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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 4 of 4
 

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.

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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.

 
Article Start Previous Page 4 of 4
 
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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