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After Jarvis left to form his own company -- Vid Kidz -- with
Larry DeMarthe, the two continued to design games for Williams, starting with Defender's
1981 arcade sequel, Stargate, which, for trademark purposes, became Defender
II in later home releases.
Never reaching anywhere near the popularity of Defender,
Stargate added new enemy ships, equipped the Defender with a limited-use
invisibility (cloaking) device (a sixth button!), added two special stages
after every fifth and tenth board, respectively.
It featured the titular
Stargates, which among other things, transported the Defender to any humanoid in trouble and, under the right
circumstances, allowed especially skilled players to jump ahead several levels.
This ability to jump made the game even more frenzied, and
the best players felt it let them get one up on the game.
When asked about the
inspiration for the game's Stargates, DeMar said the two "wanted something
that would give some new appeal to the game [Defender], but that wouldn't
be playable by the good players on Defender."
So the two "worked hard to develop a mechanism that would be good for the
experienced Defender player, but
wouldn't make them stay there for a long time."[6]
Screenshot from the arcade version of Stargate,
which became known as Defender II for
most home conversions.
Atari's 1984 conversion of Defender II,
née Stargate, was a marked
improvement over their earlier conversion of Defender.
A final -- though less direct -- arcade sequel, Strike
Force, was released in 1991 through Midway to little fanfare.[7]
While Jarvis and DeMar were on the staff, the game's main programming was
handled by Todd Allen and Eric Pribyl. According to MAME's history file on the game, [8]
"Strike Force again
has the player flying a spaceship over the surface of a series of two-way,
horizontally scrolling planets, destroying enemy waves and rescuing humans from
the alien invaders; with rescued humans hanging from the underside of the
player's ship. Once these tasks have been completed, the mothership arrives to
pick up the player's ship, together with any humans they have rescued. Players
can decide which planets to attack, when to purchase additional firepower and
when to attack the Apocalypse. Strike Force's graphics differ from the minimalist, stylish appearance of the first
two games in the series; with full color sprites, multilayer scrolling and
colourful, visceral explosions giving the game its own distinctive look and
feel."[9]
Screenshot from the arcade version of Strike
Force.
Besides the official home ports of the arcade games and the
aforementioned Revenge of Defender, the Defender series would
receive two more new official home entries: Defender 2000 (1995) and Defender
(2002), as well as a 2006 release of the original arcade game on Xbox Live
Arcade for the Microsoft Xbox 360, which added online options and a mode with
sound and visual enhancements.
Defender 2000 from
Llamasoft, published on cartridge by Atari for the Atari Jaguar, features a
choice of three modes: Defender Classic (original arcade version), Defender
Plus (audiovisual enhancement of the original with the option for helper droids
to make the game a bit easier), or Defender 2000 (additional enhancements,
including powerups).
The 2002 release of Defender for the Microsoft Xbox,
Nintendo GameCube, and Sony PlayStation 2, took the series into 3D with a
third-person, behind-the-ship perspective, creating a very different experience
than its namesake. The Nintendo Game Boy Advance version retained the original's
2D perspective and included an option to play the original game, which some
contemporary reviews indicated was the cartridge's saving grace.
Defender 2000 was one of several updates
of classic arcade games on Atari's Jaguar console. Box back shown.
Although the series has long been surpassed in popularity
in the modern niche of the shoot-'em-up genre, it was early games like Defender
and each new generation of consoles that finally proved gamer adaptability
to increasingly complex control schemes.
Of course, it can be argued that this
complexity reached a point of diminishing returns and that's why more casual
games and systems like the Nintendo Wii have proven so popular in recent years.
Certainly, Bushnell's experiences with Computer
Space and Pong (see the bonus
chapters on Pong and Spacewar!) suggested that complexity was
as bad as simplicity was good.
Nevertheless, Defender successfully
challenged the idea that gamers couldn't handle or wouldn't play complex and
difficult games in the arcade, awakening other developers to new, more
sophisticated design possibilities.
[6] From the
multimedia retrospective on Williams
Arcade Classics (Midway, 1995; PC, Sony PlayStation, and others).
[7] In 1988,
Williams, operating as WMS Industries, acquired Bally/Midway, and now operates
under WMS as Midway Games.
[8] MAME stands for Multiple Arcade Machine Emulator. According to the MAME
Documentation Project Website, "Its purpose is to document the inner
workings of those pioneering games of the video arcade era. Remember Pacman,
Space Invaders, DigDug, etc., well, they are all documented and what's more
fully playable in the MAME project. You see, these arcade machines will not last forever, so
the emulator and ROM Images are here to preserve these games."
[9] http://www.mameworld.net/maws/romset/strkforc.
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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