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The History of Defender: The Joys of Difficult Games
 
 
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Features
  The History of Defender: The Joys of Difficult Games
by Matt Barton, Bill Loguidice
14 comments
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July 14, 2009 Article Start Previous Page 2 of 4 Next
 

In a column for Gamasutra, game designer Manveer Heir stated, "In 1977, the Atari 2600 [Video Computer System (VCS)] was launched with a joystick that had a grand total of one button to use.

Today, the [Microsoft] Xbox 360 has sixteen buttons on their controller. In other words, about every two years, we get another button on our controllers.

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This increase in interface complexity is the result of increased game complexity." Heir's statement is all too true, and is likely one reason why older games with simpler requirements and demands have regained popularity in recent years.

However, although Defender was not an easy or simple game, it was still converted to the Atari 2600 in a high-profile 1981 release that -- along with Space Invaders (1980) and Asteroids (1981) -- helped the system become a dominant platform.

Besides an obvious reduction in sound and graphics -- the arcade version's mountains turned into blocky city buildings -- the control scheme was also modified to fit the platform's constraints.

The 2600's single-button joystick had to accommodate the arcade version's up/down joystick and individual Reverse, Hyperspace, Smart Bomb, Thrust, and Fire buttons. This change in control scheme results in distinct changes in both gameplay and flow.


The Atari 2600 version of Defender took many liberties with the license.

Unlike the arcade version, in which two or more Landers can kidnap Humanoids simultaneously, the 2600 version allows for only one at a time. Also, Humanoids can't be accidentally shot by the player and Hyperspace never results in instant death, as occasionally happens in the arcade version. Finally, the joystick in the 2600 version is used for all movement and thrust, and the single fire button is used to fire lasers, release Smart Bombs, and activate Hyperspace.

Smart Bombs are activated when the button is pressed when the ship is at the very bottom of the screen (behind the city) and Hyperspace at the very top (behind the minimap), making their overall utility questionable at best. A final result of the game's concessions to the home platform is that every time the player fires, the Defender ship disappears (essentially, one graphical image would replace the other), creating unintended possibilities for evading enemy hostility.[4]

A later 2600 game inspired by Defender's gameplay is Bob Whitehead's Chopper Command (1982) for Activision. Whitehead kept the 2600's limitations in mind, and featured the type of audiovisual polish that distinguished the company on the platform.

Although not a particularly ambitious game in terms of mechanics, it nevertheless succeeded by being a highly playable, straightforward shooter that utilized the same type of minimap, inertia-based movements and high difficulty from Defender, albeit with the notable omission of the rescue component. In Chopper Command, the player is simply tasked with using his or her helicopter to defend a truck caravan from bomber jets and other helicopters.


Chopper Command was Activision's strictly action-oriented answer to Atari's conversion of Defender for the Atari 2600.

Dan Gorlin, on the other hand, with his much ported Choplifter (Broderbund, 1982; Arcade [Sega], Atari 7800, Coleco ColecoVision, and others) for the Apple II, made one of Defender's best features a critical component of his classic helicopter-based hostage rescue game. In an interview for the book Halcyon Days, Gorlin describes how the design for Choplifter developed from Defender a bit differently than one might expect:

"Being fascinated with helicopters, I started out by making one fly around using a joystick. It was really cool, so I kept adding things to shoot at. We had this local kid doing some repairs on my car just outside, and he used to come in and play with it. He was a big Defender freak, and one day he said, 'You should have some men to pick up.' I walked over to the laundromat and took a closer look at Defender to see what he was talking about -- never played it myself -- and damned if I could see any men, but took his word for it, and it seemed like a cool idea."[5]


Back of the box for the Coleco Adam The Best of Broderbund: A.E. and Choplifter, the former a type of Galaga clone (see Chapter 16, "Space Invaders (1978): The Japanese Descend") and the latter inspired by Defender.


[4] Other home ports generally kept most arcade features intact and allowed for more robust control schemes consistent with the target platform.

[5] See http://www.dadgum.com/halcyon/BOOK/GORLIN.HTM. Unlike in Defender, the tiny humans in Choplifter were easier to identify and better animated.

 
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Comments

Tom Newman
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Defenfer was the game that I always wanted to be good at, but back in the early 1980's my quarter only got me about 1 minute of play time. I did spend a lot of time watching people who actually knew how to play, and even today, I find this game both insanely difficult and still very interesting. Great article!!!

Roberto Alfonso
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I have never been good at Defender, but was pretty good at Choplifter! Not a fan of shmups, but interesting read nonetheless.

