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Defender (1981 video game)

Defender is a horizontally scrolling shooter developed by Williams Electronics in 1980 and released as an arcade video game in 1981. 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, before entering production in early 1981. It was distributed in Japan by Taito.

Defender
Developer(s)Williams Electronics
Publisher(s)Arcade
Ports
Atari, Inc.
Atarisoft
Designer(s)
Programmer(s)
  • Eugene Jarvis
  • Larry DeMar
  • Sam Dicker
  • Paul Dussault
Platform(s)Arcade, Adventure Vision, Apple II, Atari 8-bit, Atari 2600, Atari 5200, BBC Micro, ColecoVision, Commodore 64, Intellivision, IBM PC, SAM Coupé, TI-99/4A, VIC-20, ZX Spectrum
Release
Genre(s)Scrolling shooter
Mode(s)Single-player, multiplayer

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 purely 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, with over 3 million cartridges sold.

Gameplay edit

 
The spaceship (upper right) flies above the surface to protect humans. The minimap shows the entire world.

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.[5][6][7][8]

Development edit

 
Eugene Jarvis, a pinball programmer at the time, headed development of Defender.

Defender was Williams Electronics' first attempt at developing a new video game; the company's earlier game was a Pong clone.[5] The popularity of coin-operated arcade games in 1979 spurred the company to shift its focus from pinball games to arcade games.[9] The company chose Eugene Jarvis, who had a successful record of Williams pinball games, to head development.[5] Larry DeMar, Sam Dicker, and Paul Dussault assisted Jarvis.[10] At the time, Williams had a small staff and the management was unfamiliar with technology used for its electronic games. As a result, the staff was afforded a large amount of creative freedom.[9]

Initial development edit

Space was a popular setting for video games at the time, and Jarvis felt the abstract setting would help obscure simple graphics that lacked realism.[5] Initially, Jarvis spent 3–4 months developing color variations of Taito's Space Invaders and Atari, Inc.'s Asteroids.[11] First inspired by Space Invaders, he created a similar game with new gameplay mechanics. After spending a few weeks on the design, however, the team abandoned the idea, believing it lacked enjoyment. Development then shifted to emulating Atari's Asteroids, but hardware differences between Asteroids and Defender's proposed specifications were problematic. Asteroids displays vector graphics on a special monitor, while the staff planned to use pixel graphics on a conventional monitor. The team experimented with recreating the game with pixel graphics, but also abandoned it because they felt the gameplay lacked enjoyment and visual appeal.[12]

Believing their first attempts to be too derivative, the developers held brainstorming sessions. During a session, they agreed that one of Asteroids's favorable elements was its wraparound.[12] They felt a game that allowed the player to fly off the screen would be exciting, and decided to create a game world larger than the screen displayed. The game's environment was made longer than the screen, with the visible area scrolling horizontally.[5][12] Expanding on the idea, they envisioned a version of Space Invaders rotated 90 degrees. By changing the orientation of Space Invaders' design, the ship moved up and down while flying horizontally. Large asteroids, an element from Asteroids, were then added to the game world, but were later removed because the staff felt it lacked enjoyment.[12] Jarvis intended the screen to scroll only from left to right; fellow Williams employee Steve Ritchie, however, convinced him the game should be able to scroll in either direction.[5][12]

I had this whole justification for why you were there and what you were doing. A lot of games fall short. They just put you there, and all of a sudden you're beating people up and you start to wonder. "Why am I beating these people up?" There was actually an old TV show called The Defenders about attorneys back in the 1960s, and I kind of liked that show. You know, if you're defending something, you're being attacked, and you can do whatever you wanted.

–Eugene Jarvis[5]

After six months of development, the team felt the game had not made enough progress. They examined other games and concluded that survival was a necessary component to implement. To achieve this, they devised enemies to present a threat, the first of which was the "Lander".[12] Jarvis enjoyed violent, action entertainment, and wanted the game to have those elements, but felt the action should have a reasonable objective. Inspired by the 1960s television show The Defenders, Jarvis titled the game Defender, reasoning that the title helped justify the violence.[5] He added astronauts to expand on the space theme and give players something to defend while they shot enemies.[5][12] The element of flying over a planetscape was added after a brainstorming session between Jarvis and Ritchie.[13] The landscape is depicted as a line only a pixel wide, primarily because the hardware was not powerful enough to generate anything more detailed.[12]

Later development edit

By July, development was behind schedule and Jarvis's superior began to pressure him to finish the game in time for a then-upcoming trade show, the AMOA, in September. Jarvis spent several weeks creating the astronauts, which his boss felt should be omitted if the process didn't speed up. The pressure frustrated him to the point he considered resigning. Around that time, a new programmer named Sam Dicker was hired.[5] He assisted in programming the game and added visual and audio effects.[5][12] For example, Dicker implemented a particle effect algorithm to generate unique explosions for destroyed enemies.[12] The new elements re-invigorated Jarvis, who felt the project began to show promise.[5]

Development then shifted focus to the enemies. Landers were given the ability to capture humans, and a new enemy was devised from the mechanic: "Mutants", captured humans that had turned hostile. The Mutants added a rescue element to the game that Jarvis believed made it more interesting to players and encouraged them to continue playing. The element of making a "comeback" from a dire situation was applied to the planet as well. Jarvis felt it mimicked the ups and downs of real life. "Bombers", enemies which release floating bombs on the screen, were added next. More enemies were added to create different gameplay elements. "Swarmers" and "Pods" were designed to attack the spaceship as opposed to the astronauts. "Baiters" were included to add pressure to the player by preventing them from lingering. The enemies quickly follow the spaceship to collide with it, and were based on a similar enemy in Asteroids.[12]

By September, the game was still unfinished, and almost every Williams programmer assisted in meeting the deadline for the AMOA trade show.[5][14] The evening before the trade show, the arcade cabinets were delivered for display.[11] The developers, however, forgot to create an attract mode (an automated sequence designed to entice an audience to play) and high score system for the game, and began working on them that night, with DeMar coding the attract mode, Dussault and Dicker creating the high score table, and Jarvis doing playtesting and bug fixes.[15] Early the next morning, the team created the final EPROM chips for the mode and installed them in a cabinet. The chips were put in backwards, causing an electrical short when the cabinet was turned on, so the team had to quickly burn a new set of EPROMs.[15] Once the attract mode was operational, Jarvis and the team returned to their homes to prepare for the show.[8] After the show, the developers expanded the game to allow users to play indefinitely. The display model featured five levels, which the team felt was more than enough because of the game's difficulty. Most Williams employees could not progress past the third level and Jarvis's score of 60,000 points seemed unbeatable to them. The developers decided it was best to be prepared for players that might exceed their expectations and added more levels that repeated.[11]

Hardware edit

The game features amplified monaural sound and pixel graphics on a CRT monitor. A Motorola 6809 central processing unit handles the graphics and gameplay, while a Motorola 6800 microprocessor handles the audio.[16] A pack of three AA batteries provide power to save the game's settings and high scores when the machine is unplugged from an electrical outlet. The cabinet artwork is stenciled on the wooden frame.[17]

Development started by focusing on the game's hardware. The staff first debated what type of monitor to use: black-and-white or color. They reasoned that using advanced technology would better establish them as good designers and chose a color monitor. The developers estimated that the game would require 4 colors, but instead chose hardware that could display each pixel in 16 colors. At the time, the designers believed that was more than they would ever need for a game.[5] The monitor's resolution is 320×256, an expansion from the then-industry standard of 256×256. The staff believed that the wider screen provided a better aspect ratio and would improve the game's presentation.[12] Video games at the time relied on hardware to animate graphics, but the developers decided to use software to handle animation and programmed the game in assembly language.[9][12] The switch allowed them to display more on-screen objects at a lower cost.[12]

