despite the fact that they got 1,000,000 points. The only way to die without getting
points is to use Hyperspace and die on re-entry. Any collision with an enemy will award points and give the player an extra
life.
Legacy
After the success of Defender, there was a successful sequel called Stargate made in 1982, of which 26,000 units were made. After
Stargate came Strike Force in 1991. It was one of the first games on WMS's (Bally Midway and
Williams Electronics merged in 1986 to form WMS
Industries, but kept the Bally, Williams, and Midway labels) new T-Unit arcade hardware.
In 1995, Jeff Minter created Defender 2000 for the
Atari Jaguar video game console, published by Williams Electronics.
In 2002, Midway published a 3D remake of Defender
for Sony's PlayStation 2 video game console as well as the
Microsoft Xbox and Nintendo GameCube. Also in 2002,
Midway published a 2D remake of Defender for the Game Boy Advance. An
IGN reviewer said of this game, "I haven't seen a worse classic remake since Atari botched
Pac-Man on the 2600 more than two decades ago."[3]
Today there are ports available for several platforms, such as mobile phones.
Later ports of Stargate were relabeled Defender II since Midway no longer had the rights to use the name.
Defender is listed as one of the "Top 100 Videogames" of all time by the Killer List of Videogames (KLOV).
Games inspired by Defender
Defender inspired numerous similar games, including Orbiter, Attack of the Mutant Camels, Repton and Dropzone for 8-bit home computers;
Datastorm, Overkill, Star Ray and Guardian for the Amiga, as well as Provocator on the Acorn Archimedes; Eliminator for the TRS-80; and Protector II for the TRS-80 Color Computer and Atari 400/800,
Planet Raiders for the TRS-80 Color Computer. It was also the inspiration for Chopper
Command for the Atari 2600.[4]
In 1982, Williams Electronics, the pinball
division, released a pinball table based upon Defender. The three-flippered table
featured drop targets representing colonies and invaders and used all the sounds featured in the
arcade coin-op. Coincidentally, many of the pinball tables created at the time by Williams Electronics used the same sound chips.
Ports and platforms
Defender has been ported to most video game consoles of the early
1980s. More recently Defender was included in Midway Arcade Treasures, a compilation available for the Nintendo GameCube, PlayStation 2 and Xbox consoles. Defender was also released on the Xbox Live
Arcade for the Xbox 360 in 2006. There is a related 3D shooting game for the same
consoles which uses similar sounds but is otherwise not the same game.
Most ports at the time lacked the multiple buttons needed to truly run the game, and so the "reverse" button is often left off
and reversals of the joystick direction serve to turn the ship around. This can radically alter the gameplay and make certain
strategies impossible on the console ports.
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BBC Micro screenshot (as Defender / Planetoid)
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The SAM Coupé version is notable because it was ported in the summer of 1998, before the
current retrogaming mania, by one individual, Chris Pile. The conversion was very faithful to the original despite the differences in
hardware.[1]
In July 2000, Midway licensed Defender, along with
other Williams Electronics games, to Shockwave for use in an online applet to demonstrate the power of their web content platform, entitled
Shockwave Arcade Collection. The conversion was created by Digital Eclipse.
Most recently the game Defender was released for the PlayStation 2.
Defender also runs under MAME. This can be legally used by people who own a
Defender PCB from the original arcade machine.
In the UK, Acornsoft published an unofficial clone of Defender for the
BBC Micro using the original name without permission. After a few months on sale, it was
deleted and rereleased as Planetoid (although the game itself was still identical). It was also later released for the
Acorn Electron.
Songs
In 1982, Buckner and Garcia recorded a song titled
"The Defender", using sound effects from the game, and released it on the album Pac-Man Fever.
In the same year, R. Cade and the Video Victims recorded a song titled "Defender Contender",
and released it on the album "Get Victimized", a lesser-known video game song album.
Also in 1982, Manilla Road included a song titled "Defender" on their second album
Metal, with its lyrics based on the game.
The Beastie Boys have also rapped about the game and featured Defender sound
effects in their tracks. In their song Body Movin' (from Hello Nasty, 1998) the lyrics are "And if you play Defender I could be your hyper space",
referring to helping the active player by being ready to press the difficult-to-reach hyperspace button when the game gets too
difficult.
References
External links
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