Geoff Schardein
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Hmm, Defender is the only Game machine I ever considered trying to find after market to put in the basement. I played it quite well and won a ball cap with my hi score from a local arcade. It was close to 3 million and would have been higher, I had been playing all day on a quarter, but friends told me of a party and it took me almost an hour just to suicide all of my ships to end the game...ah those were the days.

Gregory Kinneman
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Honestly, I would have liked a deeper discussion on the difficulty besides just it was hard and frenzied. Also, a little more info on exactly how the game played would be nice. However, it was a good history lesson on all the ports and sequels.

Bill Loguidice
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Thanks, Gregory. You have to remember that these are not meant to be the end-all-be-all on the topic. It should arm you with what you need to know to find out more on what particular area(s) interest you. The main game is used as a launching point for discussion of the genre and games like it in general, just like the rest of the chapters, and is meant as a companion to all of the other chapters and vice-versa. Also, these were originally meant to be included in our book, Vintage Games, but due to space considerations were pulled as bonus content for Gamasutra's use, free to even those who haven't bought the book, so the "article" itself was not spec'd for unlimited space, but for book space, which is far more limited. By the way, a few bonus images for the article are available here for those interested: http://www.armchairarcade.com/neo/node/2327

zed zeek
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Speaking as someone who used to hang out in arcades from the 'real' start of videogames. ala spaceinvaders

Whilst I enjoyed stargate far more than defender.
Ild have to say defender is the coolest most influential arcade game ever, not space invaders, kong, galaxians, pacman et al.

Zev Youra
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Defender was a little before my time, but I remember wasting way too much time on the awesome (relatively recent) Choplifter derivative "BushFire." It's like choplifter with no normal combat, plus firefighting, and all kinds of fun little things. A great example of addictive, simple gameplay. After some googling, I finally found the site ( http://www.strangeflavour.com/page1/page8/page8.html ) where it's a free download now... Nostalgia imminent!

Noah Falstein
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I came to Williams not long after Eugene and Larry had left, but their influence stayed with us. When I initially tuned the difficulty on Sinistar, I used Stargate (which I always found incredibly tough to progress through) as a standard. Then the Williams management decreed we had to decrease the average play time and so we had to make it even tougher, something the team always regretted - although from a purely financial viewpoint I think they knew what they were doing. Personally, I think Robotron was Eugene's real masterpiece from a playability standpoint, and it's hard to explain to players today how overwhelming the number of moving objects on the screen was, making use of our new "blitter chip" to radically increase the display speed from Stargate.

Bill Loguidice
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Thanks for the great input, Noah. I think difficulty in the classic Williams arcade games is something that is often overlooked (and the reasons behind it), since everyone was too enthralled with the base gameplay to really care that they were getting their butts kicked so ruthlessly. Also, the very next bonus chapter is on Robotron, so great timing!

Giles O'Dell
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I've always thought it's an interesting contrast between the elegantly simple control scheme in Joust, to (what for me was, at the time) the intimidating complexity of the array of buttons for Defender. Looking at it now, I think perhaps having a button to reverse your direction was a bit much -- that perhaps should have just been controllable with the joystick. But, like all Williams games, it had great style in its art direction and kick-ass sound.

steve roger
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I was a kick ass defender player. Which made me the star of our arcade. That is the value of difficult games. If it is easy nobody becomes accomplished and there isn't a competitive drive built up between players. I recall having people bunched up around me as I payed. I felt like a rock star.:)

zed zeek
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I didnt think stargate was that hard, I used to love the dogfighter stage ~level13, blowing away a group of aliens like that is satisfying, half the reason it was I believe the awesome sound effects, the best of any game, So good in fact they showed up in a few williams games eg robotron :)

Cheers for this article, Its inspired me to have a go at a defender clone(*)
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=450912

(*)though knowing me will turn out very different
Ive already ditched the thrust == forward control, since its far harder to control, having the reverse button though is good (though of course will leave the option in for someone to play it with thrust)

Noah Falstein
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Giles, John Newcomer who designed Joust was not a good Defender player and was specifically trying to create a game that was more accessible. His battle was for the flap button, which he (correctly!) felt was a big part of the feeling of the game - he had to fight some people who wanted to just make it a 4-way joystick which would have absolutely ruined most of the elegance and appeal.

Matt Barton
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My friend Mark Vergeer recently made a video showing all of the hundreds of Defender clones out there...I didn't realize there were quite so many! And apparently these are just a selection.

http://www.youtube.com/watch?v=SP-coMuvoKE


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