The game's control scheme uses a two-way joystick and five buttons. Jarvis designed the controls to emulate both Space Invaders and Asteroids simultaneously. The player's left hand manipulates the joystick similar to Space Invaders and the right hand pushes buttons similar to Asteroids. The button functions also use a similar layout to Asteroids, with the button to shoot projectiles and accelerate on the far right and left, respectively. Jarvis reasoned that players were accustomed to the control schemes of past games, and felt altering past designs would prove difficult for them.[12]

Reception edit

 
An American Marine playing Defender aboard a naval ship in 1982

Commercial performance edit

The game was slow to gain popularity,[6] not attracting much attention at the 1980 AMOA show.[5][10][14] In retrospect, Jarvis believed many passersby were intimidated by its complexity. The game was well-received in arcades, and crowds gathered around the cabinet during its first nights of play testing.[8] The success spurred Williams to release a cocktail version as well.[11] Defender eventually became Williams' best-selling arcade game, with over 55,000 units sold worldwide,[5][11][17] and it became one of the highest grossing arcade games ever, earning over US$1 billion.[14][18] As of 2020, it has sold 70,000 arcade units and grossed $1.5 billion worldwide.[19]

Six months after its release, the game was one of the top earners in the United States video game industry.[11] On the 1981 arcade game charts, it topped the Play Meter arcade chart in August,[20] and the RePlay arcade charts for most months between April[21] and November.[22] The annual Cash Box and RePlay arcade charts listed Defender as the second highest-grossing arcade game of 1981 in the United States, just below Pac-Man.[23] The Amusement & Music Operators Association (AMOA) later listed Defender among America's six highest-grossing arcade games of 1982.[24]

Co-designer Larry Demar was surprised by the game's popularity.[5] At the time of its release, Stan Jarocki, director of marketing at then-competitor Midway Manufacturing,[Note 1] described the game as "amazing".[11]

In Japan, Defender was not as highly successful, but was a moderate success. It was tied with Turbo and Galaxian as Japan's 18th highest-grossing arcade video game of 1981.[25]

The Atari VCS port sold over 3 million copies, becoming the second best-selling Atari home video game of 1982 (just below the Atari version of Pac-Man). However, at least 68,993 copies of Defender were returned in 1983.[26]

Reviews edit

Softline in 1983 wrote that it "remains one of the hardest arcade games ever developed. Initial attempts lasting less than ten seconds are not uncommon for novices".[27] In his 1981 video game guide How to Master the Video Games Tom Hirschfeld reported "Mastering DEFENDER requires some perserverance, but most players find the effort worthwhile".[28]

Ed Driscoll reviewed the Atari 2600 version of Defender (where, due to its graphical limitations, was reformatted to a city setting, rather than the planet setting of the original arcade version) in The Space Gamer No. 57.[29] Driscoll commented that "all in all, if you want a good game for your Atari, this qualifies. Defender lovers have a few gripes, but I would recommend this one to any VCS owner".[29] The port won the "Best Science Fiction/Fantasy Videogame" category in the 1983 Arcade Awards.[30] Computer and Video Games later reviewed the game, giving it a 90% rating.[31]

In 1983 Softline readers named the port for the Atari 8-bit computers fifth on the magazine's Top Thirty list of Atari programs by popularity.[32] The magazine was more critical, stating that "the game's appeal does not justify its unreasonable cost" of being shipped on ROM cartridges.[27] David H. Ahl of Creative Computing Video & Arcade Games said in 1983 that the Atari 5200 version was "a substantial challenge to the most seasoned space gamers".[33] Computer Games magazine reviewed the IBM PC conversion, giving it a mixed review. They said the "action is very fast" but "it becomes boring after a short time."[34]

Retrospective edit

In 1995, Flux magazine rated Defender 34th in its Top 100 Video Games. They lauded the game stating: "the ultimate side scrolling arcade shooter."[35] Next Generation ranked the arcade version as number 13 on their 1996 "Top 100 Games of All Time", saying that its balanced difficulty makes gamers keep coming back for more instead of giving up.[36] In 1996, GamesMaster listed the game number 5 in their "Top 100 Games of All Time", they described the game as "One of the greatest shoot-‘em-ups of all time."[37] In 1999, Next Generation listed Defender as number 23 on their "Top 50 Games of All Time", commenting that "despite exceptionally complicated controls, gamers fell in love at first sight. The difficulty is high but fair - when you die, it's always your fault, and that leaves you wanting one more chance to beat the game".[38] In 2004, Defender was inducted into GameSpot's list of the greatest games of all time.[39] In 2008, Guinness World Records listed it as the number six arcade game in technical, creative, and cultural impact.[6] That same year, Retro Gamer rated the game number ten on their list of "Top 25 Arcade Games", citing it as a technical achievement and a difficult title with addictive gameplay.[40] Also in 2008, Edge ranked Defender the sixth best game from the 1980s. The editors described its design as very "elegant" despite a lack of narrative and characters.[41]

GameSpy's David Cuciz lauded Defender's challenging gameplay, commenting that it is representative of what other games should be. He described the graphics as "beautiful", citing the varied sprites and flashing explosions.[14] Matt Barton and Bill Loguidice of Gamasutra stated the audio-visuals and gameplay's depth balanced the excessive difficulty. They praised the game's "catch and rescue" feature, as well as the mini-map.[10] Cuciz also praised the mini-map, stating that the game is impossible without it and that it allows players to plan strategies.[14] Author John Sellers praised the audio-visuals and the connection between the game's plot and gameplay.[8]

GameDaily in 2009 rated Defender the ninth most difficult game, citing the attack and rescue gameplay.[42] Author Steven L. Kent called it "one of the toughest games in arcade history". He also stated that novice players typically are able to play only a few seconds, and that enthusiasts saw proficiency at the game as a "badge of honor".[5] David Cuciz echoed similar comments.[14] Sellers described Defender's difficulty as "humbling", saying that few could play it with proficiency. He further stated that players would continue to play despite the difficulty.[8] Author David Ellis attributes the game's success to its challenging design.[17] Its difficulty is often attributed to its complex control scheme.[6][8][10] Edge magazine called Defender "one of the most difficult-to-master" games, describing its controls as "daunting".[41]

Impact and legacy edit

Players have competed to obtain the highest score at the game and the longest play time on a single credit.[8][43][44] Competitive playing for the longest play time was popularized by Mario Suarez from Atlantic City, who played Defender for over 21 and a half hours in 1982 at the Claridge Casino Hotel in Atlantic City.[8][45] It was authenticated by the facility and the many witnesses that watched along with the press of Atlantic City; the media attention spurred other players to attempt the same feat.[8] Expert players exploited software bugs to extend the length of their play time. Defender was the focus of the first Twin Galaxies video game contest. Players in 32 cities simultaneously competed on the weekend of April 3–4, 1982. Rick Smith was the victor with a score of 33,013,200 which took 38 hours.[46][47] One bug, related to how the game keeps track of scoring, allows players to earn a large number of "extra lives". Players can then use the extra lives to leave the game unattended while they rest.[11] Other bugs allow the ship to avoid damage from the enemies, also prolonging the length of play.[12]

