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