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Index › 1980s › Defender
Defender cover art

Defender

ディフェンダー (ゲーム), AKA: Earth Attack, T.T. Defender
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Defender

Defender is an arcade video game developed released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis's first video game project, and drew inspiration from Space Invaders and Asteroids. Williams planned to display the game at the Amusement & Music Operators Association (AMOA) trade show, though development delays resulted in the team working on the game up until the show started. Defender was commercially successful, selling over 55,000 units to become the company's best selling arcade game. Praise among critics focused on the game's audio-visuals and gameplay. It is frequently listed as one of Jarvis's best contributions to the video game industry, as well as one of the most difficult video games. Defender was ported to numerous platforms, inspired the development of other games, and was followed by sequels and many imitations.

Year
1981
Publisher
Williams Electronics
Players
2P
Orientation
Horizontal

SCREENSHOTS

PHYSICAL

HISTORY

Defender is a 1981 horizontally scrolling shooter video game developed and published by Williams Electronics for arcades. It was released in Japan by Taito. It is set on an unnamed planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis's first video game project and drew inspiration from Space Invaders and Asteroids. Defender was demonstrated in late 1980 and was released in March 1981.

Defender was one of the most important titles of the golden age of arcade video games, selling over 55,000 units to become the company's best-selling game and one of the highest-grossing arcade games ever. Praise among critics focused on the game's audio-visuals and gameplay. It is frequently listed as one of Jarvis's best contributions to the video game industry and one of the most difficult video games. Though not the first game to scroll horizontally, it created the genre of horizontal scrolling shoot 'em ups. It inspired the development of other games and was followed by sequels and many imitations.

Ports were developed for contemporary game systems, most of them by either Atari, Inc. or its software label for non-Atari platforms, Atarisoft. The 1982 Atari 2600 version was one of the best-selling games for the system and sold over 3 million cartridges.

Gameplay

Defender is a side-view, horizontally scrolling shooter set on the surface of an unnamed planet. The player controls a spaceship flying either to the left or right. A joystick controls the ship's elevation, and five buttons control its horizontal direction and weapons. The player starts with three "smart bombs", which destroy all visible enemies. As a last resort, the "hyperspace" button works as in Asteroids: the player's ship reappears in a random—possibly unsafe—location. Players are allotted three ships at the start of the game; another ship and smart bomb are awarded every 10,000 points (adjustable per machine). Two players can alternate turns.

The object is to destroy all alien invaders, while protecting astronauts on the landscape from abduction. Landers pick up humans and attempt to carry them to the top of the screen at which point they turn into fast-moving mutants. A captured human can be freed by shooting the lander, then catching the human before it falls to its death, and dropping it off on the ground.

Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. A ship is lost if it is hit by an enemy or its projectiles, or if a hyperspace jump goes wrong (as they randomly do). After exhausting all ships, the game ends.

Development

Defender was Williams Electronics' first attempt at developing an original video game; the company's earlier game was a Pong clone. The popularity of coin-operated video games in 1979 spurred it to expand beyond pinball games. The company chose Eugene Jarvis, who had a successful record of Williams pinball games, to head development. Additionally, the release of Taito's Space Invaders in 1978 inspired Jarvis to pursue arcade game development. Larry DeMar, Sam Dicker, and Paul Dussault assisted Jarvis.

Development began around October 1979. The team first determined the specifications of the game's hardware. They aimed to portray Williams games as technologically advanced and included more capabilities than the game required. At the time, Williams had a small staff and its management was unfamiliar with the technology used for its electronic games. As a result, the developers were afforded a large amount of creative freedom. They used a Motorola EXORciser computer to developer the game's program.

Early designs and conception

Initially, Jarvis spent 3–4 months developing color variations of Space Invaders and Atari, Inc.'s Asteroids. Space was a popular setting for video games at the time, and Jarvis felt the abstract setting would help obscure simple graphics. First inspired by Space Invaders, he created a prototype with similar gameplay that included new mechanics. After spending a few weeks with the design, however, the team felt it was dull and abandoned the idea. Development then shifted to emulating Asteroids, which displays vector graphics on a special monitor, and the team experimented with recreating the game with pixel graphics. They abandoned this design as well, deeming it a poor recreation and visually unappealing.