Defender is considered the first side-scrolling shoot 'em up, predating Scramble by two months.[48] Professor Jim Whitehead described Defender as a breakthrough title for its use of full 2D motion, multiple goals, and complex gameplay that provides players with several methods to play.[49] James Hague of Dadgum Games called Defender a landmark title from the 1980s.[9] Stearny said that the game's use of scrolling helped remove design limitations associated with the screen.[7] Cuciz stated that Defender's use of scrolling introduced the "first true 'gaming environment'". He further said that though the game's mini-map feature had been introduced before, Defender integrated it into the gameplay in a more essential manner.[14] Stearny described it as the most important space game in the early 1980s. He commented that its realism and technological advances pushed developers to create more popular games, citing Gorf and Phoenix as examples.[7] Vince listed the game as a classic title that introduced new technology, specifically scrolling.[50] Ellis stated that prior to Defender, companies designed video games to have a balanced challenge. They believed games should be easy enough to attract players, but difficult enough to limit play time to a few minutes; anything too challenging would dissuade players.[17] Loguidice and Barton commented that Defender's success, along with Robotron: 2084, illustrated that video game enthusiasts were ready for more difficult games, which spurred developers to create more complex game designs.[10][51]

Jarvis's contributions to the game's development are often cited among his accolades.[52][53] Author John Vince considered him one of the originators of "high-action" and "reflex-based" arcade games, citing Defender's gameplay among other games designed by Jarvis.[50] Ellis said that Jarvis established himself as an early "hard-core" designer with Defender.[17] In 2007, IGN listed Eugene Jarvis as a top game designer whose titles (Defender, Robotron: 2084 and Smash TV) have influenced the video game industry.[53] Barton and Loguidice stated that the game helped establish Williams and Jarvis as key figures in the arcade game industry.[10] Sellers echoed similar comments.[8] After the success of Defender, Williams expanded their business by building a new facility and hired more employees. Before the expansion, Jarvis could work in isolation. But the influx of people created an environment he was unhappy with. He left Williams along with DeMar to found their own development company, Vid Kidz.[9] The company served as a consulting firm to Williams and developed two games for them.[10]

Remakes and sequels edit

 
A 2002 remake with the same name has gameplay elements similar to the original, but with 3D graphics.

The success of Defender prompted Williams to approach Vid Kidz, who originally wanted to create a new game. DeMar, however, suggested creating an enhanced version of Defender to meet Williams' four-month deadline. Vid Kidz titled the game Stargate, and developed it as a sequel to Defender. It features new elements and improved the original's performance.[9] Some home ports of Stargate were released under the title Defender II for trademark purposes.

Williams released a Defender-themed pinball machine in 1982.[11][54] It has many elements from the original game: sound effects, enemies, waves, and weapons. Williams produced fewer than 400 units.[54]

Midway's 1991 Strike Force is an arcade update to Defender in the same way that Smash TV is an update to Robotron: 2084. Jarvis and DeMar assisted with the game, but it was not widely distributed.

Atari Corporation released Defender 2000 in 1995 for the Atari Jaguar. It was written by Jeff Minter, who had previously updated Tempest as Tempest 2000.

Defender is included in the 1996 compilation Williams Arcade's Greatest Hits.

In 1997, Tiger Electronics released a handheld edition of Defender with a grayscale LCD screen, which doubles as a keychain ornament.[55]

A 2002 remake, published simply as Defender, uses 3D graphics and a third-person viewpoint. It was released for the Xbox, GameCube, and PlayStation 2.

Influenced games and clones edit

Home games that copied Defender's design include Gorgon (1981) and Repton (1983) for the Apple II, Alien Defense (1981) for the TRS 80 Model III, Defender 64 (1983) and Guardian (1984) for the Commodore 64, Invasion of the Body Snatchas! (1983) for the ZX Spectrum, Dropzone (1984) for the Atari 8-bit computers, and for the BBC Micro Defender (1982) was renamed to Planetoid (1984) to avoid litigation. It influenced Jeff Minter's Andes Attack for the VIC-20 home computer,[56] and later his bigravitational Sheep in Space.

Other games built upon the core concept of protecting people or vehicles along the ground in a horizontally scrolling world, such as Protector II for the Atari 8-bit, Chopper Command for the Atari 2600, and Choplifter, all three of which were released in 1982.

Some later games were also influenced by Defender, like Datastorm (1989) for the Amiga and Fantasy Zone (1986) for arcades and a variety of home consoles.[57]

Cultural references edit

The game has been referenced in music: Lou Reed's song "Down At The Arcade" on his 1984 album New Sensations, Manilla Road's song "Defender" on their 1982 album Metal, Buckner & Garcia's song "The Defender" on their 1982 album Pac-Man Fever, and the Beastie Boys' song "Body Movin'" on their 1998 album Hello Nasty. Nerdcore rapper MC Chris mentions Defender in the chorus of his anthemic song "Never Give Up" from his 2008 album, MC Chris is Dead.[58][59][60] Other artists to have used sound effects from Defender include Aphex Twin (on "Mt Saint Michel + Saint Michaels Mount" and "Bucephalus Bouncing Ball"), and Limp Bizkit (used to censor swearing on the clean version of "My Generation"). The game was featured prominently in the music video for the Sheena Easton song "Almost Over You".[61]

In an episode of the TV series CHiPs (Season 4, Episode 19), titled 'Vigilante', the game is featured in a scene where one of the characters is playing it.

Tim Waggoner's 2004 novel Hyperswarm is based on the video game.[62]

The game is used as a running gag in the film Avengers: Infinity War, where Groot is playing the game despite being told not to.

In Ready Player One, the ship from Defender is referenced, mentioning its ability to jump into hyperspace.

In Wonder Woman 1984, in the Shopping Mall scene, there is a Defender machine visible inside the Amusement Centre.

In the fourth episode of season 3 of NewsRadio entitled "Arcade", station manager Dave's addiction to Defender as a teenager returns when the station gets a Defender arcade machine to replace an unused sandwich machine.

Defender is one of many classic arcade games that appear in the Midway Arcade World in Lego Dimensions, as it is played in Gamer Kid's level "Retro Wreckage", both in the start of the level, as he is shown playing Defender on his phone while he has his headphones in and it is playable in Gamer Kid's world using the Arcade Machine vehicle, which is a part of Gamer Kid's Level Pack.

See also edit

Notes edit

  1. ^ The game was first demonstrated on November 10, 1980,[2] before entering domestic production at the beginning of March 1981.[3]
  1. ^ Williams Electronics purchased Midway in 1988, and later transferred its games to the Midway Games subsidiary.

