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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 3 of 4 Next
 

In Gorlin's design, the helicopter can face and shoot in one of three directions: left, right, and forward ("forward" means facing the screen, useful for attacking ground targets).

The player must use the helicopter to release the hostages, who are trapped in destructible prisons.

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Once a prison has been breached, the helicopter must then carefully land and allow the hostages to board, one by one, until the maximum number for a run is reached or it becomes necessary to escape.

The helicopter must then take off, fly back to the base and again carefully land, allowing the freed hostages to leave one by one.

The process then repeats until all hostages from the level are freed or destroyed, preferably not by accident with the player's own helicopter.

Much like the ship in Defender, the player's helicopter in Choplifter is constantly under attack, this time from both ground and air enemies, with high difficulty being the rule, rather than the exception.


Entex's Defender electronic game, which was a popular dedicated handheld from 1982. Entex also released the now highly collectible and rare Adventure Vision tabletop videogame system in 1982, which was bundled with a Defender cartridge.

As with most legendary and popular games, Defender received more than its fair share of additional ports, clones, knock-offs, and enhanced variations.

Some of the best of these include Big Five Software's Defense Command (1982; TRS-80), Sirius Software's Repton (1983; Apple II, Atari 8-bit, Commodore 64), Arena Graphics' Dropzone (1984; Atari 8-bit, Commodore 64, Sega Game Gear, and others), Synapse/Atarisoft's Protector II (1983; Commodore 64, Radio Shack Color Computer, TI-99/4a, and others), and Logotron's Star Ray (1988; Atari ST, Commodore Amiga, and others), which became the officially licensed Revenge of Defender when it was later published by Epyx.

Of course, Defender was also influential for the side-scrolling shooter genre in general, which included Scramble (Konami, 1981; Arcade), where the player had to destroy fuel tanks to replenish their ship's supply while wreaking havoc; Parsec (Texas Instruments, 1982; TI-99/4a), noted for its speech-enhanced audio; Datamost's The Tail of Beta Lyrae (Datamost, 1983; Atari 8-bit); which featured semi-random levels, R-Type (Irem, 1987; Arcade), which became known for its impressive bio-organic graphics and boss battles; Parodius (Konami, 1988; MSX), which parodied the genre and its classic progenitor, Gradius (Konami, 1985; Arcade); and Gates of Zendocon (Epyx, 1989; Atari Lynx), which offered 51 levels to blast through. Despite their popularity, however, unlike Defender, most of those titles relied on more straightforward shooting-based gameplay and an excess of hazards for thrills.


Screenshot from the Commodore 64 version of Revenge of Defender.


The Magnavox Odyssey2's Freedom Fighters! (1982) was that platform's answer to Defender, and, instead of mapping controls to the console's keyboard, implemented an awkward two-joystick control scheme that worked best with two players at the helm. Image from the Freedom Fighters! Manual shown here.


Screenshot from Universal's Cosmic Avenger (1981), a difficult side-scrolling shooter that featured a minimap of limited utility. Defender directly influenced games like this and countless other shooters in a variety of ways.

 
Article Start Previous Page 3 of 4 Next
 
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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