Believing the first attempts to be too derivative, the developers held brainstorming sessions. During a session, they agreed that one of Asteroids's favorable elements was its wraparound screen effect. They felt that allowing the player to fly a ship off the screen would be exciting and decided to create a game world larger than the screen displayed. The game's environment was made wider than the screen and scrolled horizontally. Expanding on the idea, they envisioned Space Invaders' design rotated 90 degrees to have the ship move up and down while flying horizontally. Large asteroids, an element from Asteroids, were added to the game world but later removed. Jarvis intended the screen to scroll only from left to right; fellow Williams employee Steve Ritchie, however, convinced him the game should be able to scroll in either direction.

After six months of development, the team considered the progress insufficient. They examined other games and concluded that survival was a necessary component. The team devised enemies to present a threat, the first of which was the "Lander". Jarvis enjoyed violent, action entertainment, and he wanted to include those elements but felt the action should have a reasonable objective. Inspired by the 1960s television show The Defenders, Jarvis titled the game Defender, reasoning that the title helped justify the violence. He added astronauts to expand on the space theme and give the player something to defend while shooting enemies. Jarvis believed the combination of offensive and defensive actions created a "rich tactical and strategic experience" that forced the player to frequently evaluate the situation's priorities. He further noted that the added complexity made the gameplay less monotonous, which differentiated it from other games that solely rely on a relentless battle that eventually kills the player character.

The element of flying over a planetscape was added after a brainstorming session between Jarvis and Ritchie. The landscape is depicted as a line only a pixel wide, primarily because the hardware was not powerful enough to generate anything more detailed. The background stars' movements were made slower than the ship in order to create a sense of depth.…

STORY

In the future an alien race known as the "Manti" attacks Earth with their relatives the Irata. Manti have been seen kidnapping humans for unknown reasons but, it is known that after a Manti grabs a human that they become more powerful. If the Manti successfully create the ultimate Mutant Army, then Earth won't stand a chance. Star-Fighters have been dispatched to Defend mankind from the enemy.

1CC RUNS

One-credit clears we point to as the benchmark for this game.

GAMEPLAY VIDEO

SCORES

Source
Audience
Score
Reviews
Critics
70 / 100
1
Users
7 / 10
175
Users
47 / 100
37

ACHIEVEMENTS 2 sets

Tracked by RetroAchievements and earned in an emulator that reports to it. A game tracked on more than one machine gets a set for each, because they are different lists earned on different hardware.