References edit

  1. ^ a b "ディフェンダー アップライト筺体版" [Defender upright cabinet version]. Media Arts Database (in Japanese). Agency for Cultural Affairs. Retrieved 31 May 2021.
  2. ^ "Defender (Registration Number PA0000097373)". United States Copyright Office. Retrieved 31 May 2021.
  3. ^ "Coin Machine: Chicago Chatter" (PDF). Cashbox. March 7, 1981. p. 40. (PDF) from the original on July 28, 2020.
  4. ^ "Arcade Action". Computer and Video Games. No. 2 (December 1981). 18 November 1981. pp. 30–1.
  5. ^ a b c d e f g h i j k l m n o p q r Kent, Steven (2001). "The Golden Age (Part 1: 1979–1980)". The Ultimate History of Video Games. Three Rivers Press. pp. 144–147. ISBN 0-7615-3643-4.
  6. ^ a b c d Craig Glenday, ed. (2008-03-11). "Top 100 Arcade Games: Top 20–6". Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. p. 234. ISBN 978-1-904994-21-3.
  7. ^ a b c Stearny, Mark (September 1982). "The Evolution of Space Games: How We Got From Space Invaders to Zaxxon". JoyStik (1): 8–29.
  8. ^ a b c d e f g h i j Sellers, John (August 2001). Arcade Fever: The Fan's Guide to The Golden Age of Video Games. Running Press. pp. 50–53. ISBN 0-7624-0937-1.
  9. ^ a b c d e f James Hague, ed. (1997). "Eugene Jarvis". Halcyon Days: Interviews with Classic Computer and Video Games Programmers. Dadgum Games. Retrieved 2009-12-06.
  10. ^ a b c d e f g Barton, Matt; Bill Loguidice (2009-07-14). "The History of Defender: The Joys of Difficult Games". Gamasutra. Retrieved 2009-12-06.
  11. ^ a b c d e f g h i Digital Eclipse (2003-11-18). Midway Arcade Treasures (PlayStation 2). Midway Games. Level/area: The Inside Story On Defender.
  12. ^ a b c d e f g h i j k l m n o p "The Making of Defender". Retro Gamer. No. 55. Imagine Publishing. October 2008. pp. 34–39.
  13. ^ "Interview: Eugene Jarvis". JoyStik (1): 7. September 1982.
  14. ^ a b c d e f g Cuciz, David (May 2001). . GameSpy. Archived from the original on 2005-01-12. Retrieved 2009-12-06.
  15. ^ a b "Are You a Hardcore Gamer?". Next Generation. No. 38. Imagine Media. February 1998. pp. 47–48.
  16. ^ "Defender - Videogame by Williams (1980)". Killer List of Videogames. Retrieved 2009-12-06.
  17. ^ a b c d e Ellis, David (2004). "Arcade Classics". Official Price Guide to Classic Video Games. Random House. pp. 337–340. ISBN 0-375-72038-3.
  18. ^ "Twin Galaxies Record Breakers". Guinness World Records 2009 Gamer's Edition. Guinness World Records. Guinness. 2009-02-03. p. 198. ISBN 978-1-904994-45-9.
  19. ^ Horowitz, Ken (6 August 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p. 200. ISBN 978-1-4766-8420-8.
  20. ^ Kubey, Craig (1982). The Winners' Book of Video Games. New York: Warner Books. p. 34. ISBN 978-0-446-37115-5.
  21. ^ "RePlay: The Players' Choice". RePlay. April 1981.
  22. ^ "RePlay: The Players' Choice". RePlay. November 1981.
  23. ^ "Authoritative Industry Sources Acclaim: Pac-Man Top Video Game of the Year". Cash Box. Cash Box Pub. Co. 26 December 1981. p. 91.
  24. ^ "AMOA Announces Jukebox and Games Awards Winners". Cash Box. Cash Box Pub. Co.: 37 30 October 1982.
  25. ^ ""Donkey Kong" No.1 Of '81 — Game Machine's Survey Of "The Year's Best Three AM Machines" —" (PDF). Game Machine. No. 182. Amusement Press, Inc. 15 February 1982. p. 30. (PDF) from the original on 31 January 2020.
  26. ^ Cartridge Sales Since 1980. Atari Corp. Via "The Agony & The Ecstasy". Once Upon Atari. Episode 4. Scott West Productions. August 10, 2003. 23 minutes in.
  27. ^ a b Bang, Derrick (May–Jun 1983). "Beating the Classics". Computer Gaming World. p. 43. Retrieved 28 July 2014.
  28. ^ Hirschfeld, Tom (1981). How to Master the Video Games. Toronto, New York, London, Sydney: Bantam Books. pp. 73–78. ISBN 0553201646. p. 78: Mastering DEFENDER requires some perserverance, but most players find the effort worthwhile.
  29. ^ a b Driscoll, Ed (November 1982). "Capsule Reviews". The Space Gamer (57). Steve Jackson Games: 32.
  30. ^ Katz, Arnie; Kunkel, Bill (January 1983). "1983 Arcade Awards". Electronic Games. 1 (11): 22.
  31. ^ "Complete Games Guide" (PDF). Computer and Video Games (Complete Guide to Consoles): 46–77. 16 October 1989. (PDF) from the original on 5 January 2021.
  32. ^ "The Most Popular Atari Program Ever". Softline. March 1983. p. 44. Retrieved 28 July 2014.
  33. ^ Ahl, David H. (Spring 1983). "Atari 5200 Advanced Game System". Creative Computing Video & Arcade Games. p. 46.
  34. ^ "Conversion Capsules: Hit Games in New Formats". Computer Games. Vol. 3, no. 4. December 1984. pp. 62–3.
  35. ^ "Top 100 Video Games". Flux (4). Harris Publications: 28. April 1995.
  36. ^ "Top 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. p. 66.
  37. ^ "Top 100 Games of All Time" (PDF). GamesMaster (44): 78. July 1996. (PDF) from the original on December 11, 2021.
  38. ^ "Top 50 Games of All Time". Next Generation. No. 50. Imagine Media. February 1999. p. 77.
  39. ^ . GameSpot. Archived from the original on October 8, 2007.
  40. ^ Retro Gamer Staff (September 2008). (PDF). Retro Gamer. No. 54. Imagine Publishing. p. 68. Archived from the original (PDF) on February 1, 2014.
  41. ^ a b Edge Staff (2008-03-23). "The Best 50 Games of the 1980s". Edge. Archived from the original on 2013-01-15. Retrieved 2009-12-06.
  42. ^ "Top 25 Hardest Games of All Time". videogamesblogger.com. 14 April 2009. Retrieved 2014-03-09.
  43. ^ . Twin Galaxies. Archived from the original on 2008-02-16. Retrieved 2009-10-26.
  44. ^ (Press release). Funspot Family Entertainment Center. 2008-05-27. Archived from the original on June 4, 2011. Retrieved 2009-10-28.
  45. ^ Skow, John; Peter Ainslie; Jeff Melvoin; Steven Holmes (1982-01-18). "Games That Play People". Time. Vol. 119, no. 3. Time Inc. pp. 50–58.
  46. ^ "Scores of Rick Smith". Twin Galaxies Forum. Retrieved 12 April 2018.
  47. ^ . robotron2084guidebook.com. 4 September 2014. Archived from the original on 13 April 2018. Retrieved 12 April 2018.
  48. ^ Santos, Wayne; Lip, Khang (October 2006). "Twitch on Live: Xbox Live Arcade Games". GameAxis Unwired. No. 38. SPH Magazines]. pp. 30–1.
  49. ^ Whitehead, Jim (2007-01-29). (PDF). University of California, Santa Cruz. Archived from the original (PDF) on 2011-06-29. Retrieved 2009-12-06.
  50. ^ a b Vince, John (2002). Handbook of Computer Animation. Springer Science+Business Media. pp. 1–2. ISBN 1-85233-564-5.
  51. ^ Loguidice, Bill; Matt Barton (2009-08-04). "The History of Robotron: 2084 - Running Away While Defending Humanoids". Gamasutra. Retrieved 2009-10-15.
  52. ^ Maragos, Nich (2005-02-17). "Eugene Jarvis To Receive IGDA Lifetime Achievement Award". Gamasutra. Retrieved 2009-05-12.
  53. ^ a b IGN Staff (2007-07-24). . IGN. Archived from the original on September 28, 2011. Retrieved 2009-03-16.
  54. ^ a b Campbell, Stuart (January 2008). "A Whole Different Ball Game". Retro Gamer. No. 45. Imagine Publishing. p. 49.
  55. ^ "Gotta Hand it to Ya". Electronic Gaming Monthly. No. 101. Ziff Davis. December 1997. p. 228.
  56. ^ "Andes Attack". Llamasoft Baachive.
  57. ^ Ishii, Yoji. "Fantasy Zone – 2014 Developer Interview". shmuplations. Retrieved 15 March 2023.
  58. ^ Manilla Road (1982). Album: Metal Song: Defender. Roadster Records.
  59. ^ Jerry Buckner and Gary Garcia (1982). Album: Pac-Man Fever Song: The Defender. Columbia Records.
  60. ^ Beastie Boys (1998-07-14). Album: Hello Nasty Song: Body Movin'. Capitol Records.
  61. ^ lolymaslol (9 September 2010). "Sheena easton - Almost over you - 1983". Archived from the original on 2021-11-16. Retrieved 12 April 2018 – via YouTube.
  62. ^ "Media Tie-Ins". Tim Waggoner. Retrieved May 1, 2015.

External links edit

  • Defender at Coinop.org
  • Defender at MobyGames
  • Defender at IMDb  
  • Defender for Atari 2600 at Atari Mania
  • Defender for Atari 8-bit computers at Atari Mania
  • Defender at Lemon 64

defender, 1981, video, game, defender, video, game, redirects, here, 2002, game, defender, 2002, video, game, defender, horizontally, scrolling, shooter, developed, williams, electronics, 1980, released, arcade, video, game, 1981, game, either, unnamed, planet. Defender video game redirects here For the 2002 game see Defender 2002 video game Defender is a horizontally scrolling shooter developed by Williams Electronics in 1980 and released as an arcade video game in 1981 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 before entering production in early 1981 It was distributed in Japan by Taito DefenderDeveloper s Williams ElectronicsPublisher s Arcade NA EU Williams ElectronicsJP Taito 1 Ports Atari Inc AtarisoftDesigner s Eugene JarvisLarry DeMarProgrammer s Eugene JarvisLarry DeMarSam DickerPaul DussaultPlatform s Arcade Adventure Vision Apple II Atari 8 bit Atari 2600 Atari 5200 BBC Micro ColecoVision Commodore 64 Intellivision IBM PC SAM Coupe TI 99 4A VIC 20 ZX SpectrumReleaseNA Early 1981 a JP February 1981 1 EU 1981 4 Genre s Scrolling shooterMode s Single player multiplayer 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 purely 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 with over 3 million cartridges sold Contents 1 Gameplay 2 Development 2 1 Initial development 2 2 Later development 2 3 Hardware 3 Reception 3 1 Commercial performance 3 2 Reviews 3 3 Retrospective 4 Impact and legacy 4 1 Remakes and sequels 4 2 Influenced games and clones 4 3 Cultural references 5 See also 6 Notes 7 References 8 External linksGameplay edit nbsp The spaceship upper right flies above the surface to protect humans The minimap shows the entire world 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 5 6 7 8 Development edit nbsp Eugene Jarvis a pinball programmer at the time headed development of Defender Defender was Williams Electronics first attempt at developing a new video game the company s earlier game was a Pong clone 5 The popularity of coin operated arcade games in 1979 spurred the company to shift its focus from pinball games to arcade games 9 The company chose Eugene Jarvis who had a successful record of Williams pinball games to head development 5 Larry DeMar Sam Dicker and Paul Dussault assisted Jarvis 10 At the time Williams had a small staff and the management was unfamiliar with technology used for its electronic games As a result the staff was afforded a large amount of creative freedom 9 Initial development edit Space was a popular setting for video games at the time and Jarvis felt the abstract setting would help obscure simple graphics that lacked realism 5 Initially Jarvis spent 3 4 months developing color variations of Taito s Space Invaders and Atari Inc s Asteroids 11 First inspired by Space Invaders he created a similar game with new gameplay mechanics After spending a few weeks on the design however the team abandoned the idea believing it lacked enjoyment Development then shifted to emulating Atari s Asteroids but hardware differences between Asteroids and Defender s proposed specifications were problematic Asteroids displays vector graphics on a special monitor while the staff planned to use pixel graphics on a conventional monitor The team experimented with recreating the game with pixel graphics but also abandoned it because they felt the gameplay lacked enjoyment and visual appeal 12 Believing their first attempts to be too derivative the developers held brainstorming sessions During a session they agreed that one of Asteroids s favorable elements was its wraparound 12 They felt a game that allowed the player to fly off the screen would be exciting and decided to create a game world larger than the screen displayed The game s environment was made longer than the screen with the visible area scrolling horizontally 5 12 Expanding on the idea they envisioned a version of Space Invaders rotated 90 degrees By changing the orientation of Space Invaders design the ship moved up and down while flying horizontally Large asteroids an element from Asteroids were then added to the game world but were later removed because the staff felt it lacked enjoyment 12 Jarvis intended the screen to scroll only from left to right fellow Williams employee Steve Ritchie however convinced him the game should be able to scroll in either direction 5 12 I had this whole justification for why you were there and what you were doing A lot of games fall short They just put you there and all of a sudden you re beating people up and you start to wonder Why am I beating these people up There was actually an old TV show called The Defenders about attorneys back in the 1960s and I kind of liked that show You know if you re defending something you re being attacked and you can do whatever you wanted Eugene Jarvis 5 After six months of development the team felt the game had not made enough progress They examined other games and concluded that survival was a necessary component to implement To achieve this they devised enemies to present a threat the first of which was the Lander 12 Jarvis enjoyed violent action entertainment and wanted the game to have those elements but felt the action should have a reasonable objective Inspired by the 1960s television show The Defenders Jarvis titled the game Defender reasoning that the title helped justify the violence 5 He added astronauts to expand on the space theme and give players something to defend while they shot enemies 5 12 The element of flying over a planetscape was added after a brainstorming session between Jarvis and Ritchie 13 The landscape is depicted as a line only a pixel wide primarily because the hardware was not powerful enough to generate anything more detailed 12 Later development edit By July development was behind schedule and Jarvis s superior began to pressure him to finish the game in time for a then upcoming trade show the AMOA in September Jarvis spent several weeks creating the astronauts which his boss felt should be omitted if the process didn t speed up The pressure frustrated him to the point he considered resigning Around that time a new programmer named Sam Dicker was hired 5 He assisted in programming the game and added visual and audio effects 5 12 For example Dicker implemented a particle effect algorithm to generate unique explosions for destroyed enemies 12 The new elements re invigorated Jarvis who felt the project began to show promise 5 Development then shifted focus to the enemies Landers were given the ability to capture humans and a new enemy was devised from the mechanic Mutants captured humans that had turned hostile The Mutants added a rescue element to the game that Jarvis believed made it more interesting to players and encouraged them to continue playing The element of making a comeback from a dire situation was applied to the planet as well Jarvis felt it mimicked the ups and downs of real life Bombers enemies which release floating bombs on the screen were added next More enemies were added to create different gameplay elements Swarmers and Pods were designed to attack the spaceship as opposed to the astronauts Baiters were included to add pressure to the player by preventing them from lingering The enemies quickly follow the spaceship to collide with it and were based on a similar enemy in Asteroids 12 By September the game was still unfinished and almost every Williams programmer assisted in meeting the deadline for the AMOA trade show 5 14 The evening before the trade show the arcade cabinets were delivered for display 11 The developers however forgot to create an attract mode an automated sequence designed to entice an audience to play and high score system for the game and began working on them that night with DeMar coding the attract mode Dussault and Dicker creating the high score table and Jarvis doing playtesting and bug fixes 15 Early the next morning the team created the final EPROM chips for the mode and installed them in