Arcade 37 achievements, 550 pts
  1. First Flight 5
    Clear Wave 1
  2. Skyward Sentry 5
    Clear Wave 2
  3. Star Patrol 5
    Clear Wave 3
  4. Aerial Adept 10
    Clear Wave 4
  5. Cosmic Captain 10
    Clear Wave 5
  6. Galactic Gatekeeper 10
    Clear Wave 6
  7. Stellar Sentinel 25
    Clear Wave 7
  8. Celestial Champion 50
    Clear Wave 8, the point of maximum difficulty
  9. Flawless First Flight 5
    Clear Wave 1 on your first life
  10. Flawless Skyward Sentry 10
    Clear Wave 2 on your first life
  11. Flawless Star Patrol 10
    Clear Wave Three on your first life
  12. Flawless Aerial Adept 25
    Clear Wave Four on your first life
  13. Full House I 5
    Clear Wave 1 with 10 humanoids remaining
  14. Full House II 5
    Clear Wave 2 with 10 humanoids remaining
  15. Full House III 10
    Clear Wave 3 with 10 humanoids remaining
  16. Full House IV 25
    Clear Wave 4 with 10 humanoids remaining
  17. Full House V 25
    Clear Wave 5 with 10 humanoids remaining
  18. Score and Soar 5
    Earn an extra life and smart bomb by scoring 10,000 points
  19. Continuity Cache 10
    Hold more than five lives in reserve
  20. Life Saver I 3
    Catch a humanoid
  21. Life Saver II 2
    Return a humanoid to the ground
  22. Space Invaders Tribute 10
    Clear Wave 1 without pressing Up or Down
  23. No-Bomb Newcomer 5
    Clear Wave 2 without ever using a smart bomb during the playthrough
  24. No-Bomb Notable 10
    Clear Wave 3 without ever using a smart bomb during the playthrough
  25. No-Bomb Natural 25
    Clear Wave 4 without ever using a smart bomb during the playthrough
  26. Straight Shooter I 5
    Clear Wave 1 without ever using reverse
  27. Straight Shooter II 10
    Clear Wave 2 without ever using reverse during the playthrough
  28. Minimalist Marksman 10
    Clear Wave 1 without pressing Fire more than 5 times
  29. Baiter-Free Breeze 10
    Reach Wave 3 with no baiters ever spawning
  30. Edge of Extinction I 5
    Begin Wave 2 with one humanoid remaining, and ensure it survives until reaching Wave 3
  31. Edge of Extinction II 25
    Begin Wave 2 with one humanoid remaining, and ensure it survives until reaching Wave 4
  32. Edge of Extinction III 25
    Begin Wave 2 with one humanoid remaining, and ensure it survives until reaching Wave 5
  33. One-Minute Warrior 5
    Survive for longer than one minute on your first life
  34. Two-Minute Warrior 10
    Survive for longer than two minutes on your first life
  35. Three-Minute Warrior 25
    Survive for longer than 3 minutes on your first life
  36. Beat the Clock 10
    Reach Wave 4 within two minutes and fifteen seconds
  37. Unstoppable Force 100
    Score 200,000 points

Achievement names, descriptions and badges are the work of the RetroAchievements community. View this set on RetroAchievements

ColecoVision 14 achievements, 150 pts
  1. Keeping It Safe 5
    Clear Wave 5 with at least 1 resident alive
  2. Don't Stop Defending 5
    Clear Wave 10 with at least 1 resident alive
  3. The Defending Never Ends 10
    Clear Wave 15 with at least 1 resident alive
  4. Cosmic Defender 25
    Clear Wave 20 with at least 1 resident alive
  5. Falcon Eye 3
    Clear the first Wave with no more than 18 shots fired and without losing a Defender and without using Smart Bombs
  6. Horizontal Pilot 3
    Clear the first Wave without flying up or down
  7. All Humanoid Saved I 4
    Clear Wave 5 with all 10 residents alive
  8. All Humanoid Saved II 5
    Clear Wave 10 with all 10 residents alive
  9. All Humanoid Saved III 5
    Clear Wave 15 with all 10 residents alive
  10. All Humanoid Saved IV 5
    Clear Wave 20 with all 10 residents alive
  11. Fearless Defender 10
    Reach Wave 6 without losing a Defender
  12. Special Defender 10
    Reach Wave 10 without using Smart Bombs and without losing more than 3 Defenders
  13. An Excellent Defender 10
    Safely land 30 falling residents one at a time
  14. A True Defender 50
    Reach 350,000 points without losing more than 8 Defenders and without losing every residents

Achievement names, descriptions and badges are the work of the RetroAchievements community. View this set on RetroAchievements

RELEASES 12 systems

System
Platform
Year
Notes
ARC
Arcade
1981
Original release
A2600
Atari 2600
1982
A5200
Atari 5200
1982
A8BIT
Atari 8-bit
1982
COL
ColecoVision
1983
INT
Intellivision
1983
C64
Commodore 64
1983
MAC
macOS
1994
GB
Game Boy
1999
WEB
Web browser
2000
PC
Windows
2006
X360
Xbox 360
2010

PHYSICAL RELEASES 1 box

Defender box art, Atari 2600
A2600 Atari 2600

IN PRINT

GAME DATA

Orientation
Horizontal
Players
2
Series
Defender

SOURCES

Wikipedia, CC BY-SA 4.0
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