a cabinet The chips were put in backwards causing an electrical short when the cabinet was turned on so the team had to quickly burn a new set of EPROMs 15 Once the attract mode was operational Jarvis and the team returned to their homes to prepare for the show 8 After the show the developers expanded the game to allow users to play indefinitely The display model featured five levels which the team felt was more than enough because of the game s difficulty Most Williams employees could not progress past the third level and Jarvis s score of 60 000 points seemed unbeatable to them The developers decided it was best to be prepared for players that might exceed their expectations and added more levels that repeated 11 Hardware edit The game features amplified monaural sound and pixel graphics on a CRT monitor A Motorola 6809 central processing unit handles the graphics and gameplay while a Motorola 6800 microprocessor handles the audio 16 A pack of three AA batteries provide power to save the game s settings and high scores when the machine is unplugged from an electrical outlet The cabinet artwork is stenciled on the wooden frame 17 Development started by focusing on the game s hardware The staff first debated what type of monitor to use black and white or color They reasoned that using advanced technology would better establish them as good designers and chose a color monitor The developers estimated that the game would require 4 colors but instead chose hardware that could display each pixel in 16 colors At the time the designers believed that was more than they would ever need for a game 5 The monitor s resolution is 320 256 an expansion from the then industry standard of 256 256 The staff believed that the wider screen provided a better aspect ratio and would improve the game s presentation 12 Video games at the time relied on hardware to animate graphics but the developers decided to use software to handle animation and programmed the game in assembly language 9 12 The switch allowed them to display more on screen objects at a lower cost 12 The game s control scheme uses a two way joystick and five buttons Jarvis designed the controls to emulate both Space Invaders and Asteroids simultaneously The player s left hand manipulates the joystick similar to Space Invaders and the right hand pushes buttons similar to Asteroids The button functions also use a similar layout to Asteroids with the button to shoot projectiles and accelerate on the far right and left respectively Jarvis reasoned that players were accustomed to the control schemes of past games and felt altering past designs would prove difficult for them 12 Reception edit nbsp An American Marine playing Defender aboard a naval ship in 1982 Commercial performance edit The game was slow to gain popularity 6 not attracting much attention at the 1980 AMOA show 5 10 14 In retrospect Jarvis believed many passersby were intimidated by its complexity The game was well received in arcades and crowds gathered around the cabinet during its first nights of play testing 8 The success spurred Williams to release a cocktail version as well 11 Defender eventually became Williams best selling arcade game with over 55 000 units sold worldwide 5 11 17 and it became one of the highest grossing arcade games ever earning over US 1 billion 14 18 As of 2020 update it has sold 70 000 arcade units and grossed 1 5 billion worldwide 19 Six months after its release the game was one of the top earners in the United States video game industry 11 On the 1981 arcade game charts it topped the Play Meter arcade chart in August 20 and the RePlay arcade charts for most months between April 21 and November 22 The annual Cash Box and RePlay arcade charts listed Defender as the second highest grossing arcade game of 1981 in the United States just below Pac Man 23 The Amusement amp Music Operators Association AMOA later listed Defender among America s six highest grossing arcade games of 1982 24 Co designer Larry Demar was surprised by the game s popularity 5 At the time of its release Stan Jarocki director of marketing at then competitor Midway Manufacturing Note 1 described the game as amazing 11 In Japan Defender was not as highly successful but was a moderate success It was tied with Turbo and Galaxian as Japan s 18th highest grossing arcade video game of 1981 25 The Atari VCS port sold over 3 million copies becoming the second best selling Atari home video game of 1982 just below the Atari version of Pac Man However at least 68 993 copies of Defender were returned in 1983 26 Reviews edit Softline in 1983 wrote that it remains one of the hardest arcade games ever developed Initial attempts lasting less than ten seconds are not uncommon for novices 27 In his 1981 video game guide How to Master the Video Games Tom Hirschfeld reported Mastering DEFENDER requires some perserverance but most players find the effort worthwhile 28 Ed Driscoll reviewed the Atari 2600 version of Defender where due to its graphical limitations was reformatted to a city setting rather than the planet setting of the original arcade version in The Space Gamer No 57 29 Driscoll commented that all in all if you want a good game for your Atari this qualifies Defender lovers have a few gripes but I would recommend this one to any VCS owner 29 The port won the Best Science Fiction Fantasy Videogame category in the 1983 Arcade Awards 30 Computer and Video Games later reviewed the game giving it a 90 rating 31 In 1983 Softline readers named the port for the Atari 8 bit computers fifth on the magazine s Top Thirty list of Atari programs by popularity 32 The magazine was more critical stating that the game s appeal does not justify its unreasonable cost of being shipped on ROM cartridges 27 David H Ahl of Creative Computing Video amp Arcade Games said in 1983 that the Atari 5200 version was a substantial challenge to the most seasoned space gamers 33 Computer Games magazine reviewed the IBM PC conversion giving it a mixed review They said the action is very fast but it becomes boring after a short time 34 Retrospective edit In 1995 Flux magazine rated Defender 34th in its Top 100 Video Games They lauded the game stating the ultimate side scrolling arcade shooter 35 Next Generation ranked the arcade version as number 13 on their 1996 Top 100 Games of All Time saying that its balanced difficulty makes gamers keep coming back for more instead of giving up 36 In 1996 GamesMaster listed the game number 5 in their Top 100 Games of All Time they described the game as One of the greatest shoot em ups of all time 37 In 1999 Next Generation listed Defender as number 23 on their Top 50 Games of All Time commenting that despite exceptionally complicated controls gamers fell in love at first sight The difficulty is high but fair when you die it s always your fault and that leaves you wanting one more chance to beat the game 38 In 2004 Defender was inducted into GameSpot s list of the greatest games of all time 39 In 2008 Guinness World Records listed it as the number six arcade game in technical creative and cultural impact 6 That same year Retro Gamer rated the game number ten on their list of Top 25 Arcade Games citing it as a technical achievement and a difficult title with addictive gameplay 40 Also in 2008 Edge ranked Defender the sixth best game from the 1980s The editors described its design as very elegant despite a lack of narrative and characters 41 GameSpy s David Cuciz lauded Defender s challenging gameplay commenting that it is representative of what other games should be He described the graphics as beautiful citing the varied sprites and flashing explosions 14 Matt Barton and Bill Loguidice of Gamasutra stated the audio visuals and gameplay s depth balanced the excessive difficulty They praised the game s catch and rescue feature as well as the mini map 10 Cuciz also praised the mini map stating that the game is impossible without it and that it allows players to plan strategies 14 Author John Sellers praised the audio visuals and the connection between the game s plot and gameplay 8 GameDaily in 2009 rated Defender the ninth most difficult game citing the attack and rescue gameplay 42 Author Steven L Kent called it one of the toughest games in arcade history He also stated that novice players typically are able to play only a few seconds and that enthusiasts saw proficiency at the game as a badge of honor 5 David Cuciz echoed similar comments 14 Sellers described Defender s difficulty as humbling saying that few could play it with proficiency He further stated that players would continue to play despite the difficulty 8 Author David Ellis attributes the game s success to its challenging design 17 Its difficulty is often attributed to its complex control scheme 6 8 10 Edge magazine called Defender one of the most difficult to master games describing its controls as daunting 41 Impact and legacy editPlayers have competed to obtain the highest score at the game and the longest play time on a single credit 8 43 44 Competitive playing for the longest play time was popularized by Mario Suarez from Atlantic City who played Defender for over 21 and a half hours in 1982 at the Claridge Casino Hotel in Atlantic City 8 45 It was authenticated by the facility and the many witnesses that watched along with the press of Atlantic City the media attention spurred other players to attempt the same feat 8 Expert players exploited software bugs to extend the length of their play time Defender was the focus of the first Twin Galaxies video game contest Players in 32 cities simultaneously competed on the weekend of April 3 4 1982 Rick Smith was the victor with a score of 33 013 200 which took 38 hours 46 47 One bug related to how the game keeps track of scoring allows players to earn a large number of extra lives Players can then use the extra lives to leave the game unattended while they rest 11 Other bugs allow the ship to avoid damage from the enemies also prolonging the length of play 12 Defender is considered the first side scrolling shoot em up predating Scramble by two months 48 Professor Jim Whitehead described Defender as a breakthrough title for its use of full 2D motion multiple goals and complex gameplay that provides players with several methods to play 49 James Hague of Dadgum Games called Defender a landmark title from the 1980s 9 Stearny said that the game s use of scrolling helped remove design limitations associated with the screen 7 Cuciz stated that Defender s use of scrolling introduced the first true gaming environment He further said that though the game s mini map feature had been introduced before Defender integrated it into the gameplay in a more essential manner 14 Stearny described it as the most important space game in the early 1980s He commented that its realism and technological advances pushed developers to create more popular games citing Gorf and Phoenix as examples 7 Vince listed the game as a classic title that introduced new technology specifically scrolling 50 Ellis stated that prior to Defender companies designed video games to have a balanced challenge They believed games should be easy enough to attract players but difficult enough to limit play time to a few minutes anything too challenging would dissuade players 17 Loguidice and Barton commented that Defender s success along with Robotron 2084 illustrated that video game enthusiasts were ready for more difficult games which spurred developers to create more complex game designs 10 51 Jarvis s contributions to the game s development are often cited among his accolades 52 53 Author John Vince considered him one of the originators of high action and reflex based arcade games citing Defender s gameplay among other games designed by Jarvis 50 Ellis said that Jarvis established himself as an early hard core designer with Defender 17 In 2007 IGN listed Eugene Jarvis as a top game designer whose titles Defender Robotron 2084 and Smash TV have influenced the video game industry 53 Barton and Loguidice stated that the game helped establish Williams and Jarvis as key figures in the arcade game industry 10 Sellers echoed similar comments 8 After the success of Defender Williams expanded their business by building a new facility and hired more employees Before the expansion Jarvis could work in isolation But the influx of people created an environment he was unhappy with He left Williams along with DeMar to found their own development company Vid Kidz 9 The company served as a consulting firm to Williams and developed two games for them 10 Remakes and sequels edit nbsp A 2002 remake with the same name has gameplay elements similar to the original but with 3D graphics The success of Defender prompted Williams to approach Vid Kidz who originally wanted to create a new game DeMar however suggested creating an enhanced version of Defender to meet Williams four month deadline Vid Kidz titled the game Stargate and developed it as a sequel to Defender It features new elements and improved the original s performance 9 Some home ports of Stargate were released under the title Defender II for trademark purposes Williams released a Defender themed pinball machine in 1982 11 54 It has many elements from the original game sound effects enemies waves and weapons Williams produced fewer than 400 units 54 Midway s 1991 Strike Force is an arcade update to Defender in the same way that Smash TV is an update to Robotron 2084 Jarvis and DeMar assisted with the game but it was not widely distributed Atari Corporation released Defender 2000 in 1995 for the Atari Jaguar It was written by Jeff Minter who had previously updated Tempest as Tempest 2000 Defender is included in the 1996 compilation Williams Arcade s Greatest Hits In 1997 Tiger Electronics released a handheld edition of Defender with a grayscale LCD screen which doubles as a keychain ornament 55 A 2002 remake published simply as Defender uses 3D graphics and a third person viewpoint It was released for the Xbox GameCube and PlayStation 2 Influenced games and clones edit Home games that copied Defender s design include Gorgon 1981 and Repton 1983 for the Apple II Alien Defense 1981 for the TRS 80 Model III Defender 64 1983 and Guardian 1984 for the Commodore 64 Invasion of the Body Snatchas 1983 for the ZX Spectrum Dropzone 1984 for the Atari 8 bit computers and for the BBC Micro Defender 1982 was renamed to Planetoid 1984 to avoid litigation It influenced Jeff Minter s Andes Attack for the VIC 20 home computer 56 and later his bigravitational Sheep in Space Other games built upon the core concept of protecting people or vehicles along the ground in a horizontally scrolling world such as Protector II for the Atari 8 bit Chopper Command for the Atari 2600 and Choplifter all three of which were released in 1982 Some later games were also influenced by Defender like Datastorm 1989 for the Amiga and Fantasy Zone 1986 for arcades and a variety of home consoles 57 Cultural references edit The game has been referenced in music Lou Reed s song Down At The Arcade on his 1984 album New Sensations Manilla Road s song Defender on their 1982 album Metal Buckner amp Garcia s song The Defender on their 1982 album Pac Man Fever and the Beastie Boys song Body Movin on their 1998 album Hello Nasty Nerdcore rapper MC Chris mentions Defender in the chorus of his anthemic song Never Give Up from his 2008 album MC Chris is Dead 58 59 60 Other artists to have used sound effects from Defender include Aphex Twin on Mt Saint Michel Saint Michaels Mount and Bucephalus Bouncing Ball and Limp Bizkit used to censor swearing on the clean version of My Generation The game was featured prominently in the music video for the Sheena Easton song Almost Over You 61 In an episode of the TV series CHiPs Season 4 Episode 19 titled Vigilante the game is featured in a scene where one of the characters is playing it Tim Waggoner s 2004 novel Hyperswarm is based on the video game 62 The game is used as a running gag in the film Avengers Infinity War where Groot is playing the game despite being told not to In Ready Player One the ship from Defender is referenced mentioning its ability to jump into hyperspace In Wonder Woman 1984 in the Shopping Mall scene there is a Defender machine visible inside the Amusement Centre In the fourth episode of season 3 of NewsRadio entitled Arcade station manager Dave s addiction to Defender as a teenager returns when the station gets a Defender arcade machine to replace an unused sandwich machine Defender is one of many classic arcade games that appear in the Midway Arcade World in Lego Dimensions as it is played in Gamer Kid s level Retro Wreckage both in the start of the level as he is shown playing Defender on his phone while he has his headphones in and it is playable in Gamer Kid s world using the Arcade Machine vehicle which is a part of Gamer Kid s Level Pack See also edit nbsp Video games portal Golden age of arcade video games Midway Arcade Treasures Williams Arcade s Greatest HitsNotes edit The game was first demonstrated on November 10 1980 2 before entering domestic production at the beginning of March 1981 3 Williams Electronics purchased Midway in 1988 and later transferred its games to the Midway Games subsidiary References edit a b ディフェンダー アップライト筺体版 Defender upright cabinet version Media Arts Database in Japanese Agency for Cultural Affairs Retrieved 31 May 2021 Defender Registration Number PA0000097373 United States Copyright Office Retrieved 31 May 2021 Coin Machine Chicago Chatter PDF Cashbox March 7 1981 p 40 Archived PDF from the original on July 28 2020 Arcade Action Computer and Video Games No 2 December 1981 18 November 1981 pp 30 1 a b c d e f g h i j k l m n o p q r Kent Steven 2001 The Golden Age Part 1 1979 1980 The Ultimate History of Video Games Three Rivers Press pp 144 147 ISBN 0 7615 3643 4 a b c d Craig Glenday ed 2008 03 11 Top 100 Arcade Games Top 20 6 Guinness World Records Gamer s Edition 2008 Guinness World Records Guinness p 234 ISBN 978 1 904994 21 3 a b c Stearny Mark September 1982 The Evolution of Space Games How We Got From Space Invaders to Zaxxon JoyStik 1 8 29 a b c d e f g h i j Sellers John August 2001 Arcade Fever The Fan s Guide to The Golden Age of Video Games Running Press pp 50 53 ISBN 0 7624 0937 1 a b c d e f James Hague ed 1997 Eugene Jarvis Halcyon Days Interviews with Classic Computer and Video Games Programmers Dadgum Games Retrieved 2009 12 06 a b c d e f g Barton Matt Bill Loguidice 2009 07 14 The History of Defender The Joys of Difficult Games Gamasutra Retrieved 2009 12 06 a b c d e f g h i Digital Eclipse 2003 11 18 Midway Arcade Treasures PlayStation 2 Midway Games Level area The Inside Story On Defender a b c d e f g h i j k l m n o p The Making of Defender Retro Gamer No 55 Imagine Publishing October 2008 pp 34 39 Interview Eugene Jarvis JoyStik 1 7 September 1982 a b c d e f g Cuciz David May 2001 Hall of Fame Defender GameSpy Archived from the original on 2005 01 12 Retrieved 2009 12 06 a b Are You a Hardcore Gamer Next Generation No 38 Imagine Media February 1998 pp 47 48 Defender Videogame by Williams 1980 Killer List of Videogames Retrieved 2009 12 06 a b c d e Ellis David 2004 Arcade Classics Official Price Guide to Classic Video Games Random House pp 337 340 ISBN 0 375 72038 3 Twin Galaxies Record Breakers Guinness World Records 2009 Gamer s Edition Guinness World Records Guinness 2009 02 03 p 198 ISBN 978 1 904994 45 9 Horowitz Ken 6 August 2020 Beyond Donkey Kong A History of Nintendo Arcade Games McFarland amp Company p 200 ISBN 978 1 4766 8420 8 Kubey Craig 1982 The Winners Book of Video Games New York Warner Books p 34 ISBN 978 0 446 37115 5 RePlay The Players Choice RePlay April 1981 RePlay The Players Choice RePlay November 1981 Authoritative Industry Sources Acclaim Pac Man Top Video Game of the Year Cash Box Cash Box Pub Co 26 December 1981 p 91 AMOA Announces Jukebox and Games Awards Winners Cash Box Cash Box Pub Co 37 30 October 1982 Donkey Kong No 1 Of 81 Game Machine s Survey Of The Year s Best Three AM Machines PDF Game Machine No 182 Amusement Press Inc 15 February 1982 p 30 Archived PDF from the original on 31 January 2020 Cartridge Sales Since 1980 Atari Corp Via The Agony amp The Ecstasy Once Upon Atari Episode 4 Scott West Productions August 10 2003 23 minutes in a b Bang Derrick May Jun 1983 Beating the Classics Computer Gaming World p 43 Retrieved 28 July 2014 Hirschfeld Tom 1981 How to Master the Video Games Toronto New York London Sydney Bantam Books pp 73 78 ISBN 0553201646 p 78 Mastering DEFENDER requires some perserverance but most players find the effort worthwhile a b Driscoll Ed November 1982 Capsule Reviews The Space Gamer 57 Steve Jackson Games 32 Katz Arnie Kunkel Bill January 1983 1983 Arcade Awards Electronic Games 1 11 22 Complete Games Guide PDF Computer and Video Games Complete Guide to Consoles 46 77 16 October 1989 Archived PDF from the original on 5 January 2021 The Most Popular Atari Program Ever Softline March 1983 p 44 Retrieved 28 July 2014 Ahl David H Spring 1983 Atari 5200 Advanced Game System Creative Computing Video amp Arcade Games p 46 Conversion Capsules Hit Games in New Formats Computer Games Vol 3 no 4 December 1984 pp 62 3 Top 100 Video Games Flux 4 Harris Publications 28 April 1995 Top 100 Games of All Time Next Generation No 21 Imagine Media September 1996 p 66 Top 100 Games of All Time PDF GamesMaster 44 78 July 1996 Archived PDF from the original on December 11 2021 Top 50 Games of All Time Next Generation No 50 Imagine Media February 1999 p 77 The Greatest Games of All Time Defender GameSpot Archived from the original on October 8 2007 Retro Gamer Staff September 2008 Top 25 Arcade Games PDF Retro Gamer No 54 Imagine Publishing p 68 Archived from the original PDF on February 1 2014 a b Edge Staff 2008 03 23 The Best 50 Games of the 1980s Edge Archived from the original on 2013 01 15 Retrieved 2009 12 06 Top 25 Hardest Games of All Time videogamesblogger com 14 April 2009 Retrieved 2014 03 09 Defender High Score Rankings Twin Galaxies Archived from the original on 2008 02 16 Retrieved 2009 10 26 Join Guinness World Records for Four Days of Classic Game Record Breaking Mayhem Press release Funspot Family Entertainment Center 2008 05 27 Archived from the original on June 4 2011 Retrieved 2009 10 28 Skow John Peter Ainslie Jeff Melvoin Steven Holmes 1982 01 18 Games That Play People Time Vol 119 no 3 Time Inc pp 50 58 Scores of Rick Smith Twin Galaxies Forum Retrieved 12 April 2018 RickSmith robotron2084guidebook com 4 September 2014 Archived from the original on 13 April 2018 Retrieved 12 April 2018 Santos Wayne Lip Khang October 2006 Twitch on Live Xbox Live Arcade Games GameAxis Unwired No 38 SPH Magazines pp 30 1 Whitehead Jim 2007 01 29 Game Genres Shmups PDF University of California Santa Cruz Archived from the original PDF on 2011 06 29 Retrieved 2009 12 06 a b Vince John 2002 Handbook of Computer Animation Springer Science Business Media pp 1 2 ISBN 1 85233 564 5 Loguidice Bill Matt Barton 2009 08 04 The History of Robotron 2084 Running Away While Defending Humanoids Gamasutra Retrieved 2009 10 15 Maragos Nich 2005 02 17 Eugene Jarvis To Receive IGDA Lifetime Achievement Award Gamasutra Retrieved 2009 05 12 a b IGN Staff 2007 07 24 Top 10 Tuesday Game Designers IGN Archived from the original on September 28 2011 Retrieved 2009 03 16 a b Campbell Stuart January 2008 A Whole Different Ball Game Retro Gamer No 45 Imagine Publishing p 49 Gotta Hand it to Ya Electronic Gaming Monthly No 101 Ziff Davis December 1997 p 228 Andes Attack Llamasoft Baachive Ishii Yoji Fantasy Zone 2014 Developer Interview shmuplations Retrieved 15 March 2023 Manilla Road 1982 Album Metal Song Defender Roadster Records Jerry Buckner and Gary Garcia 1982 Album Pac Man Fever Song The Defender Columbia Records Beastie Boys 1998 07 14 Album Hello Nasty Song Body Movin Capitol Records lolymaslol 9 September 2010 Sheena easton Almost over you 1983 Archived from the original on 2021 11 16 Retrieved 12 April 2018 via YouTube Media Tie Ins Tim Waggoner Retrieved May 1 2015 External links editDefender at Coinop org Defender at MobyGames Defender at IMDb nbsp Defender for Atari 2600 at Atari Mania Defender for Atari 8 bit computers at Atari Mania Defender at Lemon 64 Retrieved from https en wikipedia org w index php title Defender 1981 video game amp oldid 1223395418, wikipedia, wiki, book, books